babylon.max.js 5.7 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. result = result.replace(/texture2D\s*\(/g, "texture(");
  519. if (isFragment) {
  520. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /**
  1487. * Gather the list of clipboard event types as constants.
  1488. */
  1489. var ClipboardEventTypes = /** @class */ (function () {
  1490. function ClipboardEventTypes() {
  1491. }
  1492. /**
  1493. * The clipboard event is fired when a copy command is active (pressed).
  1494. */
  1495. ClipboardEventTypes.COPY = 0x01; //
  1496. /**
  1497. * The clipboard event is fired when a cut command is active (pressed).
  1498. */
  1499. ClipboardEventTypes.CUT = 0x02;
  1500. /**
  1501. * The clipboard event is fired when a paste command is active (pressed).
  1502. */
  1503. ClipboardEventTypes.PASTE = 0x03;
  1504. return ClipboardEventTypes;
  1505. }());
  1506. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1507. /**
  1508. * This class is used to store clipboard related info for the onClipboardObservable event.
  1509. */
  1510. var ClipboardInfo = /** @class */ (function () {
  1511. /**
  1512. *Creates an instance of ClipboardInfo.
  1513. * @param {number} type
  1514. * @param {ClipboardEvent} event
  1515. */
  1516. function ClipboardInfo(
  1517. /**
  1518. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1519. */
  1520. type,
  1521. /**
  1522. * Defines the related dom event
  1523. */
  1524. event) {
  1525. this.type = type;
  1526. this.event = event;
  1527. }
  1528. /**
  1529. * Get the clipboard event's type from the keycode.
  1530. * @param keyCode Defines the keyCode for the current keyboard event.
  1531. * @return {number}
  1532. */
  1533. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1534. var charCode = keyCode;
  1535. //TODO: add codes for extended ASCII
  1536. switch (charCode) {
  1537. case 67: return ClipboardEventTypes.COPY;
  1538. case 86: return ClipboardEventTypes.PASTE;
  1539. case 88: return ClipboardEventTypes.CUT;
  1540. default: return -1;
  1541. }
  1542. };
  1543. return ClipboardInfo;
  1544. }());
  1545. BABYLON.ClipboardInfo = ClipboardInfo;
  1546. })(BABYLON || (BABYLON = {}));
  1547. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1548. var BABYLON;
  1549. (function (BABYLON) {
  1550. /** Class used to store color4 gradient */
  1551. var ColorGradient = /** @class */ (function () {
  1552. function ColorGradient() {
  1553. }
  1554. /**
  1555. * Will get a color picked randomly between color1 and color2.
  1556. * If color2 is undefined then color1 will be used
  1557. * @param result defines the target Color4 to store the result in
  1558. */
  1559. ColorGradient.prototype.getColorToRef = function (result) {
  1560. if (!this.color2) {
  1561. result.copyFrom(this.color1);
  1562. return;
  1563. }
  1564. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1565. };
  1566. return ColorGradient;
  1567. }());
  1568. BABYLON.ColorGradient = ColorGradient;
  1569. /** Class used to store color 3 gradient */
  1570. var Color3Gradient = /** @class */ (function () {
  1571. function Color3Gradient() {
  1572. }
  1573. return Color3Gradient;
  1574. }());
  1575. BABYLON.Color3Gradient = Color3Gradient;
  1576. /** Class used to store factor gradient */
  1577. var FactorGradient = /** @class */ (function () {
  1578. function FactorGradient() {
  1579. }
  1580. /**
  1581. * Will get a number picked randomly between factor1 and factor2.
  1582. * If factor2 is undefined then factor1 will be used
  1583. * @returns the picked number
  1584. */
  1585. FactorGradient.prototype.getFactor = function () {
  1586. if (this.factor2 === undefined) {
  1587. return this.factor1;
  1588. }
  1589. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1590. };
  1591. return FactorGradient;
  1592. }());
  1593. BABYLON.FactorGradient = FactorGradient;
  1594. /**
  1595. * @ignore
  1596. * Application error to support additional information when loading a file
  1597. */
  1598. var LoadFileError = /** @class */ (function (_super) {
  1599. __extends(LoadFileError, _super);
  1600. /**
  1601. * Creates a new LoadFileError
  1602. * @param message defines the message of the error
  1603. * @param request defines the optional XHR request
  1604. */
  1605. function LoadFileError(message,
  1606. /** defines the optional XHR request */
  1607. request) {
  1608. var _this = _super.call(this, message) || this;
  1609. _this.request = request;
  1610. _this.name = "LoadFileError";
  1611. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1612. return _this;
  1613. }
  1614. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1615. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1616. // Polyfill for Object.setPrototypeOf if necessary.
  1617. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1618. return LoadFileError;
  1619. }(Error));
  1620. BABYLON.LoadFileError = LoadFileError;
  1621. /**
  1622. * Class used to define a retry strategy when error happens while loading assets
  1623. */
  1624. var RetryStrategy = /** @class */ (function () {
  1625. function RetryStrategy() {
  1626. }
  1627. /**
  1628. * Function used to defines an exponential back off strategy
  1629. * @param maxRetries defines the maximum number of retries (3 by default)
  1630. * @param baseInterval defines the interval between retries
  1631. * @returns the strategy function to use
  1632. */
  1633. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1634. if (maxRetries === void 0) { maxRetries = 3; }
  1635. if (baseInterval === void 0) { baseInterval = 500; }
  1636. return function (url, request, retryIndex) {
  1637. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1638. return -1;
  1639. }
  1640. return Math.pow(2, retryIndex) * baseInterval;
  1641. };
  1642. };
  1643. return RetryStrategy;
  1644. }());
  1645. BABYLON.RetryStrategy = RetryStrategy;
  1646. // Screenshots
  1647. var screenshotCanvas;
  1648. var cloneValue = function (source, destinationObject) {
  1649. if (!source) {
  1650. return null;
  1651. }
  1652. if (source instanceof BABYLON.Mesh) {
  1653. return null;
  1654. }
  1655. if (source instanceof BABYLON.SubMesh) {
  1656. return source.clone(destinationObject);
  1657. }
  1658. else if (source.clone) {
  1659. return source.clone();
  1660. }
  1661. return null;
  1662. };
  1663. /**
  1664. * Class containing a set of static utilities functions
  1665. */
  1666. var Tools = /** @class */ (function () {
  1667. function Tools() {
  1668. }
  1669. /**
  1670. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1671. * @param u defines the coordinate on X axis
  1672. * @param v defines the coordinate on Y axis
  1673. * @param width defines the width of the source data
  1674. * @param height defines the height of the source data
  1675. * @param pixels defines the source byte array
  1676. * @param color defines the output color
  1677. */
  1678. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1679. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1680. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1681. var position = (wrappedU + wrappedV * width) * 4;
  1682. color.r = pixels[position] / 255;
  1683. color.g = pixels[position + 1] / 255;
  1684. color.b = pixels[position + 2] / 255;
  1685. color.a = pixels[position + 3] / 255;
  1686. };
  1687. /**
  1688. * Interpolates between a and b via alpha
  1689. * @param a The lower value (returned when alpha = 0)
  1690. * @param b The upper value (returned when alpha = 1)
  1691. * @param alpha The interpolation-factor
  1692. * @return The mixed value
  1693. */
  1694. Tools.Mix = function (a, b, alpha) {
  1695. return a * (1 - alpha) + b * alpha;
  1696. };
  1697. /**
  1698. * Tries to instantiate a new object from a given class name
  1699. * @param className defines the class name to instantiate
  1700. * @returns the new object or null if the system was not able to do the instantiation
  1701. */
  1702. Tools.Instantiate = function (className) {
  1703. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1704. return Tools.RegisteredExternalClasses[className];
  1705. }
  1706. var arr = className.split(".");
  1707. var fn = (window || this);
  1708. for (var i = 0, len = arr.length; i < len; i++) {
  1709. fn = fn[arr[i]];
  1710. }
  1711. if (typeof fn !== "function") {
  1712. return null;
  1713. }
  1714. return fn;
  1715. };
  1716. /**
  1717. * Provides a slice function that will work even on IE
  1718. * @param data defines the array to slice
  1719. * @param start defines the start of the data (optional)
  1720. * @param end defines the end of the data (optional)
  1721. * @returns the new sliced array
  1722. */
  1723. Tools.Slice = function (data, start, end) {
  1724. if (data.slice) {
  1725. return data.slice(start, end);
  1726. }
  1727. return Array.prototype.slice.call(data, start, end);
  1728. };
  1729. /**
  1730. * Polyfill for setImmediate
  1731. * @param action defines the action to execute after the current execution block
  1732. */
  1733. Tools.SetImmediate = function (action) {
  1734. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1735. window.setImmediate(action);
  1736. }
  1737. else {
  1738. setTimeout(action, 1);
  1739. }
  1740. };
  1741. /**
  1742. * Function indicating if a number is an exponent of 2
  1743. * @param value defines the value to test
  1744. * @returns true if the value is an exponent of 2
  1745. */
  1746. Tools.IsExponentOfTwo = function (value) {
  1747. var count = 1;
  1748. do {
  1749. count *= 2;
  1750. } while (count < value);
  1751. return count === value;
  1752. };
  1753. /**
  1754. * Returns the nearest 32-bit single precision float representation of a Number
  1755. * @param value A Number. If the parameter is of a different type, it will get converted
  1756. * to a number or to NaN if it cannot be converted
  1757. * @returns number
  1758. */
  1759. Tools.FloatRound = function (value) {
  1760. if (Math.fround) {
  1761. return Math.fround(value);
  1762. }
  1763. return (Tools._tmpFloatArray[0] = value);
  1764. };
  1765. /**
  1766. * Find the next highest power of two.
  1767. * @param x Number to start search from.
  1768. * @return Next highest power of two.
  1769. */
  1770. Tools.CeilingPOT = function (x) {
  1771. x--;
  1772. x |= x >> 1;
  1773. x |= x >> 2;
  1774. x |= x >> 4;
  1775. x |= x >> 8;
  1776. x |= x >> 16;
  1777. x++;
  1778. return x;
  1779. };
  1780. /**
  1781. * Find the next lowest power of two.
  1782. * @param x Number to start search from.
  1783. * @return Next lowest power of two.
  1784. */
  1785. Tools.FloorPOT = function (x) {
  1786. x = x | (x >> 1);
  1787. x = x | (x >> 2);
  1788. x = x | (x >> 4);
  1789. x = x | (x >> 8);
  1790. x = x | (x >> 16);
  1791. return x - (x >> 1);
  1792. };
  1793. /**
  1794. * Find the nearest power of two.
  1795. * @param x Number to start search from.
  1796. * @return Next nearest power of two.
  1797. */
  1798. Tools.NearestPOT = function (x) {
  1799. var c = Tools.CeilingPOT(x);
  1800. var f = Tools.FloorPOT(x);
  1801. return (c - x) > (x - f) ? f : c;
  1802. };
  1803. /**
  1804. * Get the closest exponent of two
  1805. * @param value defines the value to approximate
  1806. * @param max defines the maximum value to return
  1807. * @param mode defines how to define the closest value
  1808. * @returns closest exponent of two of the given value
  1809. */
  1810. Tools.GetExponentOfTwo = function (value, max, mode) {
  1811. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1812. var pot;
  1813. switch (mode) {
  1814. case BABYLON.Engine.SCALEMODE_FLOOR:
  1815. pot = Tools.FloorPOT(value);
  1816. break;
  1817. case BABYLON.Engine.SCALEMODE_NEAREST:
  1818. pot = Tools.NearestPOT(value);
  1819. break;
  1820. case BABYLON.Engine.SCALEMODE_CEILING:
  1821. default:
  1822. pot = Tools.CeilingPOT(value);
  1823. break;
  1824. }
  1825. return Math.min(pot, max);
  1826. };
  1827. /**
  1828. * Extracts the filename from a path
  1829. * @param path defines the path to use
  1830. * @returns the filename
  1831. */
  1832. Tools.GetFilename = function (path) {
  1833. var index = path.lastIndexOf("/");
  1834. if (index < 0) {
  1835. return path;
  1836. }
  1837. return path.substring(index + 1);
  1838. };
  1839. /**
  1840. * Extracts the "folder" part of a path (everything before the filename).
  1841. * @param uri The URI to extract the info from
  1842. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1843. * @returns The "folder" part of the path
  1844. */
  1845. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1846. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1847. var index = uri.lastIndexOf("/");
  1848. if (index < 0) {
  1849. if (returnUnchangedIfNoSlash) {
  1850. return uri;
  1851. }
  1852. return "";
  1853. }
  1854. return uri.substring(0, index + 1);
  1855. };
  1856. /**
  1857. * Extracts text content from a DOM element hierarchy
  1858. * @param element defines the root element
  1859. * @returns a string
  1860. */
  1861. Tools.GetDOMTextContent = function (element) {
  1862. var result = "";
  1863. var child = element.firstChild;
  1864. while (child) {
  1865. if (child.nodeType === 3) {
  1866. result += child.textContent;
  1867. }
  1868. child = (child.nextSibling);
  1869. }
  1870. return result;
  1871. };
  1872. /**
  1873. * Convert an angle in radians to degrees
  1874. * @param angle defines the angle to convert
  1875. * @returns the angle in degrees
  1876. */
  1877. Tools.ToDegrees = function (angle) {
  1878. return angle * 180 / Math.PI;
  1879. };
  1880. /**
  1881. * Convert an angle in degrees to radians
  1882. * @param angle defines the angle to convert
  1883. * @returns the angle in radians
  1884. */
  1885. Tools.ToRadians = function (angle) {
  1886. return angle * Math.PI / 180;
  1887. };
  1888. /**
  1889. * Encode a buffer to a base64 string
  1890. * @param buffer defines the buffer to encode
  1891. * @returns the encoded string
  1892. */
  1893. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1894. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1895. var output = "";
  1896. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1897. var i = 0;
  1898. var bytes = new Uint8Array(buffer);
  1899. while (i < bytes.length) {
  1900. chr1 = bytes[i++];
  1901. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1902. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1903. enc1 = chr1 >> 2;
  1904. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1905. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1906. enc4 = chr3 & 63;
  1907. if (isNaN(chr2)) {
  1908. enc3 = enc4 = 64;
  1909. }
  1910. else if (isNaN(chr3)) {
  1911. enc4 = 64;
  1912. }
  1913. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1914. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1915. }
  1916. return "data:image/png;base64," + output;
  1917. };
  1918. /**
  1919. * Extracts minimum and maximum values from a list of indexed positions
  1920. * @param positions defines the positions to use
  1921. * @param indices defines the indices to the positions
  1922. * @param indexStart defines the start index
  1923. * @param indexCount defines the end index
  1924. * @param bias defines bias value to add to the result
  1925. * @return minimum and maximum values
  1926. */
  1927. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1928. if (bias === void 0) { bias = null; }
  1929. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1930. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1931. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1932. var offset = indices[index] * 3;
  1933. var x = positions[offset];
  1934. var y = positions[offset + 1];
  1935. var z = positions[offset + 2];
  1936. minimum.minimizeInPlaceFromFloats(x, y, z);
  1937. maximum.maximizeInPlaceFromFloats(x, y, z);
  1938. }
  1939. if (bias) {
  1940. minimum.x -= minimum.x * bias.x + bias.y;
  1941. minimum.y -= minimum.y * bias.x + bias.y;
  1942. minimum.z -= minimum.z * bias.x + bias.y;
  1943. maximum.x += maximum.x * bias.x + bias.y;
  1944. maximum.y += maximum.y * bias.x + bias.y;
  1945. maximum.z += maximum.z * bias.x + bias.y;
  1946. }
  1947. return {
  1948. minimum: minimum,
  1949. maximum: maximum
  1950. };
  1951. };
  1952. /**
  1953. * Extracts minimum and maximum values from a list of positions
  1954. * @param positions defines the positions to use
  1955. * @param start defines the start index in the positions array
  1956. * @param count defines the number of positions to handle
  1957. * @param bias defines bias value to add to the result
  1958. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1959. * @return minimum and maximum values
  1960. */
  1961. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1962. if (bias === void 0) { bias = null; }
  1963. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1964. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1965. if (!stride) {
  1966. stride = 3;
  1967. }
  1968. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1969. var x = positions[offset];
  1970. var y = positions[offset + 1];
  1971. var z = positions[offset + 2];
  1972. minimum.minimizeInPlaceFromFloats(x, y, z);
  1973. maximum.maximizeInPlaceFromFloats(x, y, z);
  1974. }
  1975. if (bias) {
  1976. minimum.x -= minimum.x * bias.x + bias.y;
  1977. minimum.y -= minimum.y * bias.x + bias.y;
  1978. minimum.z -= minimum.z * bias.x + bias.y;
  1979. maximum.x += maximum.x * bias.x + bias.y;
  1980. maximum.y += maximum.y * bias.x + bias.y;
  1981. maximum.z += maximum.z * bias.x + bias.y;
  1982. }
  1983. return {
  1984. minimum: minimum,
  1985. maximum: maximum
  1986. };
  1987. };
  1988. /**
  1989. * Returns an array if obj is not an array
  1990. * @param obj defines the object to evaluate as an array
  1991. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1992. * @returns either obj directly if obj is an array or a new array containing obj
  1993. */
  1994. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1995. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1996. return null;
  1997. }
  1998. return Array.isArray(obj) ? obj : [obj];
  1999. };
  2000. /**
  2001. * Returns an array of the given size filled with element built from the given constructor and the paramters
  2002. * @param size the number of element to construct and put in the array
  2003. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  2004. * @returns a new array filled with new objects
  2005. */
  2006. Tools.BuildArray = function (size, itemBuilder) {
  2007. var a = [];
  2008. for (var i = 0; i < size; ++i) {
  2009. a.push(itemBuilder());
  2010. }
  2011. return a;
  2012. };
  2013. /**
  2014. * Gets the pointer prefix to use
  2015. * @returns "pointer" if touch is enabled. Else returns "mouse"
  2016. */
  2017. Tools.GetPointerPrefix = function () {
  2018. var eventPrefix = "pointer";
  2019. // Check if pointer events are supported
  2020. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  2021. eventPrefix = "mouse";
  2022. }
  2023. return eventPrefix;
  2024. };
  2025. /**
  2026. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2027. * @param func - the function to be called
  2028. * @param requester - the object that will request the next frame. Falls back to window.
  2029. * @returns frame number
  2030. */
  2031. Tools.QueueNewFrame = function (func, requester) {
  2032. if (!Tools.IsWindowObjectExist()) {
  2033. return setTimeout(func, 16);
  2034. }
  2035. if (!requester) {
  2036. requester = window;
  2037. }
  2038. if (requester.requestAnimationFrame) {
  2039. return requester.requestAnimationFrame(func);
  2040. }
  2041. else if (requester.msRequestAnimationFrame) {
  2042. return requester.msRequestAnimationFrame(func);
  2043. }
  2044. else if (requester.webkitRequestAnimationFrame) {
  2045. return requester.webkitRequestAnimationFrame(func);
  2046. }
  2047. else if (requester.mozRequestAnimationFrame) {
  2048. return requester.mozRequestAnimationFrame(func);
  2049. }
  2050. else if (requester.oRequestAnimationFrame) {
  2051. return requester.oRequestAnimationFrame(func);
  2052. }
  2053. else {
  2054. return window.setTimeout(func, 16);
  2055. }
  2056. };
  2057. /**
  2058. * Ask the browser to promote the current element to fullscreen rendering mode
  2059. * @param element defines the DOM element to promote
  2060. */
  2061. Tools.RequestFullscreen = function (element) {
  2062. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2063. if (!requestFunction) {
  2064. return;
  2065. }
  2066. requestFunction.call(element);
  2067. };
  2068. /**
  2069. * Asks the browser to exit fullscreen mode
  2070. */
  2071. Tools.ExitFullscreen = function () {
  2072. if (document.exitFullscreen) {
  2073. document.exitFullscreen();
  2074. }
  2075. else if (document.mozCancelFullScreen) {
  2076. document.mozCancelFullScreen();
  2077. }
  2078. else if (document.webkitCancelFullScreen) {
  2079. document.webkitCancelFullScreen();
  2080. }
  2081. else if (document.msCancelFullScreen) {
  2082. document.msCancelFullScreen();
  2083. }
  2084. };
  2085. /**
  2086. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2087. * @param url define the url we are trying
  2088. * @param element define the dom element where to configure the cors policy
  2089. */
  2090. Tools.SetCorsBehavior = function (url, element) {
  2091. if (url && url.indexOf("data:") === 0) {
  2092. return;
  2093. }
  2094. if (Tools.CorsBehavior) {
  2095. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2096. element.crossOrigin = Tools.CorsBehavior;
  2097. }
  2098. else {
  2099. var result = Tools.CorsBehavior(url);
  2100. if (result) {
  2101. element.crossOrigin = result;
  2102. }
  2103. }
  2104. }
  2105. };
  2106. // External files
  2107. /**
  2108. * Removes unwanted characters from an url
  2109. * @param url defines the url to clean
  2110. * @returns the cleaned url
  2111. */
  2112. Tools.CleanUrl = function (url) {
  2113. url = url.replace(/#/mg, "%23");
  2114. return url;
  2115. };
  2116. /**
  2117. * Loads an image as an HTMLImageElement.
  2118. * @param input url string, ArrayBuffer, or Blob to load
  2119. * @param onLoad callback called when the image successfully loads
  2120. * @param onError callback called when the image fails to load
  2121. * @param offlineProvider offline provider for caching
  2122. * @returns the HTMLImageElement of the loaded image
  2123. */
  2124. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2125. var url;
  2126. var usingObjectURL = false;
  2127. if (input instanceof ArrayBuffer) {
  2128. url = URL.createObjectURL(new Blob([input]));
  2129. usingObjectURL = true;
  2130. }
  2131. else if (input instanceof Blob) {
  2132. url = URL.createObjectURL(input);
  2133. usingObjectURL = true;
  2134. }
  2135. else {
  2136. url = Tools.CleanUrl(input);
  2137. url = Tools.PreprocessUrl(input);
  2138. }
  2139. var img = new Image();
  2140. Tools.SetCorsBehavior(url, img);
  2141. var loadHandler = function () {
  2142. if (usingObjectURL && img.src) {
  2143. URL.revokeObjectURL(img.src);
  2144. }
  2145. img.removeEventListener("load", loadHandler);
  2146. img.removeEventListener("error", errorHandler);
  2147. onLoad(img);
  2148. };
  2149. var errorHandler = function (err) {
  2150. if (usingObjectURL && img.src) {
  2151. URL.revokeObjectURL(img.src);
  2152. }
  2153. img.removeEventListener("load", loadHandler);
  2154. img.removeEventListener("error", errorHandler);
  2155. Tools.Error("Error while trying to load image: " + input);
  2156. if (onError) {
  2157. onError("Error while trying to load image: " + input, err);
  2158. }
  2159. };
  2160. img.addEventListener("load", loadHandler);
  2161. img.addEventListener("error", errorHandler);
  2162. var noOfflineSupport = function () {
  2163. img.src = url;
  2164. };
  2165. var loadFromOfflineSupport = function () {
  2166. if (offlineProvider) {
  2167. offlineProvider.loadImage(url, img);
  2168. }
  2169. };
  2170. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2171. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2172. }
  2173. else {
  2174. if (url.indexOf("file:") !== -1) {
  2175. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2176. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2177. try {
  2178. var blobURL;
  2179. try {
  2180. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2181. }
  2182. catch (ex) {
  2183. // Chrome doesn't support oneTimeOnly parameter
  2184. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2185. }
  2186. img.src = blobURL;
  2187. usingObjectURL = true;
  2188. }
  2189. catch (e) {
  2190. img.src = "";
  2191. }
  2192. return img;
  2193. }
  2194. }
  2195. noOfflineSupport();
  2196. }
  2197. return img;
  2198. };
  2199. /**
  2200. * Loads a file
  2201. * @param url url string, ArrayBuffer, or Blob to load
  2202. * @param onSuccess callback called when the file successfully loads
  2203. * @param onProgress callback called while file is loading (if the server supports this mode)
  2204. * @param offlineProvider defines the offline provider for caching
  2205. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2206. * @param onError callback called when the file fails to load
  2207. * @returns a file request object
  2208. */
  2209. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2210. url = Tools.CleanUrl(url);
  2211. url = Tools.PreprocessUrl(url);
  2212. // If file and file input are set
  2213. if (url.indexOf("file:") !== -1) {
  2214. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2215. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2216. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2217. }
  2218. }
  2219. var loadUrl = Tools.BaseUrl + url;
  2220. var aborted = false;
  2221. var fileRequest = {
  2222. onCompleteObservable: new BABYLON.Observable(),
  2223. abort: function () { return aborted = true; },
  2224. };
  2225. var requestFile = function () {
  2226. var request = new XMLHttpRequest();
  2227. var retryHandle = null;
  2228. fileRequest.abort = function () {
  2229. aborted = true;
  2230. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2231. request.abort();
  2232. }
  2233. if (retryHandle !== null) {
  2234. clearTimeout(retryHandle);
  2235. retryHandle = null;
  2236. }
  2237. };
  2238. var retryLoop = function (retryIndex) {
  2239. request.open('GET', loadUrl, true);
  2240. if (useArrayBuffer) {
  2241. request.responseType = "arraybuffer";
  2242. }
  2243. if (onProgress) {
  2244. request.addEventListener("progress", onProgress);
  2245. }
  2246. var onLoadEnd = function () {
  2247. request.removeEventListener("loadend", onLoadEnd);
  2248. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2249. fileRequest.onCompleteObservable.clear();
  2250. };
  2251. request.addEventListener("loadend", onLoadEnd);
  2252. var onReadyStateChange = function () {
  2253. if (aborted) {
  2254. return;
  2255. }
  2256. // In case of undefined state in some browsers.
  2257. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2258. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2259. request.removeEventListener("readystatechange", onReadyStateChange);
  2260. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2261. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2262. return;
  2263. }
  2264. var retryStrategy = Tools.DefaultRetryStrategy;
  2265. if (retryStrategy) {
  2266. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2267. if (waitTime !== -1) {
  2268. // Prevent the request from completing for retry.
  2269. request.removeEventListener("loadend", onLoadEnd);
  2270. request = new XMLHttpRequest();
  2271. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2272. return;
  2273. }
  2274. }
  2275. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2276. if (onError) {
  2277. onError(request, e);
  2278. }
  2279. else {
  2280. throw e;
  2281. }
  2282. }
  2283. };
  2284. request.addEventListener("readystatechange", onReadyStateChange);
  2285. if (Tools.UseCustomRequestHeaders) {
  2286. Tools.InjectCustomRequestHeaders(request);
  2287. }
  2288. request.send();
  2289. };
  2290. retryLoop(0);
  2291. };
  2292. // Caching all files
  2293. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2294. var noOfflineSupport_1 = function (request) {
  2295. if (request && request.status > 400) {
  2296. if (onError) {
  2297. onError(request);
  2298. }
  2299. }
  2300. else {
  2301. if (!aborted) {
  2302. requestFile();
  2303. }
  2304. }
  2305. };
  2306. var loadFromOfflineSupport = function () {
  2307. // TODO: database needs to support aborting and should return a IFileRequest
  2308. if (aborted) {
  2309. return;
  2310. }
  2311. if (offlineProvider) {
  2312. offlineProvider.loadFile(url, function (data) {
  2313. if (!aborted) {
  2314. onSuccess(data);
  2315. }
  2316. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2317. }, onProgress ? function (event) {
  2318. if (!aborted) {
  2319. onProgress(event);
  2320. }
  2321. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2322. }
  2323. };
  2324. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2325. }
  2326. else {
  2327. requestFile();
  2328. }
  2329. return fileRequest;
  2330. };
  2331. /**
  2332. * Load a script (identified by an url). When the url returns, the
  2333. * content of this file is added into a new script element, attached to the DOM (body element)
  2334. * @param scriptUrl defines the url of the script to laod
  2335. * @param onSuccess defines the callback called when the script is loaded
  2336. * @param onError defines the callback to call if an error occurs
  2337. */
  2338. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2339. if (!Tools.IsWindowObjectExist()) {
  2340. return;
  2341. }
  2342. var head = document.getElementsByTagName('head')[0];
  2343. var script = document.createElement('script');
  2344. script.type = 'text/javascript';
  2345. script.src = scriptUrl;
  2346. script.onload = function () {
  2347. if (onSuccess) {
  2348. onSuccess();
  2349. }
  2350. };
  2351. script.onerror = function (e) {
  2352. if (onError) {
  2353. onError("Unable to load script '" + scriptUrl + "'", e);
  2354. }
  2355. };
  2356. head.appendChild(script);
  2357. };
  2358. /**
  2359. * Loads a file from a blob
  2360. * @param fileToLoad defines the blob to use
  2361. * @param callback defines the callback to call when data is loaded
  2362. * @param progressCallback defines the callback to call during loading process
  2363. * @returns a file request object
  2364. */
  2365. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2366. var reader = new FileReader();
  2367. var request = {
  2368. onCompleteObservable: new BABYLON.Observable(),
  2369. abort: function () { return reader.abort(); },
  2370. };
  2371. reader.onloadend = function (e) {
  2372. request.onCompleteObservable.notifyObservers(request);
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. reader.onprogress = progressCallback;
  2379. reader.readAsDataURL(fileToLoad);
  2380. return request;
  2381. };
  2382. /**
  2383. * Loads a file
  2384. * @param fileToLoad defines the file to load
  2385. * @param callback defines the callback to call when data is loaded
  2386. * @param progressCallBack defines the callback to call during loading process
  2387. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2388. * @returns a file request object
  2389. */
  2390. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2391. var reader = new FileReader();
  2392. var request = {
  2393. onCompleteObservable: new BABYLON.Observable(),
  2394. abort: function () { return reader.abort(); },
  2395. };
  2396. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2397. reader.onerror = function (e) {
  2398. Tools.Log("Error while reading file: " + fileToLoad.name);
  2399. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2400. };
  2401. reader.onload = function (e) {
  2402. //target doesn't have result from ts 1.3
  2403. callback(e.target['result']);
  2404. };
  2405. if (progressCallBack) {
  2406. reader.onprogress = progressCallBack;
  2407. }
  2408. if (!useArrayBuffer) {
  2409. // Asynchronous read
  2410. reader.readAsText(fileToLoad);
  2411. }
  2412. else {
  2413. reader.readAsArrayBuffer(fileToLoad);
  2414. }
  2415. return request;
  2416. };
  2417. /**
  2418. * Creates a data url from a given string content
  2419. * @param content defines the content to convert
  2420. * @returns the new data url link
  2421. */
  2422. Tools.FileAsURL = function (content) {
  2423. var fileBlob = new Blob([content]);
  2424. var url = window.URL || window.webkitURL;
  2425. var link = url.createObjectURL(fileBlob);
  2426. return link;
  2427. };
  2428. /**
  2429. * Format the given number to a specific decimal format
  2430. * @param value defines the number to format
  2431. * @param decimals defines the number of decimals to use
  2432. * @returns the formatted string
  2433. */
  2434. Tools.Format = function (value, decimals) {
  2435. if (decimals === void 0) { decimals = 2; }
  2436. return value.toFixed(decimals);
  2437. };
  2438. /**
  2439. * Checks if a given vector is inside a specific range
  2440. * @param v defines the vector to test
  2441. * @param min defines the minimum range
  2442. * @param max defines the maximum range
  2443. */
  2444. Tools.CheckExtends = function (v, min, max) {
  2445. min.minimizeInPlace(v);
  2446. max.maximizeInPlace(v);
  2447. };
  2448. /**
  2449. * Tries to copy an object by duplicating every property
  2450. * @param source defines the source object
  2451. * @param destination defines the target object
  2452. * @param doNotCopyList defines a list of properties to avoid
  2453. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2454. */
  2455. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2456. for (var prop in source) {
  2457. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2458. continue;
  2459. }
  2460. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2461. continue;
  2462. }
  2463. var sourceValue = source[prop];
  2464. var typeOfSourceValue = typeof sourceValue;
  2465. if (typeOfSourceValue === "function") {
  2466. continue;
  2467. }
  2468. try {
  2469. if (typeOfSourceValue === "object") {
  2470. if (sourceValue instanceof Array) {
  2471. destination[prop] = [];
  2472. if (sourceValue.length > 0) {
  2473. if (typeof sourceValue[0] == "object") {
  2474. for (var index = 0; index < sourceValue.length; index++) {
  2475. var clonedValue = cloneValue(sourceValue[index], destination);
  2476. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2477. destination[prop].push(clonedValue);
  2478. }
  2479. }
  2480. }
  2481. else {
  2482. destination[prop] = sourceValue.slice(0);
  2483. }
  2484. }
  2485. }
  2486. else {
  2487. destination[prop] = cloneValue(sourceValue, destination);
  2488. }
  2489. }
  2490. else {
  2491. destination[prop] = sourceValue;
  2492. }
  2493. }
  2494. catch (e) {
  2495. // Just ignore error (it could be because of a read-only property)
  2496. }
  2497. }
  2498. };
  2499. /**
  2500. * Gets a boolean indicating if the given object has no own property
  2501. * @param obj defines the object to test
  2502. * @returns true if object has no own property
  2503. */
  2504. Tools.IsEmpty = function (obj) {
  2505. for (var i in obj) {
  2506. if (obj.hasOwnProperty(i)) {
  2507. return false;
  2508. }
  2509. }
  2510. return true;
  2511. };
  2512. /**
  2513. * Function used to register events at window level
  2514. * @param events defines the events to register
  2515. */
  2516. Tools.RegisterTopRootEvents = function (events) {
  2517. for (var index = 0; index < events.length; index++) {
  2518. var event = events[index];
  2519. window.addEventListener(event.name, event.handler, false);
  2520. try {
  2521. if (window.parent) {
  2522. window.parent.addEventListener(event.name, event.handler, false);
  2523. }
  2524. }
  2525. catch (e) {
  2526. // Silently fails...
  2527. }
  2528. }
  2529. };
  2530. /**
  2531. * Function used to unregister events from window level
  2532. * @param events defines the events to unregister
  2533. */
  2534. Tools.UnregisterTopRootEvents = function (events) {
  2535. for (var index = 0; index < events.length; index++) {
  2536. var event = events[index];
  2537. window.removeEventListener(event.name, event.handler);
  2538. try {
  2539. if (window.parent) {
  2540. window.parent.removeEventListener(event.name, event.handler);
  2541. }
  2542. }
  2543. catch (e) {
  2544. // Silently fails...
  2545. }
  2546. }
  2547. };
  2548. /**
  2549. * Dumps the current bound framebuffer
  2550. * @param width defines the rendering width
  2551. * @param height defines the rendering height
  2552. * @param engine defines the hosting engine
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. // Read the contents of the framebuffer
  2560. var numberOfChannelsByLine = width * 4;
  2561. var halfHeight = height / 2;
  2562. //Reading datas from WebGL
  2563. var data = engine.readPixels(0, 0, width, height);
  2564. //To flip image on Y axis.
  2565. for (var i = 0; i < halfHeight; i++) {
  2566. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2567. var currentCell = j + i * numberOfChannelsByLine;
  2568. var targetLine = height - i - 1;
  2569. var targetCell = j + targetLine * numberOfChannelsByLine;
  2570. var temp = data[currentCell];
  2571. data[currentCell] = data[targetCell];
  2572. data[targetCell] = temp;
  2573. }
  2574. }
  2575. // Create a 2D canvas to store the result
  2576. if (!screenshotCanvas) {
  2577. screenshotCanvas = document.createElement('canvas');
  2578. }
  2579. screenshotCanvas.width = width;
  2580. screenshotCanvas.height = height;
  2581. var context = screenshotCanvas.getContext('2d');
  2582. if (context) {
  2583. // Copy the pixels to a 2D canvas
  2584. var imageData = context.createImageData(width, height);
  2585. var castData = (imageData.data);
  2586. castData.set(data);
  2587. context.putImageData(imageData, 0, 0);
  2588. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2589. }
  2590. };
  2591. /**
  2592. * Converts the canvas data to blob.
  2593. * This acts as a polyfill for browsers not supporting the to blob function.
  2594. * @param canvas Defines the canvas to extract the data from
  2595. * @param successCallback Defines the callback triggered once the data are available
  2596. * @param mimeType Defines the mime type of the result
  2597. */
  2598. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2599. if (mimeType === void 0) { mimeType = "image/png"; }
  2600. // We need HTMLCanvasElement.toBlob for HD screenshots
  2601. if (!canvas.toBlob) {
  2602. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2603. canvas.toBlob = function (callback, type, quality) {
  2604. var _this = this;
  2605. setTimeout(function () {
  2606. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2607. for (var i = 0; i < len; i++) {
  2608. arr[i] = binStr.charCodeAt(i);
  2609. }
  2610. callback(new Blob([arr]));
  2611. });
  2612. };
  2613. }
  2614. canvas.toBlob(function (blob) {
  2615. successCallback(blob);
  2616. }, mimeType);
  2617. };
  2618. /**
  2619. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2620. * @param successCallback defines the callback triggered once the data are available
  2621. * @param mimeType defines the mime type of the result
  2622. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2623. */
  2624. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2625. if (mimeType === void 0) { mimeType = "image/png"; }
  2626. if (successCallback) {
  2627. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2628. successCallback(base64Image);
  2629. }
  2630. else {
  2631. this.ToBlob(screenshotCanvas, function (blob) {
  2632. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2633. if (("download" in document.createElement("a"))) {
  2634. if (!fileName) {
  2635. var date = new Date();
  2636. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2637. fileName = "screenshot_" + stringDate + ".png";
  2638. }
  2639. Tools.Download(blob, fileName);
  2640. }
  2641. else {
  2642. var url = URL.createObjectURL(blob);
  2643. var newWindow = window.open("");
  2644. if (!newWindow) {
  2645. return;
  2646. }
  2647. var img = newWindow.document.createElement("img");
  2648. img.onload = function () {
  2649. // no longer need to read the blob so it's revoked
  2650. URL.revokeObjectURL(url);
  2651. };
  2652. img.src = url;
  2653. newWindow.document.body.appendChild(img);
  2654. }
  2655. }, mimeType);
  2656. }
  2657. };
  2658. /**
  2659. * Downloads a blob in the browser
  2660. * @param blob defines the blob to download
  2661. * @param fileName defines the name of the downloaded file
  2662. */
  2663. Tools.Download = function (blob, fileName) {
  2664. if (navigator && navigator.msSaveBlob) {
  2665. navigator.msSaveBlob(blob, fileName);
  2666. return;
  2667. }
  2668. var url = window.URL.createObjectURL(blob);
  2669. var a = document.createElement("a");
  2670. document.body.appendChild(a);
  2671. a.style.display = "none";
  2672. a.href = url;
  2673. a.download = fileName;
  2674. a.addEventListener("click", function () {
  2675. if (a.parentElement) {
  2676. a.parentElement.removeChild(a);
  2677. }
  2678. });
  2679. a.click();
  2680. window.URL.revokeObjectURL(url);
  2681. };
  2682. /**
  2683. * Captures a screenshot of the current rendering
  2684. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2685. * @param engine defines the rendering engine
  2686. * @param camera defines the source camera
  2687. * @param size This parameter can be set to a single number or to an object with the
  2688. * following (optional) properties: precision, width, height. If a single number is passed,
  2689. * it will be used for both width and height. If an object is passed, the screenshot size
  2690. * will be derived from the parameters. The precision property is a multiplier allowing
  2691. * rendering at a higher or lower resolution
  2692. * @param successCallback defines the callback receives a single parameter which contains the
  2693. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2694. * src parameter of an <img> to display it
  2695. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2696. * Check your browser for supported MIME types
  2697. */
  2698. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2699. if (mimeType === void 0) { mimeType = "image/png"; }
  2700. var width;
  2701. var height;
  2702. // If a precision value is specified
  2703. if (size.precision) {
  2704. width = Math.round(engine.getRenderWidth() * size.precision);
  2705. height = Math.round(width / engine.getAspectRatio(camera));
  2706. }
  2707. else if (size.width && size.height) {
  2708. width = size.width;
  2709. height = size.height;
  2710. }
  2711. //If passing only width, computing height to keep display canvas ratio.
  2712. else if (size.width && !size.height) {
  2713. width = size.width;
  2714. height = Math.round(width / engine.getAspectRatio(camera));
  2715. }
  2716. //If passing only height, computing width to keep display canvas ratio.
  2717. else if (size.height && !size.width) {
  2718. height = size.height;
  2719. width = Math.round(height * engine.getAspectRatio(camera));
  2720. }
  2721. //Assuming here that "size" parameter is a number
  2722. else if (!isNaN(size)) {
  2723. height = size;
  2724. width = size;
  2725. }
  2726. else {
  2727. Tools.Error("Invalid 'size' parameter !");
  2728. return;
  2729. }
  2730. if (!screenshotCanvas) {
  2731. screenshotCanvas = document.createElement('canvas');
  2732. }
  2733. screenshotCanvas.width = width;
  2734. screenshotCanvas.height = height;
  2735. var renderContext = screenshotCanvas.getContext("2d");
  2736. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2737. var newWidth = width;
  2738. var newHeight = newWidth / ratio;
  2739. if (newHeight > height) {
  2740. newHeight = height;
  2741. newWidth = newHeight * ratio;
  2742. }
  2743. var offsetX = Math.max(0, width - newWidth) / 2;
  2744. var offsetY = Math.max(0, height - newHeight) / 2;
  2745. var renderingCanvas = engine.getRenderingCanvas();
  2746. if (renderContext && renderingCanvas) {
  2747. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2748. }
  2749. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2750. };
  2751. /**
  2752. * Generates an image screenshot from the specified camera.
  2753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2754. * @param engine The engine to use for rendering
  2755. * @param camera The camera to use for rendering
  2756. * @param size This parameter can be set to a single number or to an object with the
  2757. * following (optional) properties: precision, width, height. If a single number is passed,
  2758. * it will be used for both width and height. If an object is passed, the screenshot size
  2759. * will be derived from the parameters. The precision property is a multiplier allowing
  2760. * rendering at a higher or lower resolution
  2761. * @param successCallback The callback receives a single parameter which contains the
  2762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2763. * src parameter of an <img> to display it
  2764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2765. * Check your browser for supported MIME types
  2766. * @param samples Texture samples (default: 1)
  2767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2768. * @param fileName A name for for the downloaded file.
  2769. */
  2770. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2771. if (mimeType === void 0) { mimeType = "image/png"; }
  2772. if (samples === void 0) { samples = 1; }
  2773. if (antialiasing === void 0) { antialiasing = false; }
  2774. var width;
  2775. var height;
  2776. //If a precision value is specified
  2777. if (size.precision) {
  2778. width = Math.round(engine.getRenderWidth() * size.precision);
  2779. height = Math.round(width / engine.getAspectRatio(camera));
  2780. size = { width: width, height: height };
  2781. }
  2782. else if (size.width && size.height) {
  2783. width = size.width;
  2784. height = size.height;
  2785. }
  2786. //If passing only width, computing height to keep display canvas ratio.
  2787. else if (size.width && !size.height) {
  2788. width = size.width;
  2789. height = Math.round(width / engine.getAspectRatio(camera));
  2790. size = { width: width, height: height };
  2791. }
  2792. //If passing only height, computing width to keep display canvas ratio.
  2793. else if (size.height && !size.width) {
  2794. height = size.height;
  2795. width = Math.round(height * engine.getAspectRatio(camera));
  2796. size = { width: width, height: height };
  2797. }
  2798. //Assuming here that "size" parameter is a number
  2799. else if (!isNaN(size)) {
  2800. height = size;
  2801. width = size;
  2802. }
  2803. else {
  2804. Tools.Error("Invalid 'size' parameter !");
  2805. return;
  2806. }
  2807. var scene = camera.getScene();
  2808. var previousCamera = null;
  2809. if (scene.activeCamera !== camera) {
  2810. previousCamera = scene.activeCamera;
  2811. scene.activeCamera = camera;
  2812. }
  2813. var renderCanvas = engine.getRenderingCanvas();
  2814. if (!renderCanvas) {
  2815. Tools.Error("No rendering canvas found !");
  2816. return;
  2817. }
  2818. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2819. engine.setSize(width, height);
  2820. scene.render();
  2821. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2822. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2823. texture.renderList = null;
  2824. texture.samples = samples;
  2825. if (antialiasing) {
  2826. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2827. }
  2828. texture.onAfterRenderObservable.add(function () {
  2829. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2830. });
  2831. scene.incrementRenderId();
  2832. scene.resetCachedMaterial();
  2833. texture.render(true);
  2834. texture.dispose();
  2835. if (previousCamera) {
  2836. scene.activeCamera = previousCamera;
  2837. }
  2838. engine.setSize(originalSize.width, originalSize.height);
  2839. camera.getProjectionMatrix(true); // Force cache refresh;
  2840. };
  2841. /**
  2842. * Validates if xhr data is correct
  2843. * @param xhr defines the request to validate
  2844. * @param dataType defines the expected data type
  2845. * @returns true if data is correct
  2846. */
  2847. Tools.ValidateXHRData = function (xhr, dataType) {
  2848. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2849. if (dataType === void 0) { dataType = 7; }
  2850. try {
  2851. if (dataType & 1) {
  2852. if (xhr.responseText && xhr.responseText.length > 0) {
  2853. return true;
  2854. }
  2855. else if (dataType === 1) {
  2856. return false;
  2857. }
  2858. }
  2859. if (dataType & 2) {
  2860. // Check header width and height since there is no "TGA" magic number
  2861. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2862. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2863. return true;
  2864. }
  2865. else if (dataType === 2) {
  2866. return false;
  2867. }
  2868. }
  2869. if (dataType & 4) {
  2870. // Check for the "DDS" magic number
  2871. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2872. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2873. return true;
  2874. }
  2875. else {
  2876. return false;
  2877. }
  2878. }
  2879. }
  2880. catch (e) {
  2881. // Global protection
  2882. }
  2883. return false;
  2884. };
  2885. /**
  2886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2887. * Be aware Math.random() could cause collisions, but:
  2888. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  2889. * @returns a pseudo random id
  2890. */
  2891. Tools.RandomId = function () {
  2892. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2893. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2894. return v.toString(16);
  2895. });
  2896. };
  2897. /**
  2898. * Test if the given uri is a base64 string
  2899. * @param uri The uri to test
  2900. * @return True if the uri is a base64 string or false otherwise
  2901. */
  2902. Tools.IsBase64 = function (uri) {
  2903. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2904. };
  2905. /**
  2906. * Decode the given base64 uri.
  2907. * @param uri The uri to decode
  2908. * @return The decoded base64 data.
  2909. */
  2910. Tools.DecodeBase64 = function (uri) {
  2911. var decodedString = atob(uri.split(",")[1]);
  2912. var bufferLength = decodedString.length;
  2913. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2914. for (var i = 0; i < bufferLength; i++) {
  2915. bufferView[i] = decodedString.charCodeAt(i);
  2916. }
  2917. return bufferView.buffer;
  2918. };
  2919. Tools._AddLogEntry = function (entry) {
  2920. Tools._LogCache = entry + Tools._LogCache;
  2921. if (Tools.OnNewCacheEntry) {
  2922. Tools.OnNewCacheEntry(entry);
  2923. }
  2924. };
  2925. Tools._FormatMessage = function (message) {
  2926. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2927. var date = new Date();
  2928. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2929. };
  2930. Tools._LogDisabled = function (message) {
  2931. // nothing to do
  2932. };
  2933. Tools._LogEnabled = function (message) {
  2934. var formattedMessage = Tools._FormatMessage(message);
  2935. console.log("BJS - " + formattedMessage);
  2936. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2937. Tools._AddLogEntry(entry);
  2938. };
  2939. Tools._WarnDisabled = function (message) {
  2940. // nothing to do
  2941. };
  2942. Tools._WarnEnabled = function (message) {
  2943. var formattedMessage = Tools._FormatMessage(message);
  2944. console.warn("BJS - " + formattedMessage);
  2945. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2946. Tools._AddLogEntry(entry);
  2947. };
  2948. Tools._ErrorDisabled = function (message) {
  2949. // nothing to do
  2950. };
  2951. Tools._ErrorEnabled = function (message) {
  2952. Tools.errorsCount++;
  2953. var formattedMessage = Tools._FormatMessage(message);
  2954. console.error("BJS - " + formattedMessage);
  2955. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2956. Tools._AddLogEntry(entry);
  2957. };
  2958. Object.defineProperty(Tools, "LogCache", {
  2959. /**
  2960. * Gets current log cache (list of logs)
  2961. */
  2962. get: function () {
  2963. return Tools._LogCache;
  2964. },
  2965. enumerable: true,
  2966. configurable: true
  2967. });
  2968. /**
  2969. * Clears the log cache
  2970. */
  2971. Tools.ClearLogCache = function () {
  2972. Tools._LogCache = "";
  2973. Tools.errorsCount = 0;
  2974. };
  2975. Object.defineProperty(Tools, "LogLevels", {
  2976. /**
  2977. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2978. */
  2979. set: function (level) {
  2980. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2981. Tools.Log = Tools._LogEnabled;
  2982. }
  2983. else {
  2984. Tools.Log = Tools._LogDisabled;
  2985. }
  2986. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2987. Tools.Warn = Tools._WarnEnabled;
  2988. }
  2989. else {
  2990. Tools.Warn = Tools._WarnDisabled;
  2991. }
  2992. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2993. Tools.Error = Tools._ErrorEnabled;
  2994. }
  2995. else {
  2996. Tools.Error = Tools._ErrorDisabled;
  2997. }
  2998. },
  2999. enumerable: true,
  3000. configurable: true
  3001. });
  3002. /**
  3003. * Checks if the loaded document was accessed via `file:`-Protocol.
  3004. * @returns boolean
  3005. */
  3006. Tools.IsFileURL = function () {
  3007. return location.protocol === "file:";
  3008. };
  3009. /**
  3010. * Checks if the window object exists
  3011. * @returns true if the window object exists
  3012. */
  3013. Tools.IsWindowObjectExist = function () {
  3014. return (typeof window) !== "undefined";
  3015. };
  3016. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3017. /**
  3018. * Sets the current performance log level
  3019. */
  3020. set: function (level) {
  3021. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3022. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3023. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3024. return;
  3025. }
  3026. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3027. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3028. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3029. return;
  3030. }
  3031. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3032. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3033. },
  3034. enumerable: true,
  3035. configurable: true
  3036. });
  3037. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3038. };
  3039. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3040. };
  3041. Tools._StartUserMark = function (counterName, condition) {
  3042. if (condition === void 0) { condition = true; }
  3043. if (!Tools._performance) {
  3044. if (!Tools.IsWindowObjectExist()) {
  3045. return;
  3046. }
  3047. Tools._performance = window.performance;
  3048. }
  3049. if (!condition || !Tools._performance.mark) {
  3050. return;
  3051. }
  3052. Tools._performance.mark(counterName + "-Begin");
  3053. };
  3054. Tools._EndUserMark = function (counterName, condition) {
  3055. if (condition === void 0) { condition = true; }
  3056. if (!condition || !Tools._performance.mark) {
  3057. return;
  3058. }
  3059. Tools._performance.mark(counterName + "-End");
  3060. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3061. };
  3062. Tools._StartPerformanceConsole = function (counterName, condition) {
  3063. if (condition === void 0) { condition = true; }
  3064. if (!condition) {
  3065. return;
  3066. }
  3067. Tools._StartUserMark(counterName, condition);
  3068. if (console.time) {
  3069. console.time(counterName);
  3070. }
  3071. };
  3072. Tools._EndPerformanceConsole = function (counterName, condition) {
  3073. if (condition === void 0) { condition = true; }
  3074. if (!condition) {
  3075. return;
  3076. }
  3077. Tools._EndUserMark(counterName, condition);
  3078. if (console.time) {
  3079. console.timeEnd(counterName);
  3080. }
  3081. };
  3082. /**
  3083. * Injects the @see CustomRequestHeaders into the given request
  3084. * @param request the request that should be used for injection
  3085. */
  3086. Tools.InjectCustomRequestHeaders = function (request) {
  3087. for (var key in Tools.CustomRequestHeaders) {
  3088. var val = Tools.CustomRequestHeaders[key];
  3089. if (val) {
  3090. request.setRequestHeader(key, val);
  3091. }
  3092. }
  3093. };
  3094. Object.defineProperty(Tools, "Now", {
  3095. /**
  3096. * Gets either window.performance.now() if supported or Date.now() else
  3097. */
  3098. get: function () {
  3099. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3100. return window.performance.now();
  3101. }
  3102. return Date.now();
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. /**
  3108. * This method will return the name of the class used to create the instance of the given object.
  3109. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3110. * @param object the object to get the class name from
  3111. * @param isType defines if the object is actually a type
  3112. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3113. */
  3114. Tools.GetClassName = function (object, isType) {
  3115. if (isType === void 0) { isType = false; }
  3116. var name = null;
  3117. if (!isType && object.getClassName) {
  3118. name = object.getClassName();
  3119. }
  3120. else {
  3121. if (object instanceof Object) {
  3122. var classObj = isType ? object : Object.getPrototypeOf(object);
  3123. name = classObj.constructor["__bjsclassName__"];
  3124. }
  3125. if (!name) {
  3126. name = typeof object;
  3127. }
  3128. }
  3129. return name;
  3130. };
  3131. /**
  3132. * Gets the first element of an array satisfying a given predicate
  3133. * @param array defines the array to browse
  3134. * @param predicate defines the predicate to use
  3135. * @returns null if not found or the element
  3136. */
  3137. Tools.First = function (array, predicate) {
  3138. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3139. var el = array_1[_i];
  3140. if (predicate(el)) {
  3141. return el;
  3142. }
  3143. }
  3144. return null;
  3145. };
  3146. /**
  3147. * This method will return the name of the full name of the class, including its owning module (if any).
  3148. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  3149. * @param object the object to get the class name from
  3150. * @param isType defines if the object is actually a type
  3151. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  3152. * @ignorenaming
  3153. */
  3154. Tools.getFullClassName = function (object, isType) {
  3155. if (isType === void 0) { isType = false; }
  3156. var className = null;
  3157. var moduleName = null;
  3158. if (!isType && object.getClassName) {
  3159. className = object.getClassName();
  3160. }
  3161. else {
  3162. if (object instanceof Object) {
  3163. var classObj = isType ? object : Object.getPrototypeOf(object);
  3164. className = classObj.constructor["__bjsclassName__"];
  3165. moduleName = classObj.constructor["__bjsmoduleName__"];
  3166. }
  3167. if (!className) {
  3168. className = typeof object;
  3169. }
  3170. }
  3171. if (!className) {
  3172. return null;
  3173. }
  3174. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3175. };
  3176. /**
  3177. * Returns a promise that resolves after the given amount of time.
  3178. * @param delay Number of milliseconds to delay
  3179. * @returns Promise that resolves after the given amount of time
  3180. */
  3181. Tools.DelayAsync = function (delay) {
  3182. return new Promise(function (resolve) {
  3183. setTimeout(function () {
  3184. resolve();
  3185. }, delay);
  3186. });
  3187. };
  3188. /**
  3189. * Gets the current gradient from an array of IValueGradient
  3190. * @param ratio defines the current ratio to get
  3191. * @param gradients defines the array of IValueGradient
  3192. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3193. */
  3194. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3195. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3196. var currentGradient = gradients[gradientIndex];
  3197. var nextGradient = gradients[gradientIndex + 1];
  3198. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3199. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3200. updateFunc(currentGradient, nextGradient, scale);
  3201. return;
  3202. }
  3203. }
  3204. // Use last index if over
  3205. var lastIndex = gradients.length - 1;
  3206. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3207. };
  3208. /**
  3209. * Gets or sets the base URL to use to load assets
  3210. */
  3211. Tools.BaseUrl = "";
  3212. /**
  3213. * Enable/Disable Custom HTTP Request Headers globally.
  3214. * default = false
  3215. * @see CustomRequestHeaders
  3216. */
  3217. Tools.UseCustomRequestHeaders = false;
  3218. /**
  3219. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3220. * i.e. when loading files, where the server/service expects an Authorization header.
  3221. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3222. */
  3223. Tools.CustomRequestHeaders = {};
  3224. /**
  3225. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3226. */
  3227. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3228. /**
  3229. * Default behaviour for cors in the application.
  3230. * It can be a string if the expected behavior is identical in the entire app.
  3231. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3232. */
  3233. Tools.CorsBehavior = "anonymous";
  3234. /**
  3235. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3236. * @ignorenaming
  3237. */
  3238. Tools.UseFallbackTexture = true;
  3239. /**
  3240. * Use this object to register external classes like custom textures or material
  3241. * to allow the laoders to instantiate them
  3242. */
  3243. Tools.RegisteredExternalClasses = {};
  3244. /**
  3245. * Texture content used if a texture cannot loaded
  3246. * @ignorenaming
  3247. */
  3248. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3249. Tools._tmpFloatArray = new Float32Array(1);
  3250. /**
  3251. * Gets or sets a function used to pre-process url before using them to load assets
  3252. */
  3253. Tools.PreprocessUrl = function (url) {
  3254. return url;
  3255. };
  3256. // Logs
  3257. /**
  3258. * No log
  3259. */
  3260. Tools.NoneLogLevel = 0;
  3261. /**
  3262. * Only message logs
  3263. */
  3264. Tools.MessageLogLevel = 1;
  3265. /**
  3266. * Only warning logs
  3267. */
  3268. Tools.WarningLogLevel = 2;
  3269. /**
  3270. * Only error logs
  3271. */
  3272. Tools.ErrorLogLevel = 4;
  3273. /**
  3274. * All logs
  3275. */
  3276. Tools.AllLogLevel = 7;
  3277. Tools._LogCache = "";
  3278. /**
  3279. * Gets a value indicating the number of loading errors
  3280. * @ignorenaming
  3281. */
  3282. Tools.errorsCount = 0;
  3283. /**
  3284. * Log a message to the console
  3285. */
  3286. Tools.Log = Tools._LogEnabled;
  3287. /**
  3288. * Write a warning message to the console
  3289. */
  3290. Tools.Warn = Tools._WarnEnabled;
  3291. /**
  3292. * Write an error message to the console
  3293. */
  3294. Tools.Error = Tools._ErrorEnabled;
  3295. // Performances
  3296. /**
  3297. * No performance log
  3298. */
  3299. Tools.PerformanceNoneLogLevel = 0;
  3300. /**
  3301. * Use user marks to log performance
  3302. */
  3303. Tools.PerformanceUserMarkLogLevel = 1;
  3304. /**
  3305. * Log performance to the console
  3306. */
  3307. Tools.PerformanceConsoleLogLevel = 2;
  3308. /**
  3309. * Starts a performance counter
  3310. */
  3311. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3312. /**
  3313. * Ends a specific performance coutner
  3314. */
  3315. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3316. return Tools;
  3317. }());
  3318. BABYLON.Tools = Tools;
  3319. /**
  3320. * This class is used to track a performance counter which is number based.
  3321. * The user has access to many properties which give statistics of different nature.
  3322. *
  3323. * The implementer can track two kinds of Performance Counter: time and count.
  3324. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  3325. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  3326. */
  3327. var PerfCounter = /** @class */ (function () {
  3328. /**
  3329. * Creates a new counter
  3330. */
  3331. function PerfCounter() {
  3332. this._startMonitoringTime = 0;
  3333. this._min = 0;
  3334. this._max = 0;
  3335. this._average = 0;
  3336. this._lastSecAverage = 0;
  3337. this._current = 0;
  3338. this._totalValueCount = 0;
  3339. this._totalAccumulated = 0;
  3340. this._lastSecAccumulated = 0;
  3341. this._lastSecTime = 0;
  3342. this._lastSecValueCount = 0;
  3343. }
  3344. Object.defineProperty(PerfCounter.prototype, "min", {
  3345. /**
  3346. * Returns the smallest value ever
  3347. */
  3348. get: function () {
  3349. return this._min;
  3350. },
  3351. enumerable: true,
  3352. configurable: true
  3353. });
  3354. Object.defineProperty(PerfCounter.prototype, "max", {
  3355. /**
  3356. * Returns the biggest value ever
  3357. */
  3358. get: function () {
  3359. return this._max;
  3360. },
  3361. enumerable: true,
  3362. configurable: true
  3363. });
  3364. Object.defineProperty(PerfCounter.prototype, "average", {
  3365. /**
  3366. * Returns the average value since the performance counter is running
  3367. */
  3368. get: function () {
  3369. return this._average;
  3370. },
  3371. enumerable: true,
  3372. configurable: true
  3373. });
  3374. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3375. /**
  3376. * Returns the average value of the last second the counter was monitored
  3377. */
  3378. get: function () {
  3379. return this._lastSecAverage;
  3380. },
  3381. enumerable: true,
  3382. configurable: true
  3383. });
  3384. Object.defineProperty(PerfCounter.prototype, "current", {
  3385. /**
  3386. * Returns the current value
  3387. */
  3388. get: function () {
  3389. return this._current;
  3390. },
  3391. enumerable: true,
  3392. configurable: true
  3393. });
  3394. Object.defineProperty(PerfCounter.prototype, "total", {
  3395. /**
  3396. * Gets the accumulated total
  3397. */
  3398. get: function () {
  3399. return this._totalAccumulated;
  3400. },
  3401. enumerable: true,
  3402. configurable: true
  3403. });
  3404. Object.defineProperty(PerfCounter.prototype, "count", {
  3405. /**
  3406. * Gets the total value count
  3407. */
  3408. get: function () {
  3409. return this._totalValueCount;
  3410. },
  3411. enumerable: true,
  3412. configurable: true
  3413. });
  3414. /**
  3415. * Call this method to start monitoring a new frame.
  3416. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  3417. */
  3418. PerfCounter.prototype.fetchNewFrame = function () {
  3419. this._totalValueCount++;
  3420. this._current = 0;
  3421. this._lastSecValueCount++;
  3422. };
  3423. /**
  3424. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3425. * @param newCount the count value to add to the monitored count
  3426. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  3427. */
  3428. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3429. if (!PerfCounter.Enabled) {
  3430. return;
  3431. }
  3432. this._current += newCount;
  3433. if (fetchResult) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. /**
  3438. * Start monitoring this performance counter
  3439. */
  3440. PerfCounter.prototype.beginMonitoring = function () {
  3441. if (!PerfCounter.Enabled) {
  3442. return;
  3443. }
  3444. this._startMonitoringTime = Tools.Now;
  3445. };
  3446. /**
  3447. * Compute the time lapsed since the previous beginMonitoring() call.
  3448. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  3449. */
  3450. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3451. if (newFrame === void 0) { newFrame = true; }
  3452. if (!PerfCounter.Enabled) {
  3453. return;
  3454. }
  3455. if (newFrame) {
  3456. this.fetchNewFrame();
  3457. }
  3458. var currentTime = Tools.Now;
  3459. this._current = currentTime - this._startMonitoringTime;
  3460. if (newFrame) {
  3461. this._fetchResult();
  3462. }
  3463. };
  3464. PerfCounter.prototype._fetchResult = function () {
  3465. this._totalAccumulated += this._current;
  3466. this._lastSecAccumulated += this._current;
  3467. // Min/Max update
  3468. this._min = Math.min(this._min, this._current);
  3469. this._max = Math.max(this._max, this._current);
  3470. this._average = this._totalAccumulated / this._totalValueCount;
  3471. // Reset last sec?
  3472. var now = Tools.Now;
  3473. if ((now - this._lastSecTime) > 1000) {
  3474. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3475. this._lastSecTime = now;
  3476. this._lastSecAccumulated = 0;
  3477. this._lastSecValueCount = 0;
  3478. }
  3479. };
  3480. /**
  3481. * Gets or sets a global boolean to turn on and off all the counters
  3482. */
  3483. PerfCounter.Enabled = true;
  3484. return PerfCounter;
  3485. }());
  3486. BABYLON.PerfCounter = PerfCounter;
  3487. /**
  3488. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3489. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3490. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3491. * @param name The name of the class, case should be preserved
  3492. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3493. */
  3494. function className(name, module) {
  3495. return function (target) {
  3496. target["__bjsclassName__"] = name;
  3497. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3498. };
  3499. }
  3500. BABYLON.className = className;
  3501. /**
  3502. * An implementation of a loop for asynchronous functions.
  3503. */
  3504. var AsyncLoop = /** @class */ (function () {
  3505. /**
  3506. * Constructor.
  3507. * @param iterations the number of iterations.
  3508. * @param func the function to run each iteration
  3509. * @param successCallback the callback that will be called upon succesful execution
  3510. * @param offset starting offset.
  3511. */
  3512. function AsyncLoop(
  3513. /**
  3514. * Defines the number of iterations for the loop
  3515. */
  3516. iterations, func, successCallback, offset) {
  3517. if (offset === void 0) { offset = 0; }
  3518. this.iterations = iterations;
  3519. this.index = offset - 1;
  3520. this._done = false;
  3521. this._fn = func;
  3522. this._successCallback = successCallback;
  3523. }
  3524. /**
  3525. * Execute the next iteration. Must be called after the last iteration was finished.
  3526. */
  3527. AsyncLoop.prototype.executeNext = function () {
  3528. if (!this._done) {
  3529. if (this.index + 1 < this.iterations) {
  3530. ++this.index;
  3531. this._fn(this);
  3532. }
  3533. else {
  3534. this.breakLoop();
  3535. }
  3536. }
  3537. };
  3538. /**
  3539. * Break the loop and run the success callback.
  3540. */
  3541. AsyncLoop.prototype.breakLoop = function () {
  3542. this._done = true;
  3543. this._successCallback();
  3544. };
  3545. /**
  3546. * Create and run an async loop.
  3547. * @param iterations the number of iterations.
  3548. * @param fn the function to run each iteration
  3549. * @param successCallback the callback that will be called upon succesful execution
  3550. * @param offset starting offset.
  3551. * @returns the created async loop object
  3552. */
  3553. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3554. if (offset === void 0) { offset = 0; }
  3555. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3556. loop.executeNext();
  3557. return loop;
  3558. };
  3559. /**
  3560. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3561. * @param iterations total number of iterations
  3562. * @param syncedIterations number of synchronous iterations in each async iteration.
  3563. * @param fn the function to call each iteration.
  3564. * @param callback a success call back that will be called when iterating stops.
  3565. * @param breakFunction a break condition (optional)
  3566. * @param timeout timeout settings for the setTimeout function. default - 0.
  3567. * @returns the created async loop object
  3568. */
  3569. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3570. if (timeout === void 0) { timeout = 0; }
  3571. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3572. if (breakFunction && breakFunction()) {
  3573. loop.breakLoop();
  3574. }
  3575. else {
  3576. setTimeout(function () {
  3577. for (var i = 0; i < syncedIterations; ++i) {
  3578. var iteration = (loop.index * syncedIterations) + i;
  3579. if (iteration >= iterations) {
  3580. break;
  3581. }
  3582. fn(iteration);
  3583. if (breakFunction && breakFunction()) {
  3584. loop.breakLoop();
  3585. break;
  3586. }
  3587. }
  3588. loop.executeNext();
  3589. }, timeout);
  3590. }
  3591. }, callback);
  3592. };
  3593. return AsyncLoop;
  3594. }());
  3595. BABYLON.AsyncLoop = AsyncLoop;
  3596. })(BABYLON || (BABYLON = {}));
  3597. //# sourceMappingURL=babylon.tools.js.map
  3598. var BABYLON;
  3599. (function (BABYLON) {
  3600. /**
  3601. * Constant used to convert a value to gamma space
  3602. * @ignorenaming
  3603. */
  3604. BABYLON.ToGammaSpace = 1 / 2.2;
  3605. /**
  3606. * Constant used to convert a value to linear space
  3607. * @ignorenaming
  3608. */
  3609. BABYLON.ToLinearSpace = 2.2;
  3610. /**
  3611. * Constant used to define the minimal number value in Babylon.js
  3612. * @ignorenaming
  3613. */
  3614. BABYLON.Epsilon = 0.001;
  3615. /**
  3616. * Class used to hold a RBG color
  3617. */
  3618. var Color3 = /** @class */ (function () {
  3619. /**
  3620. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3621. * @param r defines the red component (between 0 and 1, default is 0)
  3622. * @param g defines the green component (between 0 and 1, default is 0)
  3623. * @param b defines the blue component (between 0 and 1, default is 0)
  3624. */
  3625. function Color3(
  3626. /**
  3627. * Defines the red component (between 0 and 1, default is 0)
  3628. */
  3629. r,
  3630. /**
  3631. * Defines the green component (between 0 and 1, default is 0)
  3632. */
  3633. g,
  3634. /**
  3635. * Defines the blue component (between 0 and 1, default is 0)
  3636. */
  3637. b) {
  3638. if (r === void 0) { r = 0; }
  3639. if (g === void 0) { g = 0; }
  3640. if (b === void 0) { b = 0; }
  3641. this.r = r;
  3642. this.g = g;
  3643. this.b = b;
  3644. }
  3645. /**
  3646. * Creates a string with the Color3 current values
  3647. * @returns the string representation of the Color3 object
  3648. */
  3649. Color3.prototype.toString = function () {
  3650. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3651. };
  3652. /**
  3653. * Returns the string "Color3"
  3654. * @returns "Color3"
  3655. */
  3656. Color3.prototype.getClassName = function () {
  3657. return "Color3";
  3658. };
  3659. /**
  3660. * Compute the Color3 hash code
  3661. * @returns an unique number that can be used to hash Color3 objects
  3662. */
  3663. Color3.prototype.getHashCode = function () {
  3664. var hash = this.r || 0;
  3665. hash = (hash * 397) ^ (this.g || 0);
  3666. hash = (hash * 397) ^ (this.b || 0);
  3667. return hash;
  3668. };
  3669. // Operators
  3670. /**
  3671. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3672. * @param array defines the array where to store the r,g,b components
  3673. * @param index defines an optional index in the target array to define where to start storing values
  3674. * @returns the current Color3 object
  3675. */
  3676. Color3.prototype.toArray = function (array, index) {
  3677. if (index === void 0) { index = 0; }
  3678. array[index] = this.r;
  3679. array[index + 1] = this.g;
  3680. array[index + 2] = this.b;
  3681. return this;
  3682. };
  3683. /**
  3684. * Returns a new Color4 object from the current Color3 and the given alpha
  3685. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3686. * @returns a new Color4 object
  3687. */
  3688. Color3.prototype.toColor4 = function (alpha) {
  3689. if (alpha === void 0) { alpha = 1; }
  3690. return new Color4(this.r, this.g, this.b, alpha);
  3691. };
  3692. /**
  3693. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3694. * @returns the new array
  3695. */
  3696. Color3.prototype.asArray = function () {
  3697. var result = new Array();
  3698. this.toArray(result, 0);
  3699. return result;
  3700. };
  3701. /**
  3702. * Returns the luminance value
  3703. * @returns a float value
  3704. */
  3705. Color3.prototype.toLuminance = function () {
  3706. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3707. };
  3708. /**
  3709. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3710. * @param otherColor defines the second operand
  3711. * @returns the new Color3 object
  3712. */
  3713. Color3.prototype.multiply = function (otherColor) {
  3714. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3715. };
  3716. /**
  3717. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3718. * @param otherColor defines the second operand
  3719. * @param result defines the Color3 object where to store the result
  3720. * @returns the current Color3
  3721. */
  3722. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3723. result.r = this.r * otherColor.r;
  3724. result.g = this.g * otherColor.g;
  3725. result.b = this.b * otherColor.b;
  3726. return this;
  3727. };
  3728. /**
  3729. * Determines equality between Color3 objects
  3730. * @param otherColor defines the second operand
  3731. * @returns true if the rgb values are equal to the given ones
  3732. */
  3733. Color3.prototype.equals = function (otherColor) {
  3734. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3735. };
  3736. /**
  3737. * Determines equality between the current Color3 object and a set of r,b,g values
  3738. * @param r defines the red component to check
  3739. * @param g defines the green component to check
  3740. * @param b defines the blue component to check
  3741. * @returns true if the rgb values are equal to the given ones
  3742. */
  3743. Color3.prototype.equalsFloats = function (r, g, b) {
  3744. return this.r === r && this.g === g && this.b === b;
  3745. };
  3746. /**
  3747. * Multiplies in place each rgb value by scale
  3748. * @param scale defines the scaling factor
  3749. * @returns the updated Color3
  3750. */
  3751. Color3.prototype.scale = function (scale) {
  3752. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3753. };
  3754. /**
  3755. * Multiplies the rgb values by scale and stores the result into "result"
  3756. * @param scale defines the scaling factor
  3757. * @param result defines the Color3 object where to store the result
  3758. * @returns the unmodified current Color3
  3759. */
  3760. Color3.prototype.scaleToRef = function (scale, result) {
  3761. result.r = this.r * scale;
  3762. result.g = this.g * scale;
  3763. result.b = this.b * scale;
  3764. return this;
  3765. };
  3766. /**
  3767. * Scale the current Color3 values by a factor and add the result to a given Color3
  3768. * @param scale defines the scale factor
  3769. * @param result defines color to store the result into
  3770. * @returns the unmodified current Color3
  3771. */
  3772. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3773. result.r += this.r * scale;
  3774. result.g += this.g * scale;
  3775. result.b += this.b * scale;
  3776. return this;
  3777. };
  3778. /**
  3779. * Clamps the rgb values by the min and max values and stores the result into "result"
  3780. * @param min defines minimum clamping value (default is 0)
  3781. * @param max defines maximum clamping value (default is 1)
  3782. * @param result defines color to store the result into
  3783. * @returns the original Color3
  3784. */
  3785. Color3.prototype.clampToRef = function (min, max, result) {
  3786. if (min === void 0) { min = 0; }
  3787. if (max === void 0) { max = 1; }
  3788. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3789. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3790. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3791. return this;
  3792. };
  3793. /**
  3794. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3795. * @param otherColor defines the second operand
  3796. * @returns the new Color3
  3797. */
  3798. Color3.prototype.add = function (otherColor) {
  3799. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3800. };
  3801. /**
  3802. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3803. * @param otherColor defines the second operand
  3804. * @param result defines Color3 object to store the result into
  3805. * @returns the unmodified current Color3
  3806. */
  3807. Color3.prototype.addToRef = function (otherColor, result) {
  3808. result.r = this.r + otherColor.r;
  3809. result.g = this.g + otherColor.g;
  3810. result.b = this.b + otherColor.b;
  3811. return this;
  3812. };
  3813. /**
  3814. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3815. * @param otherColor defines the second operand
  3816. * @returns the new Color3
  3817. */
  3818. Color3.prototype.subtract = function (otherColor) {
  3819. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3820. };
  3821. /**
  3822. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3823. * @param otherColor defines the second operand
  3824. * @param result defines Color3 object to store the result into
  3825. * @returns the unmodified current Color3
  3826. */
  3827. Color3.prototype.subtractToRef = function (otherColor, result) {
  3828. result.r = this.r - otherColor.r;
  3829. result.g = this.g - otherColor.g;
  3830. result.b = this.b - otherColor.b;
  3831. return this;
  3832. };
  3833. /**
  3834. * Copy the current object
  3835. * @returns a new Color3 copied the current one
  3836. */
  3837. Color3.prototype.clone = function () {
  3838. return new Color3(this.r, this.g, this.b);
  3839. };
  3840. /**
  3841. * Copies the rgb values from the source in the current Color3
  3842. * @param source defines the source Color3 object
  3843. * @returns the updated Color3 object
  3844. */
  3845. Color3.prototype.copyFrom = function (source) {
  3846. this.r = source.r;
  3847. this.g = source.g;
  3848. this.b = source.b;
  3849. return this;
  3850. };
  3851. /**
  3852. * Updates the Color3 rgb values from the given floats
  3853. * @param r defines the red component to read from
  3854. * @param g defines the green component to read from
  3855. * @param b defines the blue component to read from
  3856. * @returns the current Color3 object
  3857. */
  3858. Color3.prototype.copyFromFloats = function (r, g, b) {
  3859. this.r = r;
  3860. this.g = g;
  3861. this.b = b;
  3862. return this;
  3863. };
  3864. /**
  3865. * Updates the Color3 rgb values from the given floats
  3866. * @param r defines the red component to read from
  3867. * @param g defines the green component to read from
  3868. * @param b defines the blue component to read from
  3869. * @returns the current Color3 object
  3870. */
  3871. Color3.prototype.set = function (r, g, b) {
  3872. return this.copyFromFloats(r, g, b);
  3873. };
  3874. /**
  3875. * Compute the Color3 hexadecimal code as a string
  3876. * @returns a string containing the hexadecimal representation of the Color3 object
  3877. */
  3878. Color3.prototype.toHexString = function () {
  3879. var intR = (this.r * 255) | 0;
  3880. var intG = (this.g * 255) | 0;
  3881. var intB = (this.b * 255) | 0;
  3882. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3883. };
  3884. /**
  3885. * Computes a new Color3 converted from the current one to linear space
  3886. * @returns a new Color3 object
  3887. */
  3888. Color3.prototype.toLinearSpace = function () {
  3889. var convertedColor = new Color3();
  3890. this.toLinearSpaceToRef(convertedColor);
  3891. return convertedColor;
  3892. };
  3893. /**
  3894. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3895. * @param convertedColor defines the Color3 object where to store the linear space version
  3896. * @returns the unmodified Color3
  3897. */
  3898. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3899. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3900. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3901. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3902. return this;
  3903. };
  3904. /**
  3905. * Computes a new Color3 converted from the current one to gamma space
  3906. * @returns a new Color3 object
  3907. */
  3908. Color3.prototype.toGammaSpace = function () {
  3909. var convertedColor = new Color3();
  3910. this.toGammaSpaceToRef(convertedColor);
  3911. return convertedColor;
  3912. };
  3913. /**
  3914. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3915. * @param convertedColor defines the Color3 object where to store the gamma space version
  3916. * @returns the unmodified Color3
  3917. */
  3918. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3919. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3920. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3921. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3922. return this;
  3923. };
  3924. // Statics
  3925. /**
  3926. * Creates a new Color3 from the string containing valid hexadecimal values
  3927. * @param hex defines a string containing valid hexadecimal values
  3928. * @returns a new Color3 object
  3929. */
  3930. Color3.FromHexString = function (hex) {
  3931. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3932. return new Color3(0, 0, 0);
  3933. }
  3934. var r = parseInt(hex.substring(1, 3), 16);
  3935. var g = parseInt(hex.substring(3, 5), 16);
  3936. var b = parseInt(hex.substring(5, 7), 16);
  3937. return Color3.FromInts(r, g, b);
  3938. };
  3939. /**
  3940. * Creates a new Vector3 from the starting index of the given array
  3941. * @param array defines the source array
  3942. * @param offset defines an offset in the source array
  3943. * @returns a new Color3 object
  3944. */
  3945. Color3.FromArray = function (array, offset) {
  3946. if (offset === void 0) { offset = 0; }
  3947. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3948. };
  3949. /**
  3950. * Creates a new Color3 from integer values (< 256)
  3951. * @param r defines the red component to read from (value between 0 and 255)
  3952. * @param g defines the green component to read from (value between 0 and 255)
  3953. * @param b defines the blue component to read from (value between 0 and 255)
  3954. * @returns a new Color3 object
  3955. */
  3956. Color3.FromInts = function (r, g, b) {
  3957. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3958. };
  3959. /**
  3960. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3961. * @param start defines the start Color3 value
  3962. * @param end defines the end Color3 value
  3963. * @param amount defines the gradient value between start and end
  3964. * @returns a new Color3 object
  3965. */
  3966. Color3.Lerp = function (start, end, amount) {
  3967. var result = new Color3(0.0, 0.0, 0.0);
  3968. Color3.LerpToRef(start, end, amount, result);
  3969. return result;
  3970. };
  3971. /**
  3972. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3973. * @param left defines the start value
  3974. * @param right defines the end value
  3975. * @param amount defines the gradient factor
  3976. * @param result defines the Color3 object where to store the result
  3977. */
  3978. Color3.LerpToRef = function (left, right, amount, result) {
  3979. result.r = left.r + ((right.r - left.r) * amount);
  3980. result.g = left.g + ((right.g - left.g) * amount);
  3981. result.b = left.b + ((right.b - left.b) * amount);
  3982. };
  3983. /**
  3984. * Returns a Color3 value containing a red color
  3985. * @returns a new Color3 object
  3986. */
  3987. Color3.Red = function () { return new Color3(1, 0, 0); };
  3988. /**
  3989. * Returns a Color3 value containing a green color
  3990. * @returns a new Color3 object
  3991. */
  3992. Color3.Green = function () { return new Color3(0, 1, 0); };
  3993. /**
  3994. * Returns a Color3 value containing a blue color
  3995. * @returns a new Color3 object
  3996. */
  3997. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3998. /**
  3999. * Returns a Color3 value containing a black color
  4000. * @returns a new Color3 object
  4001. */
  4002. Color3.Black = function () { return new Color3(0, 0, 0); };
  4003. /**
  4004. * Returns a Color3 value containing a white color
  4005. * @returns a new Color3 object
  4006. */
  4007. Color3.White = function () { return new Color3(1, 1, 1); };
  4008. /**
  4009. * Returns a Color3 value containing a purple color
  4010. * @returns a new Color3 object
  4011. */
  4012. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  4013. /**
  4014. * Returns a Color3 value containing a magenta color
  4015. * @returns a new Color3 object
  4016. */
  4017. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  4018. /**
  4019. * Returns a Color3 value containing a yellow color
  4020. * @returns a new Color3 object
  4021. */
  4022. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  4023. /**
  4024. * Returns a Color3 value containing a gray color
  4025. * @returns a new Color3 object
  4026. */
  4027. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4028. /**
  4029. * Returns a Color3 value containing a teal color
  4030. * @returns a new Color3 object
  4031. */
  4032. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4033. /**
  4034. * Returns a Color3 value containing a random color
  4035. * @returns a new Color3 object
  4036. */
  4037. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4038. return Color3;
  4039. }());
  4040. BABYLON.Color3 = Color3;
  4041. /**
  4042. * Class used to hold a RBGA color
  4043. */
  4044. var Color4 = /** @class */ (function () {
  4045. /**
  4046. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4047. * @param r defines the red component (between 0 and 1, default is 0)
  4048. * @param g defines the green component (between 0 and 1, default is 0)
  4049. * @param b defines the blue component (between 0 and 1, default is 0)
  4050. * @param a defines the alpha component (between 0 and 1, default is 1)
  4051. */
  4052. function Color4(
  4053. /**
  4054. * Defines the red component (between 0 and 1, default is 0)
  4055. */
  4056. r,
  4057. /**
  4058. * Defines the green component (between 0 and 1, default is 0)
  4059. */
  4060. g,
  4061. /**
  4062. * Defines the blue component (between 0 and 1, default is 0)
  4063. */
  4064. b,
  4065. /**
  4066. * Defines the alpha component (between 0 and 1, default is 1)
  4067. */
  4068. a) {
  4069. if (r === void 0) { r = 0; }
  4070. if (g === void 0) { g = 0; }
  4071. if (b === void 0) { b = 0; }
  4072. if (a === void 0) { a = 1; }
  4073. this.r = r;
  4074. this.g = g;
  4075. this.b = b;
  4076. this.a = a;
  4077. }
  4078. // Operators
  4079. /**
  4080. * Adds in place the given Color4 values to the current Color4 object
  4081. * @param right defines the second operand
  4082. * @returns the current updated Color4 object
  4083. */
  4084. Color4.prototype.addInPlace = function (right) {
  4085. this.r += right.r;
  4086. this.g += right.g;
  4087. this.b += right.b;
  4088. this.a += right.a;
  4089. return this;
  4090. };
  4091. /**
  4092. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4093. * @returns the new array
  4094. */
  4095. Color4.prototype.asArray = function () {
  4096. var result = new Array();
  4097. this.toArray(result, 0);
  4098. return result;
  4099. };
  4100. /**
  4101. * Stores from the starting index in the given array the Color4 successive values
  4102. * @param array defines the array where to store the r,g,b components
  4103. * @param index defines an optional index in the target array to define where to start storing values
  4104. * @returns the current Color4 object
  4105. */
  4106. Color4.prototype.toArray = function (array, index) {
  4107. if (index === void 0) { index = 0; }
  4108. array[index] = this.r;
  4109. array[index + 1] = this.g;
  4110. array[index + 2] = this.b;
  4111. array[index + 3] = this.a;
  4112. return this;
  4113. };
  4114. /**
  4115. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4116. * @param right defines the second operand
  4117. * @returns a new Color4 object
  4118. */
  4119. Color4.prototype.add = function (right) {
  4120. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4121. };
  4122. /**
  4123. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4124. * @param right defines the second operand
  4125. * @returns a new Color4 object
  4126. */
  4127. Color4.prototype.subtract = function (right) {
  4128. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4129. };
  4130. /**
  4131. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4132. * @param right defines the second operand
  4133. * @param result defines the Color4 object where to store the result
  4134. * @returns the current Color4 object
  4135. */
  4136. Color4.prototype.subtractToRef = function (right, result) {
  4137. result.r = this.r - right.r;
  4138. result.g = this.g - right.g;
  4139. result.b = this.b - right.b;
  4140. result.a = this.a - right.a;
  4141. return this;
  4142. };
  4143. /**
  4144. * Creates a new Color4 with the current Color4 values multiplied by scale
  4145. * @param scale defines the scaling factor to apply
  4146. * @returns a new Color4 object
  4147. */
  4148. Color4.prototype.scale = function (scale) {
  4149. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4150. };
  4151. /**
  4152. * Multiplies the current Color4 values by scale and stores the result in "result"
  4153. * @param scale defines the scaling factor to apply
  4154. * @param result defines the Color4 object where to store the result
  4155. * @returns the current unmodified Color4
  4156. */
  4157. Color4.prototype.scaleToRef = function (scale, result) {
  4158. result.r = this.r * scale;
  4159. result.g = this.g * scale;
  4160. result.b = this.b * scale;
  4161. result.a = this.a * scale;
  4162. return this;
  4163. };
  4164. /**
  4165. * Scale the current Color4 values by a factor and add the result to a given Color4
  4166. * @param scale defines the scale factor
  4167. * @param result defines the Color4 object where to store the result
  4168. * @returns the unmodified current Color4
  4169. */
  4170. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4171. result.r += this.r * scale;
  4172. result.g += this.g * scale;
  4173. result.b += this.b * scale;
  4174. result.a += this.a * scale;
  4175. return this;
  4176. };
  4177. /**
  4178. * Clamps the rgb values by the min and max values and stores the result into "result"
  4179. * @param min defines minimum clamping value (default is 0)
  4180. * @param max defines maximum clamping value (default is 1)
  4181. * @param result defines color to store the result into.
  4182. * @returns the cuurent Color4
  4183. */
  4184. Color4.prototype.clampToRef = function (min, max, result) {
  4185. if (min === void 0) { min = 0; }
  4186. if (max === void 0) { max = 1; }
  4187. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4188. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4189. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4190. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4191. return this;
  4192. };
  4193. /**
  4194. * Multipy an Color4 value by another and return a new Color4 object
  4195. * @param color defines the Color4 value to multiply by
  4196. * @returns a new Color4 object
  4197. */
  4198. Color4.prototype.multiply = function (color) {
  4199. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4200. };
  4201. /**
  4202. * Multipy a Color4 value by another and push the result in a reference value
  4203. * @param color defines the Color4 value to multiply by
  4204. * @param result defines the Color4 to fill the result in
  4205. * @returns the result Color4
  4206. */
  4207. Color4.prototype.multiplyToRef = function (color, result) {
  4208. result.r = this.r * color.r;
  4209. result.g = this.g * color.g;
  4210. result.b = this.b * color.b;
  4211. result.a = this.a * color.a;
  4212. return result;
  4213. };
  4214. /**
  4215. * Creates a string with the Color4 current values
  4216. * @returns the string representation of the Color4 object
  4217. */
  4218. Color4.prototype.toString = function () {
  4219. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4220. };
  4221. /**
  4222. * Returns the string "Color4"
  4223. * @returns "Color4"
  4224. */
  4225. Color4.prototype.getClassName = function () {
  4226. return "Color4";
  4227. };
  4228. /**
  4229. * Compute the Color4 hash code
  4230. * @returns an unique number that can be used to hash Color4 objects
  4231. */
  4232. Color4.prototype.getHashCode = function () {
  4233. var hash = this.r || 0;
  4234. hash = (hash * 397) ^ (this.g || 0);
  4235. hash = (hash * 397) ^ (this.b || 0);
  4236. hash = (hash * 397) ^ (this.a || 0);
  4237. return hash;
  4238. };
  4239. /**
  4240. * Creates a new Color4 copied from the current one
  4241. * @returns a new Color4 object
  4242. */
  4243. Color4.prototype.clone = function () {
  4244. return new Color4(this.r, this.g, this.b, this.a);
  4245. };
  4246. /**
  4247. * Copies the given Color4 values into the current one
  4248. * @param source defines the source Color4 object
  4249. * @returns the current updated Color4 object
  4250. */
  4251. Color4.prototype.copyFrom = function (source) {
  4252. this.r = source.r;
  4253. this.g = source.g;
  4254. this.b = source.b;
  4255. this.a = source.a;
  4256. return this;
  4257. };
  4258. /**
  4259. * Copies the given float values into the current one
  4260. * @param r defines the red component to read from
  4261. * @param g defines the green component to read from
  4262. * @param b defines the blue component to read from
  4263. * @param a defines the alpha component to read from
  4264. * @returns the current updated Color4 object
  4265. */
  4266. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4267. this.r = r;
  4268. this.g = g;
  4269. this.b = b;
  4270. this.a = a;
  4271. return this;
  4272. };
  4273. /**
  4274. * Copies the given float values into the current one
  4275. * @param r defines the red component to read from
  4276. * @param g defines the green component to read from
  4277. * @param b defines the blue component to read from
  4278. * @param a defines the alpha component to read from
  4279. * @returns the current updated Color4 object
  4280. */
  4281. Color4.prototype.set = function (r, g, b, a) {
  4282. return this.copyFromFloats(r, g, b, a);
  4283. };
  4284. /**
  4285. * Compute the Color4 hexadecimal code as a string
  4286. * @returns a string containing the hexadecimal representation of the Color4 object
  4287. */
  4288. Color4.prototype.toHexString = function () {
  4289. var intR = (this.r * 255) | 0;
  4290. var intG = (this.g * 255) | 0;
  4291. var intB = (this.b * 255) | 0;
  4292. var intA = (this.a * 255) | 0;
  4293. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4294. };
  4295. /**
  4296. * Computes a new Color4 converted from the current one to linear space
  4297. * @returns a new Color4 object
  4298. */
  4299. Color4.prototype.toLinearSpace = function () {
  4300. var convertedColor = new Color4();
  4301. this.toLinearSpaceToRef(convertedColor);
  4302. return convertedColor;
  4303. };
  4304. /**
  4305. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4306. * @param convertedColor defines the Color4 object where to store the linear space version
  4307. * @returns the unmodified Color4
  4308. */
  4309. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4310. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4311. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4312. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4313. convertedColor.a = this.a;
  4314. return this;
  4315. };
  4316. /**
  4317. * Computes a new Color4 converted from the current one to gamma space
  4318. * @returns a new Color4 object
  4319. */
  4320. Color4.prototype.toGammaSpace = function () {
  4321. var convertedColor = new Color4();
  4322. this.toGammaSpaceToRef(convertedColor);
  4323. return convertedColor;
  4324. };
  4325. /**
  4326. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4327. * @param convertedColor defines the Color4 object where to store the gamma space version
  4328. * @returns the unmodified Color4
  4329. */
  4330. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4331. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4332. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4333. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4334. convertedColor.a = this.a;
  4335. return this;
  4336. };
  4337. // Statics
  4338. /**
  4339. * Creates a new Color4 from the string containing valid hexadecimal values
  4340. * @param hex defines a string containing valid hexadecimal values
  4341. * @returns a new Color4 object
  4342. */
  4343. Color4.FromHexString = function (hex) {
  4344. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4345. return new Color4(0.0, 0.0, 0.0, 0.0);
  4346. }
  4347. var r = parseInt(hex.substring(1, 3), 16);
  4348. var g = parseInt(hex.substring(3, 5), 16);
  4349. var b = parseInt(hex.substring(5, 7), 16);
  4350. var a = parseInt(hex.substring(7, 9), 16);
  4351. return Color4.FromInts(r, g, b, a);
  4352. };
  4353. /**
  4354. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4355. * @param left defines the start value
  4356. * @param right defines the end value
  4357. * @param amount defines the gradient factor
  4358. * @returns a new Color4 object
  4359. */
  4360. Color4.Lerp = function (left, right, amount) {
  4361. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4362. Color4.LerpToRef(left, right, amount, result);
  4363. return result;
  4364. };
  4365. /**
  4366. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4367. * @param left defines the start value
  4368. * @param right defines the end value
  4369. * @param amount defines the gradient factor
  4370. * @param result defines the Color4 object where to store data
  4371. */
  4372. Color4.LerpToRef = function (left, right, amount, result) {
  4373. result.r = left.r + (right.r - left.r) * amount;
  4374. result.g = left.g + (right.g - left.g) * amount;
  4375. result.b = left.b + (right.b - left.b) * amount;
  4376. result.a = left.a + (right.a - left.a) * amount;
  4377. };
  4378. /**
  4379. * Creates a new Color4 from a Color3 and an alpha value
  4380. * @param color3 defines the source Color3 to read from
  4381. * @param alpha defines the alpha component (1.0 by default)
  4382. * @returns a new Color4 object
  4383. */
  4384. Color4.FromColor3 = function (color3, alpha) {
  4385. if (alpha === void 0) { alpha = 1.0; }
  4386. return new Color4(color3.r, color3.g, color3.b, alpha);
  4387. };
  4388. /**
  4389. * Creates a new Color4 from the starting index element of the given array
  4390. * @param array defines the source array to read from
  4391. * @param offset defines the offset in the source array
  4392. * @returns a new Color4 object
  4393. */
  4394. Color4.FromArray = function (array, offset) {
  4395. if (offset === void 0) { offset = 0; }
  4396. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4397. };
  4398. /**
  4399. * Creates a new Color3 from integer values (< 256)
  4400. * @param r defines the red component to read from (value between 0 and 255)
  4401. * @param g defines the green component to read from (value between 0 and 255)
  4402. * @param b defines the blue component to read from (value between 0 and 255)
  4403. * @param a defines the alpha component to read from (value between 0 and 255)
  4404. * @returns a new Color3 object
  4405. */
  4406. Color4.FromInts = function (r, g, b, a) {
  4407. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4408. };
  4409. /**
  4410. * Check the content of a given array and convert it to an array containing RGBA data
  4411. * If the original array was already containing count * 4 values then it is returned directly
  4412. * @param colors defines the array to check
  4413. * @param count defines the number of RGBA data to expect
  4414. * @returns an array containing count * 4 values (RGBA)
  4415. */
  4416. Color4.CheckColors4 = function (colors, count) {
  4417. // Check if color3 was used
  4418. if (colors.length === count * 3) {
  4419. var colors4 = [];
  4420. for (var index = 0; index < colors.length; index += 3) {
  4421. var newIndex = (index / 3) * 4;
  4422. colors4[newIndex] = colors[index];
  4423. colors4[newIndex + 1] = colors[index + 1];
  4424. colors4[newIndex + 2] = colors[index + 2];
  4425. colors4[newIndex + 3] = 1.0;
  4426. }
  4427. return colors4;
  4428. }
  4429. return colors;
  4430. };
  4431. return Color4;
  4432. }());
  4433. BABYLON.Color4 = Color4;
  4434. /**
  4435. * Class representing a vector containing 2 coordinates
  4436. */
  4437. var Vector2 = /** @class */ (function () {
  4438. /**
  4439. * Creates a new Vector2 from the given x and y coordinates
  4440. * @param x defines the first coordinate
  4441. * @param y defines the second coordinate
  4442. */
  4443. function Vector2(
  4444. /** defines the first coordinate */
  4445. x,
  4446. /** defines the second coordinate */
  4447. y) {
  4448. if (x === void 0) { x = 0; }
  4449. if (y === void 0) { y = 0; }
  4450. this.x = x;
  4451. this.y = y;
  4452. }
  4453. /**
  4454. * Gets a string with the Vector2 coordinates
  4455. * @returns a string with the Vector2 coordinates
  4456. */
  4457. Vector2.prototype.toString = function () {
  4458. return "{X: " + this.x + " Y:" + this.y + "}";
  4459. };
  4460. /**
  4461. * Gets class name
  4462. * @returns the string "Vector2"
  4463. */
  4464. Vector2.prototype.getClassName = function () {
  4465. return "Vector2";
  4466. };
  4467. /**
  4468. * Gets current vector hash code
  4469. * @returns the Vector2 hash code as a number
  4470. */
  4471. Vector2.prototype.getHashCode = function () {
  4472. var hash = this.x || 0;
  4473. hash = (hash * 397) ^ (this.y || 0);
  4474. return hash;
  4475. };
  4476. // Operators
  4477. /**
  4478. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4479. * @param array defines the source array
  4480. * @param index defines the offset in source array
  4481. * @returns the current Vector2
  4482. */
  4483. Vector2.prototype.toArray = function (array, index) {
  4484. if (index === void 0) { index = 0; }
  4485. array[index] = this.x;
  4486. array[index + 1] = this.y;
  4487. return this;
  4488. };
  4489. /**
  4490. * Copy the current vector to an array
  4491. * @returns a new array with 2 elements: the Vector2 coordinates.
  4492. */
  4493. Vector2.prototype.asArray = function () {
  4494. var result = new Array();
  4495. this.toArray(result, 0);
  4496. return result;
  4497. };
  4498. /**
  4499. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4500. * @param source defines the source Vector2
  4501. * @returns the current updated Vector2
  4502. */
  4503. Vector2.prototype.copyFrom = function (source) {
  4504. this.x = source.x;
  4505. this.y = source.y;
  4506. return this;
  4507. };
  4508. /**
  4509. * Sets the Vector2 coordinates with the given floats
  4510. * @param x defines the first coordinate
  4511. * @param y defines the second coordinate
  4512. * @returns the current updated Vector2
  4513. */
  4514. Vector2.prototype.copyFromFloats = function (x, y) {
  4515. this.x = x;
  4516. this.y = y;
  4517. return this;
  4518. };
  4519. /**
  4520. * Sets the Vector2 coordinates with the given floats
  4521. * @param x defines the first coordinate
  4522. * @param y defines the second coordinate
  4523. * @returns the current updated Vector2
  4524. */
  4525. Vector2.prototype.set = function (x, y) {
  4526. return this.copyFromFloats(x, y);
  4527. };
  4528. /**
  4529. * Add another vector with the current one
  4530. * @param otherVector defines the other vector
  4531. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4532. */
  4533. Vector2.prototype.add = function (otherVector) {
  4534. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4535. };
  4536. /**
  4537. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4538. * @param otherVector defines the other vector
  4539. * @param result defines the target vector
  4540. * @returns the unmodified current Vector2
  4541. */
  4542. Vector2.prototype.addToRef = function (otherVector, result) {
  4543. result.x = this.x + otherVector.x;
  4544. result.y = this.y + otherVector.y;
  4545. return this;
  4546. };
  4547. /**
  4548. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4549. * @param otherVector defines the other vector
  4550. * @returns the current updated Vector2
  4551. */
  4552. Vector2.prototype.addInPlace = function (otherVector) {
  4553. this.x += otherVector.x;
  4554. this.y += otherVector.y;
  4555. return this;
  4556. };
  4557. /**
  4558. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4559. * @param otherVector defines the other vector
  4560. * @returns a new Vector2
  4561. */
  4562. Vector2.prototype.addVector3 = function (otherVector) {
  4563. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4564. };
  4565. /**
  4566. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4567. * @param otherVector defines the other vector
  4568. * @returns a new Vector2
  4569. */
  4570. Vector2.prototype.subtract = function (otherVector) {
  4571. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4572. };
  4573. /**
  4574. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4575. * @param otherVector defines the other vector
  4576. * @param result defines the target vector
  4577. * @returns the unmodified current Vector2
  4578. */
  4579. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4580. result.x = this.x - otherVector.x;
  4581. result.y = this.y - otherVector.y;
  4582. return this;
  4583. };
  4584. /**
  4585. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4586. * @param otherVector defines the other vector
  4587. * @returns the current updated Vector2
  4588. */
  4589. Vector2.prototype.subtractInPlace = function (otherVector) {
  4590. this.x -= otherVector.x;
  4591. this.y -= otherVector.y;
  4592. return this;
  4593. };
  4594. /**
  4595. * Multiplies in place the current Vector2 coordinates by the given ones
  4596. * @param otherVector defines the other vector
  4597. * @returns the current updated Vector2
  4598. */
  4599. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4600. this.x *= otherVector.x;
  4601. this.y *= otherVector.y;
  4602. return this;
  4603. };
  4604. /**
  4605. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4606. * @param otherVector defines the other vector
  4607. * @returns a new Vector2
  4608. */
  4609. Vector2.prototype.multiply = function (otherVector) {
  4610. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4611. };
  4612. /**
  4613. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4614. * @param otherVector defines the other vector
  4615. * @param result defines the target vector
  4616. * @returns the unmodified current Vector2
  4617. */
  4618. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4619. result.x = this.x * otherVector.x;
  4620. result.y = this.y * otherVector.y;
  4621. return this;
  4622. };
  4623. /**
  4624. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4625. * @param x defines the first coordinate
  4626. * @param y defines the second coordinate
  4627. * @returns a new Vector2
  4628. */
  4629. Vector2.prototype.multiplyByFloats = function (x, y) {
  4630. return new Vector2(this.x * x, this.y * y);
  4631. };
  4632. /**
  4633. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4634. * @param otherVector defines the other vector
  4635. * @returns a new Vector2
  4636. */
  4637. Vector2.prototype.divide = function (otherVector) {
  4638. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4639. };
  4640. /**
  4641. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4642. * @param otherVector defines the other vector
  4643. * @param result defines the target vector
  4644. * @returns the unmodified current Vector2
  4645. */
  4646. Vector2.prototype.divideToRef = function (otherVector, result) {
  4647. result.x = this.x / otherVector.x;
  4648. result.y = this.y / otherVector.y;
  4649. return this;
  4650. };
  4651. /**
  4652. * Divides the current Vector2 coordinates by the given ones
  4653. * @param otherVector defines the other vector
  4654. * @returns the current updated Vector2
  4655. */
  4656. Vector2.prototype.divideInPlace = function (otherVector) {
  4657. return this.divideToRef(otherVector, this);
  4658. };
  4659. /**
  4660. * Gets a new Vector2 with current Vector2 negated coordinates
  4661. * @returns a new Vector2
  4662. */
  4663. Vector2.prototype.negate = function () {
  4664. return new Vector2(-this.x, -this.y);
  4665. };
  4666. /**
  4667. * Multiply the Vector2 coordinates by scale
  4668. * @param scale defines the scaling factor
  4669. * @returns the current updated Vector2
  4670. */
  4671. Vector2.prototype.scaleInPlace = function (scale) {
  4672. this.x *= scale;
  4673. this.y *= scale;
  4674. return this;
  4675. };
  4676. /**
  4677. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4678. * @param scale defines the scaling factor
  4679. * @returns a new Vector2
  4680. */
  4681. Vector2.prototype.scale = function (scale) {
  4682. var result = new Vector2(0, 0);
  4683. this.scaleToRef(scale, result);
  4684. return result;
  4685. };
  4686. /**
  4687. * Scale the current Vector2 values by a factor to a given Vector2
  4688. * @param scale defines the scale factor
  4689. * @param result defines the Vector2 object where to store the result
  4690. * @returns the unmodified current Vector2
  4691. */
  4692. Vector2.prototype.scaleToRef = function (scale, result) {
  4693. result.x = this.x * scale;
  4694. result.y = this.y * scale;
  4695. return this;
  4696. };
  4697. /**
  4698. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4699. * @param scale defines the scale factor
  4700. * @param result defines the Vector2 object where to store the result
  4701. * @returns the unmodified current Vector2
  4702. */
  4703. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4704. result.x += this.x * scale;
  4705. result.y += this.y * scale;
  4706. return this;
  4707. };
  4708. /**
  4709. * Gets a boolean if two vectors are equals
  4710. * @param otherVector defines the other vector
  4711. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4712. */
  4713. Vector2.prototype.equals = function (otherVector) {
  4714. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4715. };
  4716. /**
  4717. * Gets a boolean if two vectors are equals (using an epsilon value)
  4718. * @param otherVector defines the other vector
  4719. * @param epsilon defines the minimal distance to consider equality
  4720. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4721. */
  4722. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4723. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4724. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4725. };
  4726. /**
  4727. * Gets a new Vector2 from current Vector2 floored values
  4728. * @returns a new Vector2
  4729. */
  4730. Vector2.prototype.floor = function () {
  4731. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4732. };
  4733. /**
  4734. * Gets a new Vector2 from current Vector2 floored values
  4735. * @returns a new Vector2
  4736. */
  4737. Vector2.prototype.fract = function () {
  4738. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4739. };
  4740. // Properties
  4741. /**
  4742. * Gets the length of the vector
  4743. * @returns the vector length (float)
  4744. */
  4745. Vector2.prototype.length = function () {
  4746. return Math.sqrt(this.x * this.x + this.y * this.y);
  4747. };
  4748. /**
  4749. * Gets the vector squared length
  4750. * @returns the vector squared length (float)
  4751. */
  4752. Vector2.prototype.lengthSquared = function () {
  4753. return (this.x * this.x + this.y * this.y);
  4754. };
  4755. // Methods
  4756. /**
  4757. * Normalize the vector
  4758. * @returns the current updated Vector2
  4759. */
  4760. Vector2.prototype.normalize = function () {
  4761. var len = this.length();
  4762. if (len === 0) {
  4763. return this;
  4764. }
  4765. var num = 1.0 / len;
  4766. this.x *= num;
  4767. this.y *= num;
  4768. return this;
  4769. };
  4770. /**
  4771. * Gets a new Vector2 copied from the Vector2
  4772. * @returns a new Vector2
  4773. */
  4774. Vector2.prototype.clone = function () {
  4775. return new Vector2(this.x, this.y);
  4776. };
  4777. // Statics
  4778. /**
  4779. * Gets a new Vector2(0, 0)
  4780. * @returns a new Vector2
  4781. */
  4782. Vector2.Zero = function () {
  4783. return new Vector2(0, 0);
  4784. };
  4785. /**
  4786. * Gets a new Vector2(1, 1)
  4787. * @returns a new Vector2
  4788. */
  4789. Vector2.One = function () {
  4790. return new Vector2(1, 1);
  4791. };
  4792. /**
  4793. * Gets a new Vector2 set from the given index element of the given array
  4794. * @param array defines the data source
  4795. * @param offset defines the offset in the data source
  4796. * @returns a new Vector2
  4797. */
  4798. Vector2.FromArray = function (array, offset) {
  4799. if (offset === void 0) { offset = 0; }
  4800. return new Vector2(array[offset], array[offset + 1]);
  4801. };
  4802. /**
  4803. * Sets "result" from the given index element of the given array
  4804. * @param array defines the data source
  4805. * @param offset defines the offset in the data source
  4806. * @param result defines the target vector
  4807. */
  4808. Vector2.FromArrayToRef = function (array, offset, result) {
  4809. result.x = array[offset];
  4810. result.y = array[offset + 1];
  4811. };
  4812. /**
  4813. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4814. * @param value1 defines 1st point of control
  4815. * @param value2 defines 2nd point of control
  4816. * @param value3 defines 3rd point of control
  4817. * @param value4 defines 4th point of control
  4818. * @param amount defines the interpolation factor
  4819. * @returns a new Vector2
  4820. */
  4821. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4822. var squared = amount * amount;
  4823. var cubed = amount * squared;
  4824. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4825. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4826. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4827. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4828. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4829. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4830. return new Vector2(x, y);
  4831. };
  4832. /**
  4833. * 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".
  4834. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4835. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4836. * @param value defines the value to clamp
  4837. * @param min defines the lower limit
  4838. * @param max defines the upper limit
  4839. * @returns a new Vector2
  4840. */
  4841. Vector2.Clamp = function (value, min, max) {
  4842. var x = value.x;
  4843. x = (x > max.x) ? max.x : x;
  4844. x = (x < min.x) ? min.x : x;
  4845. var y = value.y;
  4846. y = (y > max.y) ? max.y : y;
  4847. y = (y < min.y) ? min.y : y;
  4848. return new Vector2(x, y);
  4849. };
  4850. /**
  4851. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4852. * @param value1 defines the 1st control point
  4853. * @param tangent1 defines the outgoing tangent
  4854. * @param value2 defines the 2nd control point
  4855. * @param tangent2 defines the incoming tangent
  4856. * @param amount defines the interpolation factor
  4857. * @returns a new Vector2
  4858. */
  4859. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4860. var squared = amount * amount;
  4861. var cubed = amount * squared;
  4862. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4863. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4864. var part3 = (cubed - (2.0 * squared)) + amount;
  4865. var part4 = cubed - squared;
  4866. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4867. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4868. return new Vector2(x, y);
  4869. };
  4870. /**
  4871. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4872. * @param start defines the start vector
  4873. * @param end defines the end vector
  4874. * @param amount defines the interpolation factor
  4875. * @returns a new Vector2
  4876. */
  4877. Vector2.Lerp = function (start, end, amount) {
  4878. var x = start.x + ((end.x - start.x) * amount);
  4879. var y = start.y + ((end.y - start.y) * amount);
  4880. return new Vector2(x, y);
  4881. };
  4882. /**
  4883. * Gets the dot product of the vector "left" and the vector "right"
  4884. * @param left defines first vector
  4885. * @param right defines second vector
  4886. * @returns the dot product (float)
  4887. */
  4888. Vector2.Dot = function (left, right) {
  4889. return left.x * right.x + left.y * right.y;
  4890. };
  4891. /**
  4892. * Returns a new Vector2 equal to the normalized given vector
  4893. * @param vector defines the vector to normalize
  4894. * @returns a new Vector2
  4895. */
  4896. Vector2.Normalize = function (vector) {
  4897. var newVector = vector.clone();
  4898. newVector.normalize();
  4899. return newVector;
  4900. };
  4901. /**
  4902. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4903. * @param left defines 1st vector
  4904. * @param right defines 2nd vector
  4905. * @returns a new Vector2
  4906. */
  4907. Vector2.Minimize = function (left, right) {
  4908. var x = (left.x < right.x) ? left.x : right.x;
  4909. var y = (left.y < right.y) ? left.y : right.y;
  4910. return new Vector2(x, y);
  4911. };
  4912. /**
  4913. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4914. * @param left defines 1st vector
  4915. * @param right defines 2nd vector
  4916. * @returns a new Vector2
  4917. */
  4918. Vector2.Maximize = function (left, right) {
  4919. var x = (left.x > right.x) ? left.x : right.x;
  4920. var y = (left.y > right.y) ? left.y : right.y;
  4921. return new Vector2(x, y);
  4922. };
  4923. /**
  4924. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4925. * @param vector defines the vector to transform
  4926. * @param transformation defines the matrix to apply
  4927. * @returns a new Vector2
  4928. */
  4929. Vector2.Transform = function (vector, transformation) {
  4930. var r = Vector2.Zero();
  4931. Vector2.TransformToRef(vector, transformation, r);
  4932. return r;
  4933. };
  4934. /**
  4935. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4936. * @param vector defines the vector to transform
  4937. * @param transformation defines the matrix to apply
  4938. * @param result defines the target vector
  4939. */
  4940. Vector2.TransformToRef = function (vector, transformation, result) {
  4941. var m = transformation.m;
  4942. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4943. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4944. result.x = x;
  4945. result.y = y;
  4946. };
  4947. /**
  4948. * Determines if a given vector is included in a triangle
  4949. * @param p defines the vector to test
  4950. * @param p0 defines 1st triangle point
  4951. * @param p1 defines 2nd triangle point
  4952. * @param p2 defines 3rd triangle point
  4953. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4954. */
  4955. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4956. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4957. var sign = a < 0 ? -1 : 1;
  4958. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4959. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4960. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4961. };
  4962. /**
  4963. * Gets the distance between the vectors "value1" and "value2"
  4964. * @param value1 defines first vector
  4965. * @param value2 defines second vector
  4966. * @returns the distance between vectors
  4967. */
  4968. Vector2.Distance = function (value1, value2) {
  4969. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4970. };
  4971. /**
  4972. * Returns the squared distance between the vectors "value1" and "value2"
  4973. * @param value1 defines first vector
  4974. * @param value2 defines second vector
  4975. * @returns the squared distance between vectors
  4976. */
  4977. Vector2.DistanceSquared = function (value1, value2) {
  4978. var x = value1.x - value2.x;
  4979. var y = value1.y - value2.y;
  4980. return (x * x) + (y * y);
  4981. };
  4982. /**
  4983. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4984. * @param value1 defines first vector
  4985. * @param value2 defines second vector
  4986. * @returns a new Vector2
  4987. */
  4988. Vector2.Center = function (value1, value2) {
  4989. var center = value1.add(value2);
  4990. center.scaleInPlace(0.5);
  4991. return center;
  4992. };
  4993. /**
  4994. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4995. * @param p defines the middle point
  4996. * @param segA defines one point of the segment
  4997. * @param segB defines the other point of the segment
  4998. * @returns the shortest distance
  4999. */
  5000. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  5001. var l2 = Vector2.DistanceSquared(segA, segB);
  5002. if (l2 === 0.0) {
  5003. return Vector2.Distance(p, segA);
  5004. }
  5005. var v = segB.subtract(segA);
  5006. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  5007. var proj = segA.add(v.multiplyByFloats(t, t));
  5008. return Vector2.Distance(p, proj);
  5009. };
  5010. return Vector2;
  5011. }());
  5012. BABYLON.Vector2 = Vector2;
  5013. /**
  5014. * Classed used to store (x,y,z) vector representation
  5015. * A Vector3 is the main object used in 3D geometry
  5016. * It can represent etiher the coordinates of a point the space, either a direction
  5017. * Reminder: Babylon.js uses a left handed forward facing system
  5018. */
  5019. var Vector3 = /** @class */ (function () {
  5020. /**
  5021. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5022. * @param x defines the first coordinates (on X axis)
  5023. * @param y defines the second coordinates (on Y axis)
  5024. * @param z defines the third coordinates (on Z axis)
  5025. */
  5026. function Vector3(
  5027. /**
  5028. * Defines the first coordinates (on X axis)
  5029. */
  5030. x,
  5031. /**
  5032. * Defines the second coordinates (on Y axis)
  5033. */
  5034. y,
  5035. /**
  5036. * Defines the third coordinates (on Z axis)
  5037. */
  5038. z) {
  5039. if (x === void 0) { x = 0; }
  5040. if (y === void 0) { y = 0; }
  5041. if (z === void 0) { z = 0; }
  5042. this.x = x;
  5043. this.y = y;
  5044. this.z = z;
  5045. }
  5046. /**
  5047. * Creates a string representation of the Vector3
  5048. * @returns a string with the Vector3 coordinates.
  5049. */
  5050. Vector3.prototype.toString = function () {
  5051. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5052. };
  5053. /**
  5054. * Gets the class name
  5055. * @returns the string "Vector3"
  5056. */
  5057. Vector3.prototype.getClassName = function () {
  5058. return "Vector3";
  5059. };
  5060. /**
  5061. * Creates the Vector3 hash code
  5062. * @returns a number which tends to be unique between Vector3 instances
  5063. */
  5064. Vector3.prototype.getHashCode = function () {
  5065. var hash = this.x || 0;
  5066. hash = (hash * 397) ^ (this.y || 0);
  5067. hash = (hash * 397) ^ (this.z || 0);
  5068. return hash;
  5069. };
  5070. // Operators
  5071. /**
  5072. * Creates an array containing three elements : the coordinates of the Vector3
  5073. * @returns a new array of numbers
  5074. */
  5075. Vector3.prototype.asArray = function () {
  5076. var result = [];
  5077. this.toArray(result, 0);
  5078. return result;
  5079. };
  5080. /**
  5081. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5082. * @param array defines the destination array
  5083. * @param index defines the offset in the destination array
  5084. * @returns the current Vector3
  5085. */
  5086. Vector3.prototype.toArray = function (array, index) {
  5087. if (index === void 0) { index = 0; }
  5088. array[index] = this.x;
  5089. array[index + 1] = this.y;
  5090. array[index + 2] = this.z;
  5091. return this;
  5092. };
  5093. /**
  5094. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5095. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5096. */
  5097. Vector3.prototype.toQuaternion = function () {
  5098. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5099. };
  5100. /**
  5101. * Adds the given vector to the current Vector3
  5102. * @param otherVector defines the second operand
  5103. * @returns the current updated Vector3
  5104. */
  5105. Vector3.prototype.addInPlace = function (otherVector) {
  5106. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5107. };
  5108. /**
  5109. * Adds the given coordinates to the current Vector3
  5110. * @param x defines the x coordinate of the operand
  5111. * @param y defines the y coordinate of the operand
  5112. * @param z defines the z coordinate of the operand
  5113. * @returns the current updated Vector3
  5114. */
  5115. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5116. this.x += x;
  5117. this.y += y;
  5118. this.z += z;
  5119. return this;
  5120. };
  5121. /**
  5122. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5123. * @param otherVector defines the second operand
  5124. * @returns the resulting Vector3
  5125. */
  5126. Vector3.prototype.add = function (otherVector) {
  5127. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5128. };
  5129. /**
  5130. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5131. * @param otherVector defines the second operand
  5132. * @param result defines the Vector3 object where to store the result
  5133. * @returns the current Vector3
  5134. */
  5135. Vector3.prototype.addToRef = function (otherVector, result) {
  5136. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5137. };
  5138. /**
  5139. * Subtract the given vector from the current Vector3
  5140. * @param otherVector defines the second operand
  5141. * @returns the current updated Vector3
  5142. */
  5143. Vector3.prototype.subtractInPlace = function (otherVector) {
  5144. this.x -= otherVector.x;
  5145. this.y -= otherVector.y;
  5146. this.z -= otherVector.z;
  5147. return this;
  5148. };
  5149. /**
  5150. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5151. * @param otherVector defines the second operand
  5152. * @returns the resulting Vector3
  5153. */
  5154. Vector3.prototype.subtract = function (otherVector) {
  5155. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5156. };
  5157. /**
  5158. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5159. * @param otherVector defines the second operand
  5160. * @param result defines the Vector3 object where to store the result
  5161. * @returns the current Vector3
  5162. */
  5163. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5164. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5165. };
  5166. /**
  5167. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5168. * @param x defines the x coordinate of the operand
  5169. * @param y defines the y coordinate of the operand
  5170. * @param z defines the z coordinate of the operand
  5171. * @returns the resulting Vector3
  5172. */
  5173. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5174. return new Vector3(this.x - x, this.y - y, this.z - z);
  5175. };
  5176. /**
  5177. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5178. * @param x defines the x coordinate of the operand
  5179. * @param y defines the y coordinate of the operand
  5180. * @param z defines the z coordinate of the operand
  5181. * @param result defines the Vector3 object where to store the result
  5182. * @returns the current Vector3
  5183. */
  5184. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5185. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5186. };
  5187. /**
  5188. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5189. * @returns a new Vector3
  5190. */
  5191. Vector3.prototype.negate = function () {
  5192. return new Vector3(-this.x, -this.y, -this.z);
  5193. };
  5194. /**
  5195. * Multiplies the Vector3 coordinates by the float "scale"
  5196. * @param scale defines the multiplier factor
  5197. * @returns the current updated Vector3
  5198. */
  5199. Vector3.prototype.scaleInPlace = function (scale) {
  5200. this.x *= scale;
  5201. this.y *= scale;
  5202. this.z *= scale;
  5203. return this;
  5204. };
  5205. /**
  5206. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5207. * @param scale defines the multiplier factor
  5208. * @returns a new Vector3
  5209. */
  5210. Vector3.prototype.scale = function (scale) {
  5211. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5212. };
  5213. /**
  5214. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5215. * @param scale defines the multiplier factor
  5216. * @param result defines the Vector3 object where to store the result
  5217. * @returns the current Vector3
  5218. */
  5219. Vector3.prototype.scaleToRef = function (scale, result) {
  5220. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5221. };
  5222. /**
  5223. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5224. * @param scale defines the scale factor
  5225. * @param result defines the Vector3 object where to store the result
  5226. * @returns the unmodified current Vector3
  5227. */
  5228. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5229. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5230. };
  5231. /**
  5232. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5233. * @param otherVector defines the second operand
  5234. * @returns true if both vectors are equals
  5235. */
  5236. Vector3.prototype.equals = function (otherVector) {
  5237. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5238. };
  5239. /**
  5240. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5241. * @param otherVector defines the second operand
  5242. * @param epsilon defines the minimal distance to define values as equals
  5243. * @returns true if both vectors are distant less than epsilon
  5244. */
  5245. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5246. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5247. 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);
  5248. };
  5249. /**
  5250. * Returns true if the current Vector3 coordinates equals the given floats
  5251. * @param x defines the x coordinate of the operand
  5252. * @param y defines the y coordinate of the operand
  5253. * @param z defines the z coordinate of the operand
  5254. * @returns true if both vectors are equals
  5255. */
  5256. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5257. return this.x === x && this.y === y && this.z === z;
  5258. };
  5259. /**
  5260. * Multiplies the current Vector3 coordinates by the given ones
  5261. * @param otherVector defines the second operand
  5262. * @returns the current updated Vector3
  5263. */
  5264. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5265. this.x *= otherVector.x;
  5266. this.y *= otherVector.y;
  5267. this.z *= otherVector.z;
  5268. return this;
  5269. };
  5270. /**
  5271. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5272. * @param otherVector defines the second operand
  5273. * @returns the new Vector3
  5274. */
  5275. Vector3.prototype.multiply = function (otherVector) {
  5276. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5277. };
  5278. /**
  5279. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5280. * @param otherVector defines the second operand
  5281. * @param result defines the Vector3 object where to store the result
  5282. * @returns the current Vector3
  5283. */
  5284. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5285. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5286. };
  5287. /**
  5288. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5289. * @param x defines the x coordinate of the operand
  5290. * @param y defines the y coordinate of the operand
  5291. * @param z defines the z coordinate of the operand
  5292. * @returns the new Vector3
  5293. */
  5294. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5295. return new Vector3(this.x * x, this.y * y, this.z * z);
  5296. };
  5297. /**
  5298. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5299. * @param otherVector defines the second operand
  5300. * @returns the new Vector3
  5301. */
  5302. Vector3.prototype.divide = function (otherVector) {
  5303. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5304. };
  5305. /**
  5306. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5307. * @param otherVector defines the second operand
  5308. * @param result defines the Vector3 object where to store the result
  5309. * @returns the current Vector3
  5310. */
  5311. Vector3.prototype.divideToRef = function (otherVector, result) {
  5312. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5313. };
  5314. /**
  5315. * Divides the current Vector3 coordinates by the given ones.
  5316. * @param otherVector defines the second operand
  5317. * @returns the current updated Vector3
  5318. */
  5319. Vector3.prototype.divideInPlace = function (otherVector) {
  5320. return this.divideToRef(otherVector, this);
  5321. };
  5322. /**
  5323. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5324. * @param other defines the second operand
  5325. * @returns the current updated Vector3
  5326. */
  5327. Vector3.prototype.minimizeInPlace = function (other) {
  5328. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5329. };
  5330. /**
  5331. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5332. * @param other defines the second operand
  5333. * @returns the current updated Vector3
  5334. */
  5335. Vector3.prototype.maximizeInPlace = function (other) {
  5336. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5340. * @param x defines the x coordinate of the operand
  5341. * @param y defines the y coordinate of the operand
  5342. * @param z defines the z coordinate of the operand
  5343. * @returns the current updated Vector3
  5344. */
  5345. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5346. if (x < this.x) {
  5347. this.x = x;
  5348. }
  5349. if (y < this.y) {
  5350. this.y = y;
  5351. }
  5352. if (z < this.z) {
  5353. this.z = z;
  5354. }
  5355. return this;
  5356. };
  5357. /**
  5358. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5359. * @param x defines the x coordinate of the operand
  5360. * @param y defines the y coordinate of the operand
  5361. * @param z defines the z coordinate of the operand
  5362. * @returns the current updated Vector3
  5363. */
  5364. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5365. if (x > this.x) {
  5366. this.x = x;
  5367. }
  5368. if (y > this.y) {
  5369. this.y = y;
  5370. }
  5371. if (z > this.z) {
  5372. this.z = z;
  5373. }
  5374. return this;
  5375. };
  5376. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5377. /**
  5378. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5379. */
  5380. get: function () {
  5381. var absX = Math.abs(this.x);
  5382. var absY = Math.abs(this.y);
  5383. if (absX !== absY) {
  5384. return true;
  5385. }
  5386. var absZ = Math.abs(this.z);
  5387. if (absX !== absZ) {
  5388. return true;
  5389. }
  5390. if (absY !== absZ) {
  5391. return true;
  5392. }
  5393. return false;
  5394. },
  5395. enumerable: true,
  5396. configurable: true
  5397. });
  5398. /**
  5399. * Gets a new Vector3 from current Vector3 floored values
  5400. * @returns a new Vector3
  5401. */
  5402. Vector3.prototype.floor = function () {
  5403. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5404. };
  5405. /**
  5406. * Gets a new Vector3 from current Vector3 floored values
  5407. * @returns a new Vector3
  5408. */
  5409. Vector3.prototype.fract = function () {
  5410. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5411. };
  5412. // Properties
  5413. /**
  5414. * Gets the length of the Vector3
  5415. * @returns the length of the Vecto3
  5416. */
  5417. Vector3.prototype.length = function () {
  5418. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5419. };
  5420. /**
  5421. * Gets the squared length of the Vector3
  5422. * @returns squared length of the Vector3
  5423. */
  5424. Vector3.prototype.lengthSquared = function () {
  5425. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5426. };
  5427. /**
  5428. * Normalize the current Vector3.
  5429. * Please note that this is an in place operation.
  5430. * @returns the current updated Vector3
  5431. */
  5432. Vector3.prototype.normalize = function () {
  5433. return this.normalizeFromLength(this.length());
  5434. };
  5435. /**
  5436. * Reorders the x y z properties of the vector in place
  5437. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5438. * @returns the current updated vector
  5439. */
  5440. Vector3.prototype.reorderInPlace = function (order) {
  5441. var _this = this;
  5442. order = order.toLowerCase();
  5443. if (order === "xyz") {
  5444. return this;
  5445. }
  5446. MathTmp.Vector3[0].copyFrom(this);
  5447. ["x", "y", "z"].forEach(function (val, i) {
  5448. _this[val] = MathTmp.Vector3[0][order[i]];
  5449. });
  5450. return this;
  5451. };
  5452. /**
  5453. * Rotates the vector around 0,0,0 by a quaternion
  5454. * @param quaternion the rotation quaternion
  5455. * @param result vector to store the result
  5456. * @returns the resulting vector
  5457. */
  5458. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5459. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5460. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5461. return result;
  5462. };
  5463. /**
  5464. * Rotates a vector around a given point
  5465. * @param quaternion the rotation quaternion
  5466. * @param point the point to rotate around
  5467. * @param result vector to store the result
  5468. * @returns the resulting vector
  5469. */
  5470. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5471. this.subtractToRef(point, MathTmp.Vector3[0]);
  5472. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5473. point.addToRef(MathTmp.Vector3[0], result);
  5474. return result;
  5475. };
  5476. /**
  5477. * Normalize the current Vector3 with the given input length.
  5478. * Please note that this is an in place operation.
  5479. * @param len the length of the vector
  5480. * @returns the current updated Vector3
  5481. */
  5482. Vector3.prototype.normalizeFromLength = function (len) {
  5483. if (len === 0 || len === 1.0) {
  5484. return this;
  5485. }
  5486. return this.scaleInPlace(1.0 / len);
  5487. };
  5488. /**
  5489. * Normalize the current Vector3 to a new vector
  5490. * @returns the new Vector3
  5491. */
  5492. Vector3.prototype.normalizeToNew = function () {
  5493. var normalized = new Vector3(0, 0, 0);
  5494. this.normalizeToRef(normalized);
  5495. return normalized;
  5496. };
  5497. /**
  5498. * Normalize the current Vector3 to the reference
  5499. * @param reference define the Vector3 to update
  5500. * @returns the updated Vector3
  5501. */
  5502. Vector3.prototype.normalizeToRef = function (reference) {
  5503. var len = this.length();
  5504. if (len === 0 || len === 1.0) {
  5505. return reference.copyFromFloats(this.x, this.y, this.z);
  5506. }
  5507. return this.scaleToRef(1.0 / len, reference);
  5508. };
  5509. /**
  5510. * Creates a new Vector3 copied from the current Vector3
  5511. * @returns the new Vector3
  5512. */
  5513. Vector3.prototype.clone = function () {
  5514. return new Vector3(this.x, this.y, this.z);
  5515. };
  5516. /**
  5517. * Copies the given vector coordinates to the current Vector3 ones
  5518. * @param source defines the source Vector3
  5519. * @returns the current updated Vector3
  5520. */
  5521. Vector3.prototype.copyFrom = function (source) {
  5522. return this.copyFromFloats(source.x, source.y, source.z);
  5523. };
  5524. /**
  5525. * Copies the given floats to the current Vector3 coordinates
  5526. * @param x defines the x coordinate of the operand
  5527. * @param y defines the y coordinate of the operand
  5528. * @param z defines the z coordinate of the operand
  5529. * @returns the current updated Vector3
  5530. */
  5531. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5532. this.x = x;
  5533. this.y = y;
  5534. this.z = z;
  5535. return this;
  5536. };
  5537. /**
  5538. * Copies the given floats to the current Vector3 coordinates
  5539. * @param x defines the x coordinate of the operand
  5540. * @param y defines the y coordinate of the operand
  5541. * @param z defines the z coordinate of the operand
  5542. * @returns the current updated Vector3
  5543. */
  5544. Vector3.prototype.set = function (x, y, z) {
  5545. return this.copyFromFloats(x, y, z);
  5546. };
  5547. /**
  5548. * Copies the given float to the current Vector3 coordinates
  5549. * @param v defines the x, y and z coordinates of the operand
  5550. * @returns the current updated Vector3
  5551. */
  5552. Vector3.prototype.setAll = function (v) {
  5553. this.x = this.y = this.z = v;
  5554. return this;
  5555. };
  5556. // Statics
  5557. /**
  5558. * Get the clip factor between two vectors
  5559. * @param vector0 defines the first operand
  5560. * @param vector1 defines the second operand
  5561. * @param axis defines the axis to use
  5562. * @param size defines the size along the axis
  5563. * @returns the clip factor
  5564. */
  5565. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5566. var d0 = Vector3.Dot(vector0, axis) - size;
  5567. var d1 = Vector3.Dot(vector1, axis) - size;
  5568. var s = d0 / (d0 - d1);
  5569. return s;
  5570. };
  5571. /**
  5572. * Get angle between two vectors
  5573. * @param vector0 angle between vector0 and vector1
  5574. * @param vector1 angle between vector0 and vector1
  5575. * @param normal direction of the normal
  5576. * @return the angle between vector0 and vector1
  5577. */
  5578. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5579. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5580. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5581. var dot = Vector3.Dot(v0, v1);
  5582. var n = MathTmp.Vector3[3];
  5583. Vector3.CrossToRef(v0, v1, n);
  5584. if (Vector3.Dot(n, normal) > 0) {
  5585. return Math.acos(dot);
  5586. }
  5587. return -Math.acos(dot);
  5588. };
  5589. /**
  5590. * Returns a new Vector3 set from the index "offset" of the given array
  5591. * @param array defines the source array
  5592. * @param offset defines the offset in the source array
  5593. * @returns the new Vector3
  5594. */
  5595. Vector3.FromArray = function (array, offset) {
  5596. if (offset === void 0) { offset = 0; }
  5597. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5598. };
  5599. /**
  5600. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5601. * This function is deprecated. Use FromArray instead
  5602. * @param array defines the source array
  5603. * @param offset defines the offset in the source array
  5604. * @returns the new Vector3
  5605. */
  5606. Vector3.FromFloatArray = function (array, offset) {
  5607. return Vector3.FromArray(array, offset);
  5608. };
  5609. /**
  5610. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5611. * @param array defines the source array
  5612. * @param offset defines the offset in the source array
  5613. * @param result defines the Vector3 where to store the result
  5614. */
  5615. Vector3.FromArrayToRef = function (array, offset, result) {
  5616. result.x = array[offset];
  5617. result.y = array[offset + 1];
  5618. result.z = array[offset + 2];
  5619. };
  5620. /**
  5621. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5622. * This function is deprecated. Use FromArrayToRef instead.
  5623. * @param array defines the source array
  5624. * @param offset defines the offset in the source array
  5625. * @param result defines the Vector3 where to store the result
  5626. */
  5627. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5628. return Vector3.FromArrayToRef(array, offset, result);
  5629. };
  5630. /**
  5631. * Sets the given vector "result" with the given floats.
  5632. * @param x defines the x coordinate of the source
  5633. * @param y defines the y coordinate of the source
  5634. * @param z defines the z coordinate of the source
  5635. * @param result defines the Vector3 where to store the result
  5636. */
  5637. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5638. result.copyFromFloats(x, y, z);
  5639. };
  5640. /**
  5641. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5642. * @returns a new empty Vector3
  5643. */
  5644. Vector3.Zero = function () {
  5645. return new Vector3(0.0, 0.0, 0.0);
  5646. };
  5647. /**
  5648. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5649. * @returns a new unit Vector3
  5650. */
  5651. Vector3.One = function () {
  5652. return new Vector3(1.0, 1.0, 1.0);
  5653. };
  5654. /**
  5655. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5656. * @returns a new up Vector3
  5657. */
  5658. Vector3.Up = function () {
  5659. return new Vector3(0.0, 1.0, 0.0);
  5660. };
  5661. /**
  5662. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5663. * @returns a new down Vector3
  5664. */
  5665. Vector3.Down = function () {
  5666. return new Vector3(0.0, -1.0, 0.0);
  5667. };
  5668. /**
  5669. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5670. * @returns a new forward Vector3
  5671. */
  5672. Vector3.Forward = function () {
  5673. return new Vector3(0.0, 0.0, 1.0);
  5674. };
  5675. /**
  5676. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5677. * @returns a new forward Vector3
  5678. */
  5679. Vector3.Backward = function () {
  5680. return new Vector3(0.0, 0.0, -1.0);
  5681. };
  5682. /**
  5683. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5684. * @returns a new right Vector3
  5685. */
  5686. Vector3.Right = function () {
  5687. return new Vector3(1.0, 0.0, 0.0);
  5688. };
  5689. /**
  5690. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5691. * @returns a new left Vector3
  5692. */
  5693. Vector3.Left = function () {
  5694. return new Vector3(-1.0, 0.0, 0.0);
  5695. };
  5696. /**
  5697. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5698. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5699. * @param vector defines the Vector3 to transform
  5700. * @param transformation defines the transformation matrix
  5701. * @returns the transformed Vector3
  5702. */
  5703. Vector3.TransformCoordinates = function (vector, transformation) {
  5704. var result = Vector3.Zero();
  5705. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5706. return result;
  5707. };
  5708. /**
  5709. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5710. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5711. * @param vector defines the Vector3 to transform
  5712. * @param transformation defines the transformation matrix
  5713. * @param result defines the Vector3 where to store the result
  5714. */
  5715. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5716. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5717. };
  5718. /**
  5719. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5720. * This method computes tranformed coordinates only, not transformed direction vectors
  5721. * @param x define the x coordinate of the source vector
  5722. * @param y define the y coordinate of the source vector
  5723. * @param z define the z coordinate of the source vector
  5724. * @param transformation defines the transformation matrix
  5725. * @param result defines the Vector3 where to store the result
  5726. */
  5727. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5728. var m = transformation.m;
  5729. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5730. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5731. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5732. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5733. result.x = rx * rw;
  5734. result.y = ry * rw;
  5735. result.z = rz * rw;
  5736. };
  5737. /**
  5738. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5739. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5740. * @param vector defines the Vector3 to transform
  5741. * @param transformation defines the transformation matrix
  5742. * @returns the new Vector3
  5743. */
  5744. Vector3.TransformNormal = function (vector, transformation) {
  5745. var result = Vector3.Zero();
  5746. Vector3.TransformNormalToRef(vector, transformation, result);
  5747. return result;
  5748. };
  5749. /**
  5750. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5751. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5752. * @param vector defines the Vector3 to transform
  5753. * @param transformation defines the transformation matrix
  5754. * @param result defines the Vector3 where to store the result
  5755. */
  5756. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5757. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5758. };
  5759. /**
  5760. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5761. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5762. * @param x define the x coordinate of the source vector
  5763. * @param y define the y coordinate of the source vector
  5764. * @param z define the z coordinate of the source vector
  5765. * @param transformation defines the transformation matrix
  5766. * @param result defines the Vector3 where to store the result
  5767. */
  5768. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5769. var m = transformation.m;
  5770. result.x = x * m[0] + y * m[4] + z * m[8];
  5771. result.y = x * m[1] + y * m[5] + z * m[9];
  5772. result.z = x * m[2] + y * m[6] + z * m[10];
  5773. };
  5774. /**
  5775. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5776. * @param value1 defines the first control point
  5777. * @param value2 defines the second control point
  5778. * @param value3 defines the third control point
  5779. * @param value4 defines the fourth control point
  5780. * @param amount defines the amount on the spline to use
  5781. * @returns the new Vector3
  5782. */
  5783. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5784. var squared = amount * amount;
  5785. var cubed = amount * squared;
  5786. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5787. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5788. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5789. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5790. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5791. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5792. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5793. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5794. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5795. return new Vector3(x, y, z);
  5796. };
  5797. /**
  5798. * 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"
  5799. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5800. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5801. * @param value defines the current value
  5802. * @param min defines the lower range value
  5803. * @param max defines the upper range value
  5804. * @returns the new Vector3
  5805. */
  5806. Vector3.Clamp = function (value, min, max) {
  5807. var v = new Vector3();
  5808. Vector3.ClampToRef(value, min, max, v);
  5809. return v;
  5810. };
  5811. /**
  5812. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5813. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5814. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5815. * @param value defines the current value
  5816. * @param min defines the lower range value
  5817. * @param max defines the upper range value
  5818. * @param result defines the Vector3 where to store the result
  5819. */
  5820. Vector3.ClampToRef = function (value, min, max, result) {
  5821. var x = value.x;
  5822. x = (x > max.x) ? max.x : x;
  5823. x = (x < min.x) ? min.x : x;
  5824. var y = value.y;
  5825. y = (y > max.y) ? max.y : y;
  5826. y = (y < min.y) ? min.y : y;
  5827. var z = value.z;
  5828. z = (z > max.z) ? max.z : z;
  5829. z = (z < min.z) ? min.z : z;
  5830. result.copyFromFloats(x, y, z);
  5831. };
  5832. /**
  5833. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5834. * @param value1 defines the first control point
  5835. * @param tangent1 defines the first tangent vector
  5836. * @param value2 defines the second control point
  5837. * @param tangent2 defines the second tangent vector
  5838. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5839. * @returns the new Vector3
  5840. */
  5841. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5842. var squared = amount * amount;
  5843. var cubed = amount * squared;
  5844. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5845. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5846. var part3 = (cubed - (2.0 * squared)) + amount;
  5847. var part4 = cubed - squared;
  5848. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5849. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5850. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5851. return new Vector3(x, y, z);
  5852. };
  5853. /**
  5854. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5855. * @param start defines the start value
  5856. * @param end defines the end value
  5857. * @param amount max defines amount between both (between 0 and 1)
  5858. * @returns the new Vector3
  5859. */
  5860. Vector3.Lerp = function (start, end, amount) {
  5861. var result = new Vector3(0, 0, 0);
  5862. Vector3.LerpToRef(start, end, amount, result);
  5863. return result;
  5864. };
  5865. /**
  5866. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5867. * @param start defines the start value
  5868. * @param end defines the end value
  5869. * @param amount max defines amount between both (between 0 and 1)
  5870. * @param result defines the Vector3 where to store the result
  5871. */
  5872. Vector3.LerpToRef = function (start, end, amount, result) {
  5873. result.x = start.x + ((end.x - start.x) * amount);
  5874. result.y = start.y + ((end.y - start.y) * amount);
  5875. result.z = start.z + ((end.z - start.z) * amount);
  5876. };
  5877. /**
  5878. * Returns the dot product (float) between the vectors "left" and "right"
  5879. * @param left defines the left operand
  5880. * @param right defines the right operand
  5881. * @returns the dot product
  5882. */
  5883. Vector3.Dot = function (left, right) {
  5884. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5885. };
  5886. /**
  5887. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5888. * The cross product is then orthogonal to both "left" and "right"
  5889. * @param left defines the left operand
  5890. * @param right defines the right operand
  5891. * @returns the cross product
  5892. */
  5893. Vector3.Cross = function (left, right) {
  5894. var result = Vector3.Zero();
  5895. Vector3.CrossToRef(left, right, result);
  5896. return result;
  5897. };
  5898. /**
  5899. * Sets the given vector "result" with the cross product of "left" and "right"
  5900. * The cross product is then orthogonal to both "left" and "right"
  5901. * @param left defines the left operand
  5902. * @param right defines the right operand
  5903. * @param result defines the Vector3 where to store the result
  5904. */
  5905. Vector3.CrossToRef = function (left, right, result) {
  5906. var x = left.y * right.z - left.z * right.y;
  5907. var y = left.z * right.x - left.x * right.z;
  5908. var z = left.x * right.y - left.y * right.x;
  5909. result.copyFromFloats(x, y, z);
  5910. };
  5911. /**
  5912. * Returns a new Vector3 as the normalization of the given vector
  5913. * @param vector defines the Vector3 to normalize
  5914. * @returns the new Vector3
  5915. */
  5916. Vector3.Normalize = function (vector) {
  5917. var result = Vector3.Zero();
  5918. Vector3.NormalizeToRef(vector, result);
  5919. return result;
  5920. };
  5921. /**
  5922. * Sets the given vector "result" with the normalization of the given first vector
  5923. * @param vector defines the Vector3 to normalize
  5924. * @param result defines the Vector3 where to store the result
  5925. */
  5926. Vector3.NormalizeToRef = function (vector, result) {
  5927. vector.normalizeToRef(result);
  5928. };
  5929. /**
  5930. * Project a Vector3 onto screen space
  5931. * @param vector defines the Vector3 to project
  5932. * @param world defines the world matrix to use
  5933. * @param transform defines the transform (view x projection) matrix to use
  5934. * @param viewport defines the screen viewport to use
  5935. * @returns the new Vector3
  5936. */
  5937. Vector3.Project = function (vector, world, transform, viewport) {
  5938. var cw = viewport.width;
  5939. var ch = viewport.height;
  5940. var cx = viewport.x;
  5941. var cy = viewport.y;
  5942. var viewportMatrix = MathTmp.Matrix[1];
  5943. 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);
  5944. var matrix = MathTmp.Matrix[0];
  5945. world.multiplyToRef(transform, matrix);
  5946. matrix.multiplyToRef(viewportMatrix, matrix);
  5947. return Vector3.TransformCoordinates(vector, matrix);
  5948. };
  5949. /** @hidden */
  5950. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5951. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5952. var m = matrix.m;
  5953. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5954. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5955. result.scaleInPlace(1.0 / num);
  5956. }
  5957. };
  5958. /**
  5959. * Unproject from screen space to object space
  5960. * @param source defines the screen space Vector3 to use
  5961. * @param viewportWidth defines the current width of the viewport
  5962. * @param viewportHeight defines the current height of the viewport
  5963. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5964. * @param transform defines the transform (view x projection) matrix to use
  5965. * @returns the new Vector3
  5966. */
  5967. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5968. var matrix = MathTmp.Matrix[0];
  5969. world.multiplyToRef(transform, matrix);
  5970. matrix.invert();
  5971. source.x = source.x / viewportWidth * 2 - 1;
  5972. source.y = -(source.y / viewportHeight * 2 - 1);
  5973. var vector = new Vector3();
  5974. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5975. return vector;
  5976. };
  5977. /**
  5978. * Unproject from screen space to object space
  5979. * @param source defines the screen space Vector3 to use
  5980. * @param viewportWidth defines the current width of the viewport
  5981. * @param viewportHeight defines the current height of the viewport
  5982. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5983. * @param view defines the view matrix to use
  5984. * @param projection defines the projection matrix to use
  5985. * @returns the new Vector3
  5986. */
  5987. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5988. var result = Vector3.Zero();
  5989. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5990. return result;
  5991. };
  5992. /**
  5993. * Unproject from screen space to object space
  5994. * @param source defines the screen space Vector3 to use
  5995. * @param viewportWidth defines the current width of the viewport
  5996. * @param viewportHeight defines the current height of the viewport
  5997. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5998. * @param view defines the view matrix to use
  5999. * @param projection defines the projection matrix to use
  6000. * @param result defines the Vector3 where to store the result
  6001. */
  6002. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  6003. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  6004. };
  6005. /**
  6006. * Unproject from screen space to object space
  6007. * @param sourceX defines the screen space x coordinate to use
  6008. * @param sourceY defines the screen space y coordinate to use
  6009. * @param sourceZ defines the screen space z coordinate to use
  6010. * @param viewportWidth defines the current width of the viewport
  6011. * @param viewportHeight defines the current height of the viewport
  6012. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6013. * @param view defines the view matrix to use
  6014. * @param projection defines the projection matrix to use
  6015. * @param result defines the Vector3 where to store the result
  6016. */
  6017. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6018. var matrix = MathTmp.Matrix[0];
  6019. world.multiplyToRef(view, matrix);
  6020. matrix.multiplyToRef(projection, matrix);
  6021. matrix.invert();
  6022. var screenSource = MathTmp.Vector3[0];
  6023. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6024. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6025. screenSource.z = 2 * sourceZ - 1.0;
  6026. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6027. };
  6028. /**
  6029. * Unproject a ray from screen space to object space
  6030. * @param sourceX defines the screen space x coordinate to use
  6031. * @param sourceY defines the screen space y coordinate to use
  6032. * @param viewportWidth defines the current width of the viewport
  6033. * @param viewportHeight defines the current height of the viewport
  6034. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6035. * @param view defines the view matrix to use
  6036. * @param projection defines the projection matrix to use
  6037. * @param ray defines the Ray where to store the result
  6038. */
  6039. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6040. var matrix = MathTmp.Matrix[0];
  6041. world.multiplyToRef(view, matrix);
  6042. matrix.multiplyToRef(projection, matrix);
  6043. matrix.invert();
  6044. var nearScreenSource = MathTmp.Vector3[0];
  6045. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6046. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6047. nearScreenSource.z = -1.0;
  6048. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6049. var nearVec3 = MathTmp.Vector3[2];
  6050. var farVec3 = MathTmp.Vector3[3];
  6051. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6052. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6053. ray.origin.copyFrom(nearVec3);
  6054. farVec3.subtractToRef(nearVec3, ray.direction);
  6055. ray.direction.normalize();
  6056. };
  6057. /**
  6058. * Gets the minimal coordinate values between two Vector3
  6059. * @param left defines the first operand
  6060. * @param right defines the second operand
  6061. * @returns the new Vector3
  6062. */
  6063. Vector3.Minimize = function (left, right) {
  6064. var min = left.clone();
  6065. min.minimizeInPlace(right);
  6066. return min;
  6067. };
  6068. /**
  6069. * Gets the maximal coordinate values between two Vector3
  6070. * @param left defines the first operand
  6071. * @param right defines the second operand
  6072. * @returns the new Vector3
  6073. */
  6074. Vector3.Maximize = function (left, right) {
  6075. var max = left.clone();
  6076. max.maximizeInPlace(right);
  6077. return max;
  6078. };
  6079. /**
  6080. * Returns the distance between the vectors "value1" and "value2"
  6081. * @param value1 defines the first operand
  6082. * @param value2 defines the second operand
  6083. * @returns the distance
  6084. */
  6085. Vector3.Distance = function (value1, value2) {
  6086. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6087. };
  6088. /**
  6089. * Returns the squared distance between the vectors "value1" and "value2"
  6090. * @param value1 defines the first operand
  6091. * @param value2 defines the second operand
  6092. * @returns the squared distance
  6093. */
  6094. Vector3.DistanceSquared = function (value1, value2) {
  6095. var x = value1.x - value2.x;
  6096. var y = value1.y - value2.y;
  6097. var z = value1.z - value2.z;
  6098. return (x * x) + (y * y) + (z * z);
  6099. };
  6100. /**
  6101. * Returns a new Vector3 located at the center between "value1" and "value2"
  6102. * @param value1 defines the first operand
  6103. * @param value2 defines the second operand
  6104. * @returns the new Vector3
  6105. */
  6106. Vector3.Center = function (value1, value2) {
  6107. var center = value1.add(value2);
  6108. center.scaleInPlace(0.5);
  6109. return center;
  6110. };
  6111. /**
  6112. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6113. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6114. * to something in order to rotate it from its local system to the given target system
  6115. * Note: axis1, axis2 and axis3 are normalized during this operation
  6116. * @param axis1 defines the first axis
  6117. * @param axis2 defines the second axis
  6118. * @param axis3 defines the third axis
  6119. * @returns a new Vector3
  6120. */
  6121. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6122. var rotation = Vector3.Zero();
  6123. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6124. return rotation;
  6125. };
  6126. /**
  6127. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6128. * @param axis1 defines the first axis
  6129. * @param axis2 defines the second axis
  6130. * @param axis3 defines the third axis
  6131. * @param ref defines the Vector3 where to store the result
  6132. */
  6133. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6134. var quat = MathTmp.Quaternion[0];
  6135. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6136. quat.toEulerAnglesToRef(ref);
  6137. };
  6138. return Vector3;
  6139. }());
  6140. BABYLON.Vector3 = Vector3;
  6141. /**
  6142. * Vector4 class created for EulerAngle class conversion to Quaternion
  6143. */
  6144. var Vector4 = /** @class */ (function () {
  6145. /**
  6146. * Creates a Vector4 object from the given floats.
  6147. * @param x x value of the vector
  6148. * @param y y value of the vector
  6149. * @param z z value of the vector
  6150. * @param w w value of the vector
  6151. */
  6152. function Vector4(
  6153. /** x value of the vector */
  6154. x,
  6155. /** y value of the vector */
  6156. y,
  6157. /** z value of the vector */
  6158. z,
  6159. /** w value of the vector */
  6160. w) {
  6161. this.x = x;
  6162. this.y = y;
  6163. this.z = z;
  6164. this.w = w;
  6165. }
  6166. /**
  6167. * Returns the string with the Vector4 coordinates.
  6168. * @returns a string containing all the vector values
  6169. */
  6170. Vector4.prototype.toString = function () {
  6171. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6172. };
  6173. /**
  6174. * Returns the string "Vector4".
  6175. * @returns "Vector4"
  6176. */
  6177. Vector4.prototype.getClassName = function () {
  6178. return "Vector4";
  6179. };
  6180. /**
  6181. * Returns the Vector4 hash code.
  6182. * @returns a unique hash code
  6183. */
  6184. Vector4.prototype.getHashCode = function () {
  6185. var hash = this.x || 0;
  6186. hash = (hash * 397) ^ (this.y || 0);
  6187. hash = (hash * 397) ^ (this.z || 0);
  6188. hash = (hash * 397) ^ (this.w || 0);
  6189. return hash;
  6190. };
  6191. // Operators
  6192. /**
  6193. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6194. * @returns the resulting array
  6195. */
  6196. Vector4.prototype.asArray = function () {
  6197. var result = new Array();
  6198. this.toArray(result, 0);
  6199. return result;
  6200. };
  6201. /**
  6202. * Populates the given array from the given index with the Vector4 coordinates.
  6203. * @param array array to populate
  6204. * @param index index of the array to start at (default: 0)
  6205. * @returns the Vector4.
  6206. */
  6207. Vector4.prototype.toArray = function (array, index) {
  6208. if (index === undefined) {
  6209. index = 0;
  6210. }
  6211. array[index] = this.x;
  6212. array[index + 1] = this.y;
  6213. array[index + 2] = this.z;
  6214. array[index + 3] = this.w;
  6215. return this;
  6216. };
  6217. /**
  6218. * Adds the given vector to the current Vector4.
  6219. * @param otherVector the vector to add
  6220. * @returns the updated Vector4.
  6221. */
  6222. Vector4.prototype.addInPlace = 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 as the result of the addition of the current Vector4 and the given one.
  6231. * @param otherVector the vector to add
  6232. * @returns the resulting vector
  6233. */
  6234. Vector4.prototype.add = 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 result of the addition of the current Vector4 and the given one.
  6239. * @param otherVector the vector to add
  6240. * @param result the vector to store the result
  6241. * @returns the current Vector4.
  6242. */
  6243. Vector4.prototype.addToRef = 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. * Subtract in place the given vector from the current Vector4.
  6252. * @param otherVector the vector to subtract
  6253. * @returns the updated Vector4.
  6254. */
  6255. Vector4.prototype.subtractInPlace = function (otherVector) {
  6256. this.x -= otherVector.x;
  6257. this.y -= otherVector.y;
  6258. this.z -= otherVector.z;
  6259. this.w -= otherVector.w;
  6260. return this;
  6261. };
  6262. /**
  6263. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6264. * @param otherVector the vector to add
  6265. * @returns the new vector with the result
  6266. */
  6267. Vector4.prototype.subtract = function (otherVector) {
  6268. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6269. };
  6270. /**
  6271. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6272. * @param otherVector the vector to subtract
  6273. * @param result the vector to store the result
  6274. * @returns the current Vector4.
  6275. */
  6276. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6277. result.x = this.x - otherVector.x;
  6278. result.y = this.y - otherVector.y;
  6279. result.z = this.z - otherVector.z;
  6280. result.w = this.w - otherVector.w;
  6281. return this;
  6282. };
  6283. /**
  6284. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6285. */
  6286. /**
  6287. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6288. * @param x value to subtract
  6289. * @param y value to subtract
  6290. * @param z value to subtract
  6291. * @param w value to subtract
  6292. * @returns new vector containing the result
  6293. */
  6294. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6295. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6296. };
  6297. /**
  6298. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6299. * @param x value to subtract
  6300. * @param y value to subtract
  6301. * @param z value to subtract
  6302. * @param w value to subtract
  6303. * @param result the vector to store the result in
  6304. * @returns the current Vector4.
  6305. */
  6306. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6307. result.x = this.x - x;
  6308. result.y = this.y - y;
  6309. result.z = this.z - z;
  6310. result.w = this.w - w;
  6311. return this;
  6312. };
  6313. /**
  6314. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6315. * @returns a new vector with the negated values
  6316. */
  6317. Vector4.prototype.negate = function () {
  6318. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6319. };
  6320. /**
  6321. * Multiplies the current Vector4 coordinates by scale (float).
  6322. * @param scale the number to scale with
  6323. * @returns the updated Vector4.
  6324. */
  6325. Vector4.prototype.scaleInPlace = function (scale) {
  6326. this.x *= scale;
  6327. this.y *= scale;
  6328. this.z *= scale;
  6329. this.w *= scale;
  6330. return this;
  6331. };
  6332. /**
  6333. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6334. * @param scale the number to scale with
  6335. * @returns a new vector with the result
  6336. */
  6337. Vector4.prototype.scale = function (scale) {
  6338. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6339. };
  6340. /**
  6341. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6342. * @param scale the number to scale with
  6343. * @param result a vector to store the result in
  6344. * @returns the current Vector4.
  6345. */
  6346. Vector4.prototype.scaleToRef = function (scale, result) {
  6347. result.x = this.x * scale;
  6348. result.y = this.y * scale;
  6349. result.z = this.z * scale;
  6350. result.w = this.w * scale;
  6351. return this;
  6352. };
  6353. /**
  6354. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6355. * @param scale defines the scale factor
  6356. * @param result defines the Vector4 object where to store the result
  6357. * @returns the unmodified current Vector4
  6358. */
  6359. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6360. result.x += this.x * scale;
  6361. result.y += this.y * scale;
  6362. result.z += this.z * scale;
  6363. result.w += this.w * scale;
  6364. return this;
  6365. };
  6366. /**
  6367. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6368. * @param otherVector the vector to compare against
  6369. * @returns true if they are equal
  6370. */
  6371. Vector4.prototype.equals = function (otherVector) {
  6372. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6373. };
  6374. /**
  6375. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6376. * @param otherVector vector to compare against
  6377. * @param epsilon (Default: very small number)
  6378. * @returns true if they are equal
  6379. */
  6380. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6381. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6382. return otherVector
  6383. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6384. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6385. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6386. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6387. };
  6388. /**
  6389. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6390. * @param x x value to compare against
  6391. * @param y y value to compare against
  6392. * @param z z value to compare against
  6393. * @param w w value to compare against
  6394. * @returns true if equal
  6395. */
  6396. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6397. return this.x === x && this.y === y && this.z === z && this.w === w;
  6398. };
  6399. /**
  6400. * Multiplies in place the current Vector4 by the given one.
  6401. * @param otherVector vector to multiple with
  6402. * @returns the updated Vector4.
  6403. */
  6404. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6405. this.x *= otherVector.x;
  6406. this.y *= otherVector.y;
  6407. this.z *= otherVector.z;
  6408. this.w *= otherVector.w;
  6409. return this;
  6410. };
  6411. /**
  6412. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6413. * @param otherVector vector to multiple with
  6414. * @returns resulting new vector
  6415. */
  6416. Vector4.prototype.multiply = function (otherVector) {
  6417. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6418. };
  6419. /**
  6420. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6421. * @param otherVector vector to multiple with
  6422. * @param result vector to store the result
  6423. * @returns the current Vector4.
  6424. */
  6425. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6426. result.x = this.x * otherVector.x;
  6427. result.y = this.y * otherVector.y;
  6428. result.z = this.z * otherVector.z;
  6429. result.w = this.w * otherVector.w;
  6430. return this;
  6431. };
  6432. /**
  6433. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6434. * @param x x value multiply with
  6435. * @param y y value multiply with
  6436. * @param z z value multiply with
  6437. * @param w w value multiply with
  6438. * @returns resulting new vector
  6439. */
  6440. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6441. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6442. };
  6443. /**
  6444. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6445. * @param otherVector vector to devide with
  6446. * @returns resulting new vector
  6447. */
  6448. Vector4.prototype.divide = function (otherVector) {
  6449. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6450. };
  6451. /**
  6452. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6453. * @param otherVector vector to devide with
  6454. * @param result vector to store the result
  6455. * @returns the current Vector4.
  6456. */
  6457. Vector4.prototype.divideToRef = function (otherVector, result) {
  6458. result.x = this.x / otherVector.x;
  6459. result.y = this.y / otherVector.y;
  6460. result.z = this.z / otherVector.z;
  6461. result.w = this.w / otherVector.w;
  6462. return this;
  6463. };
  6464. /**
  6465. * Divides the current Vector3 coordinates by the given ones.
  6466. * @param otherVector vector to devide with
  6467. * @returns the updated Vector3.
  6468. */
  6469. Vector4.prototype.divideInPlace = function (otherVector) {
  6470. return this.divideToRef(otherVector, this);
  6471. };
  6472. /**
  6473. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6474. * @param other defines the second operand
  6475. * @returns the current updated Vector4
  6476. */
  6477. Vector4.prototype.minimizeInPlace = function (other) {
  6478. if (other.x < this.x) {
  6479. this.x = other.x;
  6480. }
  6481. if (other.y < this.y) {
  6482. this.y = other.y;
  6483. }
  6484. if (other.z < this.z) {
  6485. this.z = other.z;
  6486. }
  6487. if (other.w < this.w) {
  6488. this.w = other.w;
  6489. }
  6490. return this;
  6491. };
  6492. /**
  6493. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6494. * @param other defines the second operand
  6495. * @returns the current updated Vector4
  6496. */
  6497. Vector4.prototype.maximizeInPlace = function (other) {
  6498. if (other.x > this.x) {
  6499. this.x = other.x;
  6500. }
  6501. if (other.y > this.y) {
  6502. this.y = other.y;
  6503. }
  6504. if (other.z > this.z) {
  6505. this.z = other.z;
  6506. }
  6507. if (other.w > this.w) {
  6508. this.w = other.w;
  6509. }
  6510. return this;
  6511. };
  6512. /**
  6513. * Gets a new Vector4 from current Vector4 floored values
  6514. * @returns a new Vector4
  6515. */
  6516. Vector4.prototype.floor = function () {
  6517. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6518. };
  6519. /**
  6520. * Gets a new Vector4 from current Vector3 floored values
  6521. * @returns a new Vector4
  6522. */
  6523. Vector4.prototype.fract = function () {
  6524. 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));
  6525. };
  6526. // Properties
  6527. /**
  6528. * Returns the Vector4 length (float).
  6529. * @returns the length
  6530. */
  6531. Vector4.prototype.length = function () {
  6532. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6533. };
  6534. /**
  6535. * Returns the Vector4 squared length (float).
  6536. * @returns the length squared
  6537. */
  6538. Vector4.prototype.lengthSquared = function () {
  6539. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6540. };
  6541. // Methods
  6542. /**
  6543. * Normalizes in place the Vector4.
  6544. * @returns the updated Vector4.
  6545. */
  6546. Vector4.prototype.normalize = function () {
  6547. var len = this.length();
  6548. if (len === 0) {
  6549. return this;
  6550. }
  6551. return this.scaleInPlace(1.0 / len);
  6552. };
  6553. /**
  6554. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6555. * @returns this converted to a new vector3
  6556. */
  6557. Vector4.prototype.toVector3 = function () {
  6558. return new Vector3(this.x, this.y, this.z);
  6559. };
  6560. /**
  6561. * Returns a new Vector4 copied from the current one.
  6562. * @returns the new cloned vector
  6563. */
  6564. Vector4.prototype.clone = function () {
  6565. return new Vector4(this.x, this.y, this.z, this.w);
  6566. };
  6567. /**
  6568. * Updates the current Vector4 with the given one coordinates.
  6569. * @param source the source vector to copy from
  6570. * @returns the updated Vector4.
  6571. */
  6572. Vector4.prototype.copyFrom = function (source) {
  6573. this.x = source.x;
  6574. this.y = source.y;
  6575. this.z = source.z;
  6576. this.w = source.w;
  6577. return this;
  6578. };
  6579. /**
  6580. * Updates the current Vector4 coordinates with the given floats.
  6581. * @param x float to copy from
  6582. * @param y float to copy from
  6583. * @param z float to copy from
  6584. * @param w float to copy from
  6585. * @returns the updated Vector4.
  6586. */
  6587. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6588. this.x = x;
  6589. this.y = y;
  6590. this.z = z;
  6591. this.w = w;
  6592. return this;
  6593. };
  6594. /**
  6595. * Updates the current Vector4 coordinates with the given floats.
  6596. * @param x float to set from
  6597. * @param y float to set from
  6598. * @param z float to set from
  6599. * @param w float to set from
  6600. * @returns the updated Vector4.
  6601. */
  6602. Vector4.prototype.set = function (x, y, z, w) {
  6603. return this.copyFromFloats(x, y, z, w);
  6604. };
  6605. /**
  6606. * Copies the given float to the current Vector3 coordinates
  6607. * @param v defines the x, y, z and w coordinates of the operand
  6608. * @returns the current updated Vector3
  6609. */
  6610. Vector4.prototype.setAll = function (v) {
  6611. this.x = this.y = this.z = this.w = v;
  6612. return this;
  6613. };
  6614. // Statics
  6615. /**
  6616. * Returns a new Vector4 set from the starting index of the given array.
  6617. * @param array the array to pull values from
  6618. * @param offset the offset into the array to start at
  6619. * @returns the new vector
  6620. */
  6621. Vector4.FromArray = function (array, offset) {
  6622. if (!offset) {
  6623. offset = 0;
  6624. }
  6625. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6626. };
  6627. /**
  6628. * Updates the given vector "result" from the starting index of the given array.
  6629. * @param array the array to pull values from
  6630. * @param offset the offset into the array to start at
  6631. * @param result the vector to store the result in
  6632. */
  6633. Vector4.FromArrayToRef = function (array, offset, result) {
  6634. result.x = array[offset];
  6635. result.y = array[offset + 1];
  6636. result.z = array[offset + 2];
  6637. result.w = array[offset + 3];
  6638. };
  6639. /**
  6640. * Updates the given vector "result" from the starting index of the given Float32Array.
  6641. * @param array the array to pull values from
  6642. * @param offset the offset into the array to start at
  6643. * @param result the vector to store the result in
  6644. */
  6645. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6646. Vector4.FromArrayToRef(array, offset, result);
  6647. };
  6648. /**
  6649. * Updates the given vector "result" coordinates from the given floats.
  6650. * @param x float to set from
  6651. * @param y float to set from
  6652. * @param z float to set from
  6653. * @param w float to set from
  6654. * @param result the vector to the floats in
  6655. */
  6656. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6657. result.x = x;
  6658. result.y = y;
  6659. result.z = z;
  6660. result.w = w;
  6661. };
  6662. /**
  6663. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6664. * @returns the new vector
  6665. */
  6666. Vector4.Zero = function () {
  6667. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6668. };
  6669. /**
  6670. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6671. * @returns the new vector
  6672. */
  6673. Vector4.One = function () {
  6674. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6675. };
  6676. /**
  6677. * Returns a new normalized Vector4 from the given one.
  6678. * @param vector the vector to normalize
  6679. * @returns the vector
  6680. */
  6681. Vector4.Normalize = function (vector) {
  6682. var result = Vector4.Zero();
  6683. Vector4.NormalizeToRef(vector, result);
  6684. return result;
  6685. };
  6686. /**
  6687. * Updates the given vector "result" from the normalization of the given one.
  6688. * @param vector the vector to normalize
  6689. * @param result the vector to store the result in
  6690. */
  6691. Vector4.NormalizeToRef = function (vector, result) {
  6692. result.copyFrom(vector);
  6693. result.normalize();
  6694. };
  6695. /**
  6696. * Returns a vector with the minimum values from the left and right vectors
  6697. * @param left left vector to minimize
  6698. * @param right right vector to minimize
  6699. * @returns a new vector with the minimum of the left and right vector values
  6700. */
  6701. Vector4.Minimize = function (left, right) {
  6702. var min = left.clone();
  6703. min.minimizeInPlace(right);
  6704. return min;
  6705. };
  6706. /**
  6707. * Returns a vector with the maximum values from the left and right vectors
  6708. * @param left left vector to maximize
  6709. * @param right right vector to maximize
  6710. * @returns a new vector with the maximum of the left and right vector values
  6711. */
  6712. Vector4.Maximize = function (left, right) {
  6713. var max = left.clone();
  6714. max.maximizeInPlace(right);
  6715. return max;
  6716. };
  6717. /**
  6718. * Returns the distance (float) between the vectors "value1" and "value2".
  6719. * @param value1 value to calulate the distance between
  6720. * @param value2 value to calulate the distance between
  6721. * @return the distance between the two vectors
  6722. */
  6723. Vector4.Distance = function (value1, value2) {
  6724. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6725. };
  6726. /**
  6727. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6728. * @param value1 value to calulate the distance between
  6729. * @param value2 value to calulate the distance between
  6730. * @return the distance between the two vectors squared
  6731. */
  6732. Vector4.DistanceSquared = function (value1, value2) {
  6733. var x = value1.x - value2.x;
  6734. var y = value1.y - value2.y;
  6735. var z = value1.z - value2.z;
  6736. var w = value1.w - value2.w;
  6737. return (x * x) + (y * y) + (z * z) + (w * w);
  6738. };
  6739. /**
  6740. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6741. * @param value1 value to calulate the center between
  6742. * @param value2 value to calulate the center between
  6743. * @return the center between the two vectors
  6744. */
  6745. Vector4.Center = function (value1, value2) {
  6746. var center = value1.add(value2);
  6747. center.scaleInPlace(0.5);
  6748. return center;
  6749. };
  6750. /**
  6751. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6752. * This methods computes transformed normalized direction vectors only.
  6753. * @param vector the vector to transform
  6754. * @param transformation the transformation matrix to apply
  6755. * @returns the new vector
  6756. */
  6757. Vector4.TransformNormal = function (vector, transformation) {
  6758. var result = Vector4.Zero();
  6759. Vector4.TransformNormalToRef(vector, transformation, result);
  6760. return result;
  6761. };
  6762. /**
  6763. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6764. * This methods computes transformed normalized direction vectors only.
  6765. * @param vector the vector to transform
  6766. * @param transformation the transformation matrix to apply
  6767. * @param result the vector to store the result in
  6768. */
  6769. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6770. var m = transformation.m;
  6771. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6772. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6773. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6774. result.x = x;
  6775. result.y = y;
  6776. result.z = z;
  6777. result.w = vector.w;
  6778. };
  6779. /**
  6780. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6781. * This methods computes transformed normalized direction vectors only.
  6782. * @param x value to transform
  6783. * @param y value to transform
  6784. * @param z value to transform
  6785. * @param w value to transform
  6786. * @param transformation the transformation matrix to apply
  6787. * @param result the vector to store the results in
  6788. */
  6789. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6790. var m = transformation.m;
  6791. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6792. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6793. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6794. result.w = w;
  6795. };
  6796. return Vector4;
  6797. }());
  6798. BABYLON.Vector4 = Vector4;
  6799. /**
  6800. * Size containing widht and height
  6801. */
  6802. var Size = /** @class */ (function () {
  6803. /**
  6804. * Creates a Size object from the given width and height (floats).
  6805. * @param width width of the new size
  6806. * @param height height of the new size
  6807. */
  6808. function Size(width, height) {
  6809. this.width = width;
  6810. this.height = height;
  6811. }
  6812. /**
  6813. * Returns a string with the Size width and height
  6814. * @returns a string with the Size width and height
  6815. */
  6816. Size.prototype.toString = function () {
  6817. return "{W: " + this.width + ", H: " + this.height + "}";
  6818. };
  6819. /**
  6820. * "Size"
  6821. * @returns the string "Size"
  6822. */
  6823. Size.prototype.getClassName = function () {
  6824. return "Size";
  6825. };
  6826. /**
  6827. * Returns the Size hash code.
  6828. * @returns a hash code for a unique width and height
  6829. */
  6830. Size.prototype.getHashCode = function () {
  6831. var hash = this.width || 0;
  6832. hash = (hash * 397) ^ (this.height || 0);
  6833. return hash;
  6834. };
  6835. /**
  6836. * Updates the current size from the given one.
  6837. * @param src the given size
  6838. */
  6839. Size.prototype.copyFrom = function (src) {
  6840. this.width = src.width;
  6841. this.height = src.height;
  6842. };
  6843. /**
  6844. * Updates in place the current Size from the given floats.
  6845. * @param width width of the new size
  6846. * @param height height of the new size
  6847. * @returns the updated Size.
  6848. */
  6849. Size.prototype.copyFromFloats = function (width, height) {
  6850. this.width = width;
  6851. this.height = height;
  6852. return this;
  6853. };
  6854. /**
  6855. * Updates in place the current Size from the given floats.
  6856. * @param width width to set
  6857. * @param height height to set
  6858. * @returns the updated Size.
  6859. */
  6860. Size.prototype.set = function (width, height) {
  6861. return this.copyFromFloats(width, height);
  6862. };
  6863. /**
  6864. * Multiplies the width and height by numbers
  6865. * @param w factor to multiple the width by
  6866. * @param h factor to multiple the height by
  6867. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6868. */
  6869. Size.prototype.multiplyByFloats = function (w, h) {
  6870. return new Size(this.width * w, this.height * h);
  6871. };
  6872. /**
  6873. * Clones the size
  6874. * @returns a new Size copied from the given one.
  6875. */
  6876. Size.prototype.clone = function () {
  6877. return new Size(this.width, this.height);
  6878. };
  6879. /**
  6880. * True if the current Size and the given one width and height are strictly equal.
  6881. * @param other the other size to compare against
  6882. * @returns True if the current Size and the given one width and height are strictly equal.
  6883. */
  6884. Size.prototype.equals = function (other) {
  6885. if (!other) {
  6886. return false;
  6887. }
  6888. return (this.width === other.width) && (this.height === other.height);
  6889. };
  6890. Object.defineProperty(Size.prototype, "surface", {
  6891. /**
  6892. * The surface of the Size : width * height (float).
  6893. */
  6894. get: function () {
  6895. return this.width * this.height;
  6896. },
  6897. enumerable: true,
  6898. configurable: true
  6899. });
  6900. /**
  6901. * Create a new size of zero
  6902. * @returns a new Size set to (0.0, 0.0)
  6903. */
  6904. Size.Zero = function () {
  6905. return new Size(0.0, 0.0);
  6906. };
  6907. /**
  6908. * Sums the width and height of two sizes
  6909. * @param otherSize size to add to this size
  6910. * @returns a new Size set as the addition result of the current Size and the given one.
  6911. */
  6912. Size.prototype.add = function (otherSize) {
  6913. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6914. return r;
  6915. };
  6916. /**
  6917. * Subtracts the width and height of two
  6918. * @param otherSize size to subtract to this size
  6919. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6920. */
  6921. Size.prototype.subtract = function (otherSize) {
  6922. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6923. return r;
  6924. };
  6925. /**
  6926. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6927. * @param start starting size to lerp between
  6928. * @param end end size to lerp between
  6929. * @param amount amount to lerp between the start and end values
  6930. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6931. */
  6932. Size.Lerp = function (start, end, amount) {
  6933. var w = start.width + ((end.width - start.width) * amount);
  6934. var h = start.height + ((end.height - start.height) * amount);
  6935. return new Size(w, h);
  6936. };
  6937. return Size;
  6938. }());
  6939. BABYLON.Size = Size;
  6940. /**
  6941. * Class used to store quaternion data
  6942. * @see https://en.wikipedia.org/wiki/Quaternion
  6943. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6944. */
  6945. var Quaternion = /** @class */ (function () {
  6946. /**
  6947. * Creates a new Quaternion from the given floats
  6948. * @param x defines the first component (0 by default)
  6949. * @param y defines the second component (0 by default)
  6950. * @param z defines the third component (0 by default)
  6951. * @param w defines the fourth component (1.0 by default)
  6952. */
  6953. function Quaternion(
  6954. /** defines the first component (0 by default) */
  6955. x,
  6956. /** defines the second component (0 by default) */
  6957. y,
  6958. /** defines the third component (0 by default) */
  6959. z,
  6960. /** defines the fourth component (1.0 by default) */
  6961. w) {
  6962. if (x === void 0) { x = 0.0; }
  6963. if (y === void 0) { y = 0.0; }
  6964. if (z === void 0) { z = 0.0; }
  6965. if (w === void 0) { w = 1.0; }
  6966. this.x = x;
  6967. this.y = y;
  6968. this.z = z;
  6969. this.w = w;
  6970. }
  6971. /**
  6972. * Gets a string representation for the current quaternion
  6973. * @returns a string with the Quaternion coordinates
  6974. */
  6975. Quaternion.prototype.toString = function () {
  6976. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6977. };
  6978. /**
  6979. * Gets the class name of the quaternion
  6980. * @returns the string "Quaternion"
  6981. */
  6982. Quaternion.prototype.getClassName = function () {
  6983. return "Quaternion";
  6984. };
  6985. /**
  6986. * Gets a hash code for this quaternion
  6987. * @returns the quaternion hash code
  6988. */
  6989. Quaternion.prototype.getHashCode = function () {
  6990. var hash = this.x || 0;
  6991. hash = (hash * 397) ^ (this.y || 0);
  6992. hash = (hash * 397) ^ (this.z || 0);
  6993. hash = (hash * 397) ^ (this.w || 0);
  6994. return hash;
  6995. };
  6996. /**
  6997. * Copy the quaternion to an array
  6998. * @returns a new array populated with 4 elements from the quaternion coordinates
  6999. */
  7000. Quaternion.prototype.asArray = function () {
  7001. return [this.x, this.y, this.z, this.w];
  7002. };
  7003. /**
  7004. * Check if two quaternions are equals
  7005. * @param otherQuaternion defines the second operand
  7006. * @return true if the current quaternion and the given one coordinates are strictly equals
  7007. */
  7008. Quaternion.prototype.equals = function (otherQuaternion) {
  7009. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7010. };
  7011. /**
  7012. * Clone the current quaternion
  7013. * @returns a new quaternion copied from the current one
  7014. */
  7015. Quaternion.prototype.clone = function () {
  7016. return new Quaternion(this.x, this.y, this.z, this.w);
  7017. };
  7018. /**
  7019. * Copy a quaternion to the current one
  7020. * @param other defines the other quaternion
  7021. * @returns the updated current quaternion
  7022. */
  7023. Quaternion.prototype.copyFrom = function (other) {
  7024. this.x = other.x;
  7025. this.y = other.y;
  7026. this.z = other.z;
  7027. this.w = other.w;
  7028. return this;
  7029. };
  7030. /**
  7031. * Updates the current quaternion with the given float coordinates
  7032. * @param x defines the x coordinate
  7033. * @param y defines the y coordinate
  7034. * @param z defines the z coordinate
  7035. * @param w defines the w coordinate
  7036. * @returns the updated current quaternion
  7037. */
  7038. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7039. this.x = x;
  7040. this.y = y;
  7041. this.z = z;
  7042. this.w = w;
  7043. return this;
  7044. };
  7045. /**
  7046. * Updates the current quaternion from the given float coordinates
  7047. * @param x defines the x coordinate
  7048. * @param y defines the y coordinate
  7049. * @param z defines the z coordinate
  7050. * @param w defines the w coordinate
  7051. * @returns the updated current quaternion
  7052. */
  7053. Quaternion.prototype.set = function (x, y, z, w) {
  7054. return this.copyFromFloats(x, y, z, w);
  7055. };
  7056. /**
  7057. * Adds two quaternions
  7058. * @param other defines the second operand
  7059. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7060. */
  7061. Quaternion.prototype.add = function (other) {
  7062. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7063. };
  7064. /**
  7065. * Add a quaternion to the current one
  7066. * @param other defines the quaternion to add
  7067. * @returns the current quaternion
  7068. */
  7069. Quaternion.prototype.addInPlace = function (other) {
  7070. this.x += other.x;
  7071. this.y += other.y;
  7072. this.z += other.z;
  7073. this.w += other.w;
  7074. return this;
  7075. };
  7076. /**
  7077. * Subtract two quaternions
  7078. * @param other defines the second operand
  7079. * @returns a new quaternion as the subtraction result of the given one from the current one
  7080. */
  7081. Quaternion.prototype.subtract = function (other) {
  7082. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7083. };
  7084. /**
  7085. * Multiplies the current quaternion by a scale factor
  7086. * @param value defines the scale factor
  7087. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7088. */
  7089. Quaternion.prototype.scale = function (value) {
  7090. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7091. };
  7092. /**
  7093. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7094. * @param scale defines the scale factor
  7095. * @param result defines the Quaternion object where to store the result
  7096. * @returns the unmodified current quaternion
  7097. */
  7098. Quaternion.prototype.scaleToRef = function (scale, result) {
  7099. result.x = this.x * scale;
  7100. result.y = this.y * scale;
  7101. result.z = this.z * scale;
  7102. result.w = this.w * scale;
  7103. return this;
  7104. };
  7105. /**
  7106. * Multiplies in place the current quaternion by a scale factor
  7107. * @param value defines the scale factor
  7108. * @returns the current modified quaternion
  7109. */
  7110. Quaternion.prototype.scaleInPlace = function (value) {
  7111. this.x *= value;
  7112. this.y *= value;
  7113. this.z *= value;
  7114. this.w *= value;
  7115. return this;
  7116. };
  7117. /**
  7118. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7119. * @param scale defines the scale factor
  7120. * @param result defines the Quaternion object where to store the result
  7121. * @returns the unmodified current quaternion
  7122. */
  7123. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7124. result.x += this.x * scale;
  7125. result.y += this.y * scale;
  7126. result.z += this.z * scale;
  7127. result.w += this.w * scale;
  7128. return this;
  7129. };
  7130. /**
  7131. * Multiplies two quaternions
  7132. * @param q1 defines the second operand
  7133. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7134. */
  7135. Quaternion.prototype.multiply = function (q1) {
  7136. var result = new Quaternion(0, 0, 0, 1.0);
  7137. this.multiplyToRef(q1, result);
  7138. return result;
  7139. };
  7140. /**
  7141. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7142. * @param q1 defines the second operand
  7143. * @param result defines the target quaternion
  7144. * @returns the current quaternion
  7145. */
  7146. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7147. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7148. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7149. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7150. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7151. result.copyFromFloats(x, y, z, w);
  7152. return this;
  7153. };
  7154. /**
  7155. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7156. * @param q1 defines the second operand
  7157. * @returns the currentupdated quaternion
  7158. */
  7159. Quaternion.prototype.multiplyInPlace = function (q1) {
  7160. this.multiplyToRef(q1, this);
  7161. return this;
  7162. };
  7163. /**
  7164. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7165. * @param ref defines the target quaternion
  7166. * @returns the current quaternion
  7167. */
  7168. Quaternion.prototype.conjugateToRef = function (ref) {
  7169. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7170. return this;
  7171. };
  7172. /**
  7173. * Conjugates in place (1-q) the current quaternion
  7174. * @returns the current updated quaternion
  7175. */
  7176. Quaternion.prototype.conjugateInPlace = function () {
  7177. this.x *= -1;
  7178. this.y *= -1;
  7179. this.z *= -1;
  7180. return this;
  7181. };
  7182. /**
  7183. * Conjugates in place (1-q) the current quaternion
  7184. * @returns a new quaternion
  7185. */
  7186. Quaternion.prototype.conjugate = function () {
  7187. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7188. return result;
  7189. };
  7190. /**
  7191. * Gets length of current quaternion
  7192. * @returns the quaternion length (float)
  7193. */
  7194. Quaternion.prototype.length = function () {
  7195. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7196. };
  7197. /**
  7198. * Normalize in place the current quaternion
  7199. * @returns the current updated quaternion
  7200. */
  7201. Quaternion.prototype.normalize = function () {
  7202. var length = 1.0 / this.length();
  7203. this.x *= length;
  7204. this.y *= length;
  7205. this.z *= length;
  7206. this.w *= length;
  7207. return this;
  7208. };
  7209. /**
  7210. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7211. * @param order is a reserved parameter and is ignore for now
  7212. * @returns a new Vector3 containing the Euler angles
  7213. */
  7214. Quaternion.prototype.toEulerAngles = function (order) {
  7215. if (order === void 0) { order = "YZX"; }
  7216. var result = Vector3.Zero();
  7217. this.toEulerAnglesToRef(result, order);
  7218. return result;
  7219. };
  7220. /**
  7221. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7222. * @param result defines the vector which will be filled with the Euler angles
  7223. * @param order is a reserved parameter and is ignore for now
  7224. * @returns the current unchanged quaternion
  7225. */
  7226. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7227. if (order === void 0) { order = "YZX"; }
  7228. var qz = this.z;
  7229. var qx = this.x;
  7230. var qy = this.y;
  7231. var qw = this.w;
  7232. var sqw = qw * qw;
  7233. var sqz = qz * qz;
  7234. var sqx = qx * qx;
  7235. var sqy = qy * qy;
  7236. var zAxisY = qy * qz - qx * qw;
  7237. var limit = .4999999;
  7238. if (zAxisY < -limit) {
  7239. result.y = 2 * Math.atan2(qy, qw);
  7240. result.x = Math.PI / 2;
  7241. result.z = 0;
  7242. }
  7243. else if (zAxisY > limit) {
  7244. result.y = 2 * Math.atan2(qy, qw);
  7245. result.x = -Math.PI / 2;
  7246. result.z = 0;
  7247. }
  7248. else {
  7249. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7250. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7251. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7252. }
  7253. return this;
  7254. };
  7255. /**
  7256. * Updates the given rotation matrix with the current quaternion values
  7257. * @param result defines the target matrix
  7258. * @returns the current unchanged quaternion
  7259. */
  7260. Quaternion.prototype.toRotationMatrix = function (result) {
  7261. Matrix.FromQuaternionToRef(this, result);
  7262. return this;
  7263. };
  7264. /**
  7265. * Updates the current quaternion from the given rotation matrix values
  7266. * @param matrix defines the source matrix
  7267. * @returns the current updated quaternion
  7268. */
  7269. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7270. Quaternion.FromRotationMatrixToRef(matrix, this);
  7271. return this;
  7272. };
  7273. // Statics
  7274. /**
  7275. * Creates a new quaternion from a rotation matrix
  7276. * @param matrix defines the source matrix
  7277. * @returns a new quaternion created from the given rotation matrix values
  7278. */
  7279. Quaternion.FromRotationMatrix = function (matrix) {
  7280. var result = new Quaternion();
  7281. Quaternion.FromRotationMatrixToRef(matrix, result);
  7282. return result;
  7283. };
  7284. /**
  7285. * Updates the given quaternion with the given rotation matrix values
  7286. * @param matrix defines the source matrix
  7287. * @param result defines the target quaternion
  7288. */
  7289. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7290. var data = matrix.m;
  7291. var m11 = data[0], m12 = data[4], m13 = data[8];
  7292. var m21 = data[1], m22 = data[5], m23 = data[9];
  7293. var m31 = data[2], m32 = data[6], m33 = data[10];
  7294. var trace = m11 + m22 + m33;
  7295. var s;
  7296. if (trace > 0) {
  7297. s = 0.5 / Math.sqrt(trace + 1.0);
  7298. result.w = 0.25 / s;
  7299. result.x = (m32 - m23) * s;
  7300. result.y = (m13 - m31) * s;
  7301. result.z = (m21 - m12) * s;
  7302. }
  7303. else if (m11 > m22 && m11 > m33) {
  7304. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7305. result.w = (m32 - m23) / s;
  7306. result.x = 0.25 * s;
  7307. result.y = (m12 + m21) / s;
  7308. result.z = (m13 + m31) / s;
  7309. }
  7310. else if (m22 > m33) {
  7311. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7312. result.w = (m13 - m31) / s;
  7313. result.x = (m12 + m21) / s;
  7314. result.y = 0.25 * s;
  7315. result.z = (m23 + m32) / s;
  7316. }
  7317. else {
  7318. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7319. result.w = (m21 - m12) / s;
  7320. result.x = (m13 + m31) / s;
  7321. result.y = (m23 + m32) / s;
  7322. result.z = 0.25 * s;
  7323. }
  7324. };
  7325. /**
  7326. * Returns the dot product (float) between the quaternions "left" and "right"
  7327. * @param left defines the left operand
  7328. * @param right defines the right operand
  7329. * @returns the dot product
  7330. */
  7331. Quaternion.Dot = function (left, right) {
  7332. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7333. };
  7334. /**
  7335. * Checks if the two quaternions are close to each other
  7336. * @param quat0 defines the first quaternion to check
  7337. * @param quat1 defines the second quaternion to check
  7338. * @returns true if the two quaternions are close to each other
  7339. */
  7340. Quaternion.AreClose = function (quat0, quat1) {
  7341. var dot = Quaternion.Dot(quat0, quat1);
  7342. return dot >= 0;
  7343. };
  7344. /**
  7345. * Creates an empty quaternion
  7346. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7347. */
  7348. Quaternion.Zero = function () {
  7349. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7350. };
  7351. /**
  7352. * Inverse a given quaternion
  7353. * @param q defines the source quaternion
  7354. * @returns a new quaternion as the inverted current quaternion
  7355. */
  7356. Quaternion.Inverse = function (q) {
  7357. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7358. };
  7359. /**
  7360. * Inverse a given quaternion
  7361. * @param q defines the source quaternion
  7362. * @param result the quaternion the result will be stored in
  7363. * @returns the result quaternion
  7364. */
  7365. Quaternion.InverseToRef = function (q, result) {
  7366. result.set(-q.x, -q.y, -q.z, q.w);
  7367. return result;
  7368. };
  7369. /**
  7370. * Creates an identity quaternion
  7371. * @returns the identity quaternion
  7372. */
  7373. Quaternion.Identity = function () {
  7374. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7375. };
  7376. /**
  7377. * Gets a boolean indicating if the given quaternion is identity
  7378. * @param quaternion defines the quaternion to check
  7379. * @returns true if the quaternion is identity
  7380. */
  7381. Quaternion.IsIdentity = function (quaternion) {
  7382. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7383. };
  7384. /**
  7385. * Creates a quaternion from a rotation around an axis
  7386. * @param axis defines the axis to use
  7387. * @param angle defines the angle to use
  7388. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7389. */
  7390. Quaternion.RotationAxis = function (axis, angle) {
  7391. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7392. };
  7393. /**
  7394. * Creates a rotation around an axis and stores it into the given quaternion
  7395. * @param axis defines the axis to use
  7396. * @param angle defines the angle to use
  7397. * @param result defines the target quaternion
  7398. * @returns the target quaternion
  7399. */
  7400. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7401. var sin = Math.sin(angle / 2);
  7402. axis.normalize();
  7403. result.w = Math.cos(angle / 2);
  7404. result.x = axis.x * sin;
  7405. result.y = axis.y * sin;
  7406. result.z = axis.z * sin;
  7407. return result;
  7408. };
  7409. /**
  7410. * Creates a new quaternion from data stored into an array
  7411. * @param array defines the data source
  7412. * @param offset defines the offset in the source array where the data starts
  7413. * @returns a new quaternion
  7414. */
  7415. Quaternion.FromArray = function (array, offset) {
  7416. if (!offset) {
  7417. offset = 0;
  7418. }
  7419. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7420. };
  7421. /**
  7422. * Create a quaternion from Euler rotation angles
  7423. * @param x Pitch
  7424. * @param y Yaw
  7425. * @param z Roll
  7426. * @returns the new Quaternion
  7427. */
  7428. Quaternion.FromEulerAngles = function (x, y, z) {
  7429. var q = new Quaternion();
  7430. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7431. return q;
  7432. };
  7433. /**
  7434. * Updates a quaternion from Euler rotation angles
  7435. * @param x Pitch
  7436. * @param y Yaw
  7437. * @param z Roll
  7438. * @param result the quaternion to store the result
  7439. * @returns the updated quaternion
  7440. */
  7441. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7442. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7443. return result;
  7444. };
  7445. /**
  7446. * Create a quaternion from Euler rotation vector
  7447. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7448. * @returns the new Quaternion
  7449. */
  7450. Quaternion.FromEulerVector = function (vec) {
  7451. var q = new Quaternion();
  7452. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7453. return q;
  7454. };
  7455. /**
  7456. * Updates a quaternion from Euler rotation vector
  7457. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7458. * @param result the quaternion to store the result
  7459. * @returns the updated quaternion
  7460. */
  7461. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7462. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7463. return result;
  7464. };
  7465. /**
  7466. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7467. * @param yaw defines the rotation around Y axis
  7468. * @param pitch defines the rotation around X axis
  7469. * @param roll defines the rotation around Z axis
  7470. * @returns the new quaternion
  7471. */
  7472. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7473. var q = new Quaternion();
  7474. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7475. return q;
  7476. };
  7477. /**
  7478. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7479. * @param yaw defines the rotation around Y axis
  7480. * @param pitch defines the rotation around X axis
  7481. * @param roll defines the rotation around Z axis
  7482. * @param result defines the target quaternion
  7483. */
  7484. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7485. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7486. var halfRoll = roll * 0.5;
  7487. var halfPitch = pitch * 0.5;
  7488. var halfYaw = yaw * 0.5;
  7489. var sinRoll = Math.sin(halfRoll);
  7490. var cosRoll = Math.cos(halfRoll);
  7491. var sinPitch = Math.sin(halfPitch);
  7492. var cosPitch = Math.cos(halfPitch);
  7493. var sinYaw = Math.sin(halfYaw);
  7494. var cosYaw = Math.cos(halfYaw);
  7495. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7496. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7497. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7498. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7499. };
  7500. /**
  7501. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7502. * @param alpha defines the rotation around first axis
  7503. * @param beta defines the rotation around second axis
  7504. * @param gamma defines the rotation around third axis
  7505. * @returns the new quaternion
  7506. */
  7507. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7508. var result = new Quaternion();
  7509. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7510. return result;
  7511. };
  7512. /**
  7513. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7514. * @param alpha defines the rotation around first axis
  7515. * @param beta defines the rotation around second axis
  7516. * @param gamma defines the rotation around third axis
  7517. * @param result defines the target quaternion
  7518. */
  7519. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7520. // Produces a quaternion from Euler angles in the z-x-z orientation
  7521. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7522. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7523. var halfBeta = beta * 0.5;
  7524. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7525. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7526. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7527. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7528. };
  7529. /**
  7530. * 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)
  7531. * @param axis1 defines the first axis
  7532. * @param axis2 defines the second axis
  7533. * @param axis3 defines the third axis
  7534. * @returns the new quaternion
  7535. */
  7536. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7537. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7538. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7539. return quat;
  7540. };
  7541. /**
  7542. * 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
  7543. * @param axis1 defines the first axis
  7544. * @param axis2 defines the second axis
  7545. * @param axis3 defines the third axis
  7546. * @param ref defines the target quaternion
  7547. */
  7548. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7549. var rotMat = MathTmp.Matrix[0];
  7550. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7551. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7552. };
  7553. /**
  7554. * Interpolates between two quaternions
  7555. * @param left defines first quaternion
  7556. * @param right defines second quaternion
  7557. * @param amount defines the gradient to use
  7558. * @returns the new interpolated quaternion
  7559. */
  7560. Quaternion.Slerp = function (left, right, amount) {
  7561. var result = Quaternion.Identity();
  7562. Quaternion.SlerpToRef(left, right, amount, result);
  7563. return result;
  7564. };
  7565. /**
  7566. * Interpolates between two quaternions and stores it into a target quaternion
  7567. * @param left defines first quaternion
  7568. * @param right defines second quaternion
  7569. * @param amount defines the gradient to use
  7570. * @param result defines the target quaternion
  7571. */
  7572. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7573. var num2;
  7574. var num3;
  7575. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7576. var flag = false;
  7577. if (num4 < 0) {
  7578. flag = true;
  7579. num4 = -num4;
  7580. }
  7581. if (num4 > 0.999999) {
  7582. num3 = 1 - amount;
  7583. num2 = flag ? -amount : amount;
  7584. }
  7585. else {
  7586. var num5 = Math.acos(num4);
  7587. var num6 = (1.0 / Math.sin(num5));
  7588. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7589. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7590. }
  7591. result.x = (num3 * left.x) + (num2 * right.x);
  7592. result.y = (num3 * left.y) + (num2 * right.y);
  7593. result.z = (num3 * left.z) + (num2 * right.z);
  7594. result.w = (num3 * left.w) + (num2 * right.w);
  7595. };
  7596. /**
  7597. * Interpolate between two quaternions using Hermite interpolation
  7598. * @param value1 defines first quaternion
  7599. * @param tangent1 defines the incoming tangent
  7600. * @param value2 defines second quaternion
  7601. * @param tangent2 defines the outgoing tangent
  7602. * @param amount defines the target quaternion
  7603. * @returns the new interpolated quaternion
  7604. */
  7605. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7606. var squared = amount * amount;
  7607. var cubed = amount * squared;
  7608. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7609. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7610. var part3 = (cubed - (2.0 * squared)) + amount;
  7611. var part4 = cubed - squared;
  7612. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7613. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7614. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7615. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7616. return new Quaternion(x, y, z, w);
  7617. };
  7618. return Quaternion;
  7619. }());
  7620. BABYLON.Quaternion = Quaternion;
  7621. /**
  7622. * Class used to store matrix data (4x4)
  7623. */
  7624. var Matrix = /** @class */ (function () {
  7625. /**
  7626. * Creates an empty matrix (filled with zeros)
  7627. */
  7628. function Matrix() {
  7629. this._isIdentity = false;
  7630. this._isIdentityDirty = true;
  7631. this._isIdentity3x2 = true;
  7632. this._isIdentity3x2Dirty = true;
  7633. this._m = new Float32Array(16);
  7634. this._updateIdentityStatus(false);
  7635. }
  7636. Object.defineProperty(Matrix.prototype, "m", {
  7637. /**
  7638. * Gets the internal data of the matrix
  7639. */
  7640. get: function () { return this._m; },
  7641. enumerable: true,
  7642. configurable: true
  7643. });
  7644. /** @hidden */
  7645. Matrix.prototype._markAsUpdated = function () {
  7646. this.updateFlag = Matrix._updateFlagSeed++;
  7647. this._isIdentity = false;
  7648. this._isIdentity3x2 = false;
  7649. this._isIdentityDirty = true;
  7650. this._isIdentity3x2Dirty = true;
  7651. };
  7652. /** @hidden */
  7653. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7654. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7655. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7656. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7657. this.updateFlag = Matrix._updateFlagSeed++;
  7658. this._isIdentity = isIdentity;
  7659. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7660. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7661. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7662. };
  7663. // Properties
  7664. /**
  7665. * Check if the current matrix is identity
  7666. * @returns true is the matrix is the identity matrix
  7667. */
  7668. Matrix.prototype.isIdentity = function () {
  7669. if (this._isIdentityDirty) {
  7670. this._isIdentityDirty = false;
  7671. var m = this._m;
  7672. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7673. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7674. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7675. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7676. }
  7677. return this._isIdentity;
  7678. };
  7679. /**
  7680. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7681. * @returns true is the matrix is the identity matrix
  7682. */
  7683. Matrix.prototype.isIdentityAs3x2 = function () {
  7684. if (this._isIdentity3x2Dirty) {
  7685. this._isIdentity3x2Dirty = false;
  7686. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7687. this._isIdentity3x2 = false;
  7688. }
  7689. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7690. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7691. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7692. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7693. this._isIdentity3x2 = false;
  7694. }
  7695. else {
  7696. this._isIdentity3x2 = true;
  7697. }
  7698. }
  7699. return this._isIdentity3x2;
  7700. };
  7701. /**
  7702. * Gets the determinant of the matrix
  7703. * @returns the matrix determinant
  7704. */
  7705. Matrix.prototype.determinant = function () {
  7706. if (this._isIdentity === true) {
  7707. return 1;
  7708. }
  7709. var m = this._m;
  7710. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7711. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7712. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7713. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7714. // https://en.wikipedia.org/wiki/Laplace_expansion
  7715. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7716. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7717. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7718. // where
  7719. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7720. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7721. //
  7722. // Here we do that for the 1st row.
  7723. var det_22_33 = m22 * m33 - m32 * m23;
  7724. var det_21_33 = m21 * m33 - m31 * m23;
  7725. var det_21_32 = m21 * m32 - m31 * m22;
  7726. var det_20_33 = m20 * m33 - m30 * m23;
  7727. var det_20_32 = m20 * m32 - m22 * m30;
  7728. var det_20_31 = m20 * m31 - m30 * m21;
  7729. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7730. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7731. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7732. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7733. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7734. };
  7735. // Methods
  7736. /**
  7737. * Returns the matrix as a Float32Array
  7738. * @returns the matrix underlying array
  7739. */
  7740. Matrix.prototype.toArray = function () {
  7741. return this._m;
  7742. };
  7743. /**
  7744. * Returns the matrix as a Float32Array
  7745. * @returns the matrix underlying array.
  7746. */
  7747. Matrix.prototype.asArray = function () {
  7748. return this._m;
  7749. };
  7750. /**
  7751. * Inverts the current matrix in place
  7752. * @returns the current inverted matrix
  7753. */
  7754. Matrix.prototype.invert = function () {
  7755. this.invertToRef(this);
  7756. return this;
  7757. };
  7758. /**
  7759. * Sets all the matrix elements to zero
  7760. * @returns the current matrix
  7761. */
  7762. Matrix.prototype.reset = function () {
  7763. Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);
  7764. this._updateIdentityStatus(false);
  7765. return this;
  7766. };
  7767. /**
  7768. * Adds the current matrix with a second one
  7769. * @param other defines the matrix to add
  7770. * @returns a new matrix as the addition of the current matrix and the given one
  7771. */
  7772. Matrix.prototype.add = function (other) {
  7773. var result = new Matrix();
  7774. this.addToRef(other, result);
  7775. return result;
  7776. };
  7777. /**
  7778. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7779. * @param other defines the matrix to add
  7780. * @param result defines the target matrix
  7781. * @returns the current matrix
  7782. */
  7783. Matrix.prototype.addToRef = function (other, result) {
  7784. var m = this._m;
  7785. var resultM = result._m;
  7786. var otherM = other.m;
  7787. for (var index = 0; index < 16; index++) {
  7788. resultM[index] = m[index] + otherM[index];
  7789. }
  7790. result._markAsUpdated();
  7791. return this;
  7792. };
  7793. /**
  7794. * Adds in place the given matrix to the current matrix
  7795. * @param other defines the second operand
  7796. * @returns the current updated matrix
  7797. */
  7798. Matrix.prototype.addToSelf = function (other) {
  7799. var m = this._m;
  7800. var otherM = other.m;
  7801. for (var index = 0; index < 16; index++) {
  7802. m[index] += otherM[index];
  7803. }
  7804. this._markAsUpdated();
  7805. return this;
  7806. };
  7807. /**
  7808. * Sets the given matrix to the current inverted Matrix
  7809. * @param other defines the target matrix
  7810. * @returns the unmodified current matrix
  7811. */
  7812. Matrix.prototype.invertToRef = function (other) {
  7813. if (this._isIdentity === true) {
  7814. Matrix.IdentityToRef(other);
  7815. return this;
  7816. }
  7817. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7818. var m = this._m;
  7819. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7820. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7821. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7822. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7823. var det_22_33 = m22 * m33 - m32 * m23;
  7824. var det_21_33 = m21 * m33 - m31 * m23;
  7825. var det_21_32 = m21 * m32 - m31 * m22;
  7826. var det_20_33 = m20 * m33 - m30 * m23;
  7827. var det_20_32 = m20 * m32 - m22 * m30;
  7828. var det_20_31 = m20 * m31 - m30 * m21;
  7829. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7830. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7831. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7832. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7833. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7834. if (det === 0) {
  7835. // not invertible
  7836. other.copyFrom(this);
  7837. return this;
  7838. }
  7839. var detInv = 1 / det;
  7840. var det_12_33 = m12 * m33 - m32 * m13;
  7841. var det_11_33 = m11 * m33 - m31 * m13;
  7842. var det_11_32 = m11 * m32 - m31 * m12;
  7843. var det_10_33 = m10 * m33 - m30 * m13;
  7844. var det_10_32 = m10 * m32 - m30 * m12;
  7845. var det_10_31 = m10 * m31 - m30 * m11;
  7846. var det_12_23 = m12 * m23 - m22 * m13;
  7847. var det_11_23 = m11 * m23 - m21 * m13;
  7848. var det_11_22 = m11 * m22 - m21 * m12;
  7849. var det_10_23 = m10 * m23 - m20 * m13;
  7850. var det_10_22 = m10 * m22 - m20 * m12;
  7851. var det_10_21 = m10 * m21 - m20 * m11;
  7852. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7853. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7854. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7855. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7856. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7857. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7858. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7859. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7860. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7861. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7862. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7863. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7864. Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);
  7865. return this;
  7866. };
  7867. /**
  7868. * add a value at the specified position in the current Matrix
  7869. * @param index the index of the value within the matrix. between 0 and 15.
  7870. * @param value the value to be added
  7871. * @returns the current updated matrix
  7872. */
  7873. Matrix.prototype.addAtIndex = function (index, value) {
  7874. this._m[index] += value;
  7875. this._markAsUpdated();
  7876. return this;
  7877. };
  7878. /**
  7879. * mutiply the specified position in the current Matrix by a value
  7880. * @param index the index of the value within the matrix. between 0 and 15.
  7881. * @param value the value to be added
  7882. * @returns the current updated matrix
  7883. */
  7884. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7885. this._m[index] *= value;
  7886. this._markAsUpdated();
  7887. return this;
  7888. };
  7889. /**
  7890. * Inserts the translation vector (using 3 floats) in the current matrix
  7891. * @param x defines the 1st component of the translation
  7892. * @param y defines the 2nd component of the translation
  7893. * @param z defines the 3rd component of the translation
  7894. * @returns the current updated matrix
  7895. */
  7896. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7897. this._m[12] = x;
  7898. this._m[13] = y;
  7899. this._m[14] = z;
  7900. this._markAsUpdated();
  7901. return this;
  7902. };
  7903. /**
  7904. * Inserts the translation vector in the current matrix
  7905. * @param vector3 defines the translation to insert
  7906. * @returns the current updated matrix
  7907. */
  7908. Matrix.prototype.setTranslation = function (vector3) {
  7909. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7910. };
  7911. /**
  7912. * Gets the translation value of the current matrix
  7913. * @returns a new Vector3 as the extracted translation from the matrix
  7914. */
  7915. Matrix.prototype.getTranslation = function () {
  7916. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7917. };
  7918. /**
  7919. * Fill a Vector3 with the extracted translation from the matrix
  7920. * @param result defines the Vector3 where to store the translation
  7921. * @returns the current matrix
  7922. */
  7923. Matrix.prototype.getTranslationToRef = function (result) {
  7924. result.x = this._m[12];
  7925. result.y = this._m[13];
  7926. result.z = this._m[14];
  7927. return this;
  7928. };
  7929. /**
  7930. * Remove rotation and scaling part from the matrix
  7931. * @returns the updated matrix
  7932. */
  7933. Matrix.prototype.removeRotationAndScaling = function () {
  7934. var m = this.m;
  7935. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);
  7936. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7937. return this;
  7938. };
  7939. /**
  7940. * Multiply two matrices
  7941. * @param other defines the second operand
  7942. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7943. */
  7944. Matrix.prototype.multiply = function (other) {
  7945. var result = new Matrix();
  7946. this.multiplyToRef(other, result);
  7947. return result;
  7948. };
  7949. /**
  7950. * Copy the current matrix from the given one
  7951. * @param other defines the source matrix
  7952. * @returns the current updated matrix
  7953. */
  7954. Matrix.prototype.copyFrom = function (other) {
  7955. other.copyToArray(this._m);
  7956. var o = other;
  7957. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7958. return this;
  7959. };
  7960. /**
  7961. * Populates the given array from the starting index with the current matrix values
  7962. * @param array defines the target array
  7963. * @param offset defines the offset in the target array where to start storing values
  7964. * @returns the current matrix
  7965. */
  7966. Matrix.prototype.copyToArray = function (array, offset) {
  7967. if (offset === void 0) { offset = 0; }
  7968. for (var index = 0; index < 16; index++) {
  7969. array[offset + index] = this._m[index];
  7970. }
  7971. return this;
  7972. };
  7973. /**
  7974. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7975. * @param other defines the second operand
  7976. * @param result defines the matrix where to store the multiplication
  7977. * @returns the current matrix
  7978. */
  7979. Matrix.prototype.multiplyToRef = function (other, result) {
  7980. if (this._isIdentity) {
  7981. result.copyFrom(other);
  7982. return this;
  7983. }
  7984. if (other._isIdentity) {
  7985. result.copyFrom(this);
  7986. return this;
  7987. }
  7988. this.multiplyToArray(other, result._m, 0);
  7989. result._markAsUpdated();
  7990. return this;
  7991. };
  7992. /**
  7993. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7994. * @param other defines the second operand
  7995. * @param result defines the array where to store the multiplication
  7996. * @param offset defines the offset in the target array where to start storing values
  7997. * @returns the current matrix
  7998. */
  7999. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8000. var m = this._m;
  8001. var otherM = other.m;
  8002. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8003. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8004. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8005. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8006. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8007. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8008. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8009. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8010. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8011. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8012. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8013. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8014. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8015. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8016. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8017. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8018. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8019. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8020. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8021. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8022. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8023. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8024. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8025. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8026. return this;
  8027. };
  8028. /**
  8029. * Check equality between this matrix and a second one
  8030. * @param value defines the second matrix to compare
  8031. * @returns true is the current matrix and the given one values are strictly equal
  8032. */
  8033. Matrix.prototype.equals = function (value) {
  8034. var other = value;
  8035. if (!other) {
  8036. return false;
  8037. }
  8038. if (this._isIdentity || other._isIdentity) {
  8039. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8040. return this._isIdentity && other._isIdentity;
  8041. }
  8042. }
  8043. var m = this.m;
  8044. var om = other.m;
  8045. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8046. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8047. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8048. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8049. };
  8050. /**
  8051. * Clone the current matrix
  8052. * @returns a new matrix from the current matrix
  8053. */
  8054. Matrix.prototype.clone = function () {
  8055. var matrix = new Matrix();
  8056. matrix.copyFrom(this);
  8057. return matrix;
  8058. };
  8059. /**
  8060. * Returns the name of the current matrix class
  8061. * @returns the string "Matrix"
  8062. */
  8063. Matrix.prototype.getClassName = function () {
  8064. return "Matrix";
  8065. };
  8066. /**
  8067. * Gets the hash code of the current matrix
  8068. * @returns the hash code
  8069. */
  8070. Matrix.prototype.getHashCode = function () {
  8071. var hash = this._m[0] || 0;
  8072. for (var i = 1; i < 16; i++) {
  8073. hash = (hash * 397) ^ (this._m[i] || 0);
  8074. }
  8075. return hash;
  8076. };
  8077. /**
  8078. * Decomposes the current Matrix into a translation, rotation and scaling components
  8079. * @param scale defines the scale vector3 given as a reference to update
  8080. * @param rotation defines the rotation quaternion given as a reference to update
  8081. * @param translation defines the translation vector3 given as a reference to update
  8082. * @returns true if operation was successful
  8083. */
  8084. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8085. if (this._isIdentity) {
  8086. if (translation) {
  8087. translation.setAll(0);
  8088. }
  8089. if (scale) {
  8090. scale.setAll(1);
  8091. }
  8092. if (rotation) {
  8093. rotation.copyFromFloats(0, 0, 0, 1);
  8094. }
  8095. return true;
  8096. }
  8097. var m = this._m;
  8098. if (translation) {
  8099. translation.copyFromFloats(m[12], m[13], m[14]);
  8100. }
  8101. scale = scale || MathTmp.Vector3[0];
  8102. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8103. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8104. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8105. if (this.determinant() <= 0) {
  8106. scale.y *= -1;
  8107. }
  8108. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8109. if (rotation) {
  8110. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8111. }
  8112. return false;
  8113. }
  8114. if (rotation) {
  8115. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8116. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);
  8117. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8118. }
  8119. return true;
  8120. };
  8121. /**
  8122. * Gets specific row of the matrix
  8123. * @param index defines the number of the row to get
  8124. * @returns the index-th row of the current matrix as a new Vector4
  8125. */
  8126. Matrix.prototype.getRow = function (index) {
  8127. if (index < 0 || index > 3) {
  8128. return null;
  8129. }
  8130. var i = index * 4;
  8131. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8132. };
  8133. /**
  8134. * Sets the index-th row of the current matrix to the vector4 values
  8135. * @param index defines the number of the row to set
  8136. * @param row defines the target vector4
  8137. * @returns the updated current matrix
  8138. */
  8139. Matrix.prototype.setRow = function (index, row) {
  8140. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8141. };
  8142. /**
  8143. * Compute the transpose of the matrix
  8144. * @returns the new transposed matrix
  8145. */
  8146. Matrix.prototype.transpose = function () {
  8147. return Matrix.Transpose(this);
  8148. };
  8149. /**
  8150. * Compute the transpose of the matrix and store it in a given matrix
  8151. * @param result defines the target matrix
  8152. * @returns the current matrix
  8153. */
  8154. Matrix.prototype.transposeToRef = function (result) {
  8155. Matrix.TransposeToRef(this, result);
  8156. return this;
  8157. };
  8158. /**
  8159. * Sets the index-th row of the current matrix with the given 4 x float values
  8160. * @param index defines the row index
  8161. * @param x defines the x component to set
  8162. * @param y defines the y component to set
  8163. * @param z defines the z component to set
  8164. * @param w defines the w component to set
  8165. * @returns the updated current matrix
  8166. */
  8167. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8168. if (index < 0 || index > 3) {
  8169. return this;
  8170. }
  8171. var i = index * 4;
  8172. this._m[i + 0] = x;
  8173. this._m[i + 1] = y;
  8174. this._m[i + 2] = z;
  8175. this._m[i + 3] = w;
  8176. this._markAsUpdated();
  8177. return this;
  8178. };
  8179. /**
  8180. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8181. * @param scale defines the scale factor
  8182. * @returns a new matrix
  8183. */
  8184. Matrix.prototype.scale = function (scale) {
  8185. var result = new Matrix();
  8186. this.scaleToRef(scale, result);
  8187. return result;
  8188. };
  8189. /**
  8190. * Scale the current matrix values by a factor to a given result matrix
  8191. * @param scale defines the scale factor
  8192. * @param result defines the matrix to store the result
  8193. * @returns the current matrix
  8194. */
  8195. Matrix.prototype.scaleToRef = function (scale, result) {
  8196. for (var index = 0; index < 16; index++) {
  8197. result._m[index] = this._m[index] * scale;
  8198. }
  8199. result._markAsUpdated();
  8200. return this;
  8201. };
  8202. /**
  8203. * Scale the current matrix values by a factor and add the result to a given matrix
  8204. * @param scale defines the scale factor
  8205. * @param result defines the Matrix to store the result
  8206. * @returns the current matrix
  8207. */
  8208. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8209. for (var index = 0; index < 16; index++) {
  8210. result._m[index] += this._m[index] * scale;
  8211. }
  8212. result._markAsUpdated();
  8213. return this;
  8214. };
  8215. /**
  8216. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8217. * @param ref matrix to store the result
  8218. */
  8219. Matrix.prototype.toNormalMatrix = function (ref) {
  8220. var tmp = MathTmp.Matrix[0];
  8221. this.invertToRef(tmp);
  8222. tmp.transposeToRef(ref);
  8223. var m = ref._m;
  8224. Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);
  8225. };
  8226. /**
  8227. * Gets only rotation part of the current matrix
  8228. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8229. */
  8230. Matrix.prototype.getRotationMatrix = function () {
  8231. var result = new Matrix();
  8232. this.getRotationMatrixToRef(result);
  8233. return result;
  8234. };
  8235. /**
  8236. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8237. * @param result defines the target matrix to store data to
  8238. * @returns the current matrix
  8239. */
  8240. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8241. var scale = MathTmp.Vector3[0];
  8242. if (!this.decompose(scale)) {
  8243. Matrix.IdentityToRef(result);
  8244. return this;
  8245. }
  8246. var m = this._m;
  8247. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8248. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8249. return this;
  8250. };
  8251. /**
  8252. * Toggles model matrix from being right handed to left handed in place and vice versa
  8253. */
  8254. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8255. var m = this._m;
  8256. m[2] *= -1;
  8257. m[6] *= -1;
  8258. m[8] *= -1;
  8259. m[9] *= -1;
  8260. m[14] *= -1;
  8261. this._markAsUpdated();
  8262. };
  8263. /**
  8264. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8265. */
  8266. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8267. var m = this._m;
  8268. m[8] *= -1;
  8269. m[9] *= -1;
  8270. m[10] *= -1;
  8271. m[11] *= -1;
  8272. this._markAsUpdated();
  8273. };
  8274. // Statics
  8275. /**
  8276. * Creates a matrix from an array
  8277. * @param array defines the source array
  8278. * @param offset defines an offset in the source array
  8279. * @returns a new Matrix set from the starting index of the given array
  8280. */
  8281. Matrix.FromArray = function (array, offset) {
  8282. if (offset === void 0) { offset = 0; }
  8283. var result = new Matrix();
  8284. Matrix.FromArrayToRef(array, offset, result);
  8285. return result;
  8286. };
  8287. /**
  8288. * Copy the content of an array into a given matrix
  8289. * @param array defines the source array
  8290. * @param offset defines an offset in the source array
  8291. * @param result defines the target matrix
  8292. */
  8293. Matrix.FromArrayToRef = function (array, offset, result) {
  8294. for (var index = 0; index < 16; index++) {
  8295. result._m[index] = array[index + offset];
  8296. }
  8297. result._markAsUpdated();
  8298. };
  8299. /**
  8300. * Stores an array into a matrix after having multiplied each component by a given factor
  8301. * @param array defines the source array
  8302. * @param offset defines the offset in the source array
  8303. * @param scale defines the scaling factor
  8304. * @param result defines the target matrix
  8305. */
  8306. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8307. for (var index = 0; index < 16; index++) {
  8308. result._m[index] = array[index + offset] * scale;
  8309. }
  8310. result._markAsUpdated();
  8311. };
  8312. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8313. /**
  8314. * Gets an identity matrix that must not be updated
  8315. */
  8316. get: function () {
  8317. return Matrix._identityReadOnly;
  8318. },
  8319. enumerable: true,
  8320. configurable: true
  8321. });
  8322. /**
  8323. * Stores a list of values (16) inside a given matrix
  8324. * @param initialM11 defines 1st value of 1st row
  8325. * @param initialM12 defines 2nd value of 1st row
  8326. * @param initialM13 defines 3rd value of 1st row
  8327. * @param initialM14 defines 4th value of 1st row
  8328. * @param initialM21 defines 1st value of 2nd row
  8329. * @param initialM22 defines 2nd value of 2nd row
  8330. * @param initialM23 defines 3rd value of 2nd row
  8331. * @param initialM24 defines 4th value of 2nd row
  8332. * @param initialM31 defines 1st value of 3rd row
  8333. * @param initialM32 defines 2nd value of 3rd row
  8334. * @param initialM33 defines 3rd value of 3rd row
  8335. * @param initialM34 defines 4th value of 3rd row
  8336. * @param initialM41 defines 1st value of 4th row
  8337. * @param initialM42 defines 2nd value of 4th row
  8338. * @param initialM43 defines 3rd value of 4th row
  8339. * @param initialM44 defines 4th value of 4th row
  8340. * @param result defines the target matrix
  8341. */
  8342. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8343. var m = result._m;
  8344. m[0] = initialM11;
  8345. m[1] = initialM12;
  8346. m[2] = initialM13;
  8347. m[3] = initialM14;
  8348. m[4] = initialM21;
  8349. m[5] = initialM22;
  8350. m[6] = initialM23;
  8351. m[7] = initialM24;
  8352. m[8] = initialM31;
  8353. m[9] = initialM32;
  8354. m[10] = initialM33;
  8355. m[11] = initialM34;
  8356. m[12] = initialM41;
  8357. m[13] = initialM42;
  8358. m[14] = initialM43;
  8359. m[15] = initialM44;
  8360. result._markAsUpdated();
  8361. };
  8362. /**
  8363. * Creates new matrix from a list of values (16)
  8364. * @param initialM11 defines 1st value of 1st row
  8365. * @param initialM12 defines 2nd value of 1st row
  8366. * @param initialM13 defines 3rd value of 1st row
  8367. * @param initialM14 defines 4th value of 1st row
  8368. * @param initialM21 defines 1st value of 2nd row
  8369. * @param initialM22 defines 2nd value of 2nd row
  8370. * @param initialM23 defines 3rd value of 2nd row
  8371. * @param initialM24 defines 4th value of 2nd row
  8372. * @param initialM31 defines 1st value of 3rd row
  8373. * @param initialM32 defines 2nd value of 3rd row
  8374. * @param initialM33 defines 3rd value of 3rd row
  8375. * @param initialM34 defines 4th value of 3rd row
  8376. * @param initialM41 defines 1st value of 4th row
  8377. * @param initialM42 defines 2nd value of 4th row
  8378. * @param initialM43 defines 3rd value of 4th row
  8379. * @param initialM44 defines 4th value of 4th row
  8380. * @returns the new matrix
  8381. */
  8382. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8383. var result = new Matrix();
  8384. var m = result._m;
  8385. m[0] = initialM11;
  8386. m[1] = initialM12;
  8387. m[2] = initialM13;
  8388. m[3] = initialM14;
  8389. m[4] = initialM21;
  8390. m[5] = initialM22;
  8391. m[6] = initialM23;
  8392. m[7] = initialM24;
  8393. m[8] = initialM31;
  8394. m[9] = initialM32;
  8395. m[10] = initialM33;
  8396. m[11] = initialM34;
  8397. m[12] = initialM41;
  8398. m[13] = initialM42;
  8399. m[14] = initialM43;
  8400. m[15] = initialM44;
  8401. result._markAsUpdated();
  8402. return result;
  8403. };
  8404. /**
  8405. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8406. * @param scale defines the scale vector3
  8407. * @param rotation defines the rotation quaternion
  8408. * @param translation defines the translation vector3
  8409. * @returns a new matrix
  8410. */
  8411. Matrix.Compose = function (scale, rotation, translation) {
  8412. var result = new Matrix();
  8413. Matrix.ComposeToRef(scale, rotation, translation, result);
  8414. return result;
  8415. };
  8416. /**
  8417. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8418. * @param scale defines the scale vector3
  8419. * @param rotation defines the rotation quaternion
  8420. * @param translation defines the translation vector3
  8421. * @param result defines the target matrix
  8422. */
  8423. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8424. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8425. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8426. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8427. result.setTranslation(translation);
  8428. };
  8429. /**
  8430. * Creates a new identity matrix
  8431. * @returns a new identity matrix
  8432. */
  8433. Matrix.Identity = function () {
  8434. var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  8435. identity._updateIdentityStatus(true);
  8436. return identity;
  8437. };
  8438. /**
  8439. * Creates a new identity matrix and stores the result in a given matrix
  8440. * @param result defines the target matrix
  8441. */
  8442. Matrix.IdentityToRef = function (result) {
  8443. 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);
  8444. result._updateIdentityStatus(true);
  8445. };
  8446. /**
  8447. * Creates a new zero matrix
  8448. * @returns a new zero matrix
  8449. */
  8450. Matrix.Zero = function () {
  8451. var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  8452. zero._updateIdentityStatus(false);
  8453. return zero;
  8454. };
  8455. /**
  8456. * Creates a new rotation matrix for "angle" radians around the X axis
  8457. * @param angle defines the angle (in radians) to use
  8458. * @return the new matrix
  8459. */
  8460. Matrix.RotationX = function (angle) {
  8461. var result = new Matrix();
  8462. Matrix.RotationXToRef(angle, result);
  8463. return result;
  8464. };
  8465. /**
  8466. * Creates a new matrix as the invert of a given matrix
  8467. * @param source defines the source matrix
  8468. * @returns the new matrix
  8469. */
  8470. Matrix.Invert = function (source) {
  8471. var result = new Matrix();
  8472. source.invertToRef(result);
  8473. return result;
  8474. };
  8475. /**
  8476. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8477. * @param angle defines the angle (in radians) to use
  8478. * @param result defines the target matrix
  8479. */
  8480. Matrix.RotationXToRef = function (angle, result) {
  8481. var s = Math.sin(angle);
  8482. var c = Math.cos(angle);
  8483. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8484. result._updateIdentityStatus(c === 1 && s === 0);
  8485. };
  8486. /**
  8487. * Creates a new rotation matrix for "angle" radians around the Y axis
  8488. * @param angle defines the angle (in radians) to use
  8489. * @return the new matrix
  8490. */
  8491. Matrix.RotationY = function (angle) {
  8492. var result = new Matrix();
  8493. Matrix.RotationYToRef(angle, result);
  8494. return result;
  8495. };
  8496. /**
  8497. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8498. * @param angle defines the angle (in radians) to use
  8499. * @param result defines the target matrix
  8500. */
  8501. Matrix.RotationYToRef = function (angle, result) {
  8502. var s = Math.sin(angle);
  8503. var c = Math.cos(angle);
  8504. Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8505. result._updateIdentityStatus(c === 1 && s === 0);
  8506. };
  8507. /**
  8508. * Creates a new rotation matrix for "angle" radians around the Z axis
  8509. * @param angle defines the angle (in radians) to use
  8510. * @return the new matrix
  8511. */
  8512. Matrix.RotationZ = function (angle) {
  8513. var result = new Matrix();
  8514. Matrix.RotationZToRef(angle, result);
  8515. return result;
  8516. };
  8517. /**
  8518. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8519. * @param angle defines the angle (in radians) to use
  8520. * @param result defines the target matrix
  8521. */
  8522. Matrix.RotationZToRef = function (angle, result) {
  8523. var s = Math.sin(angle);
  8524. var c = Math.cos(angle);
  8525. Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8526. result._updateIdentityStatus(c === 1 && s === 0);
  8527. };
  8528. /**
  8529. * Creates a new rotation matrix for "angle" radians around the given axis
  8530. * @param axis defines the axis to use
  8531. * @param angle defines the angle (in radians) to use
  8532. * @return the new matrix
  8533. */
  8534. Matrix.RotationAxis = function (axis, angle) {
  8535. var result = new Matrix();
  8536. Matrix.RotationAxisToRef(axis, angle, result);
  8537. return result;
  8538. };
  8539. /**
  8540. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8541. * @param axis defines the axis to use
  8542. * @param angle defines the angle (in radians) to use
  8543. * @param result defines the target matrix
  8544. */
  8545. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8546. var s = Math.sin(-angle);
  8547. var c = Math.cos(-angle);
  8548. var c1 = 1 - c;
  8549. axis.normalize();
  8550. var m = result._m;
  8551. m[0] = (axis.x * axis.x) * c1 + c;
  8552. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8553. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8554. m[3] = 0.0;
  8555. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8556. m[5] = (axis.y * axis.y) * c1 + c;
  8557. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8558. m[7] = 0.0;
  8559. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8560. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8561. m[10] = (axis.z * axis.z) * c1 + c;
  8562. m[11] = 0.0;
  8563. m[12] = 0.0;
  8564. m[13] = 0.0;
  8565. m[14] = 0.0;
  8566. m[15] = 1.0;
  8567. result._markAsUpdated();
  8568. };
  8569. /**
  8570. * Creates a rotation matrix
  8571. * @param yaw defines the yaw angle in radians (Y axis)
  8572. * @param pitch defines the pitch angle in radians (X axis)
  8573. * @param roll defines the roll angle in radians (X axis)
  8574. * @returns the new rotation matrix
  8575. */
  8576. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8577. var result = new Matrix();
  8578. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8579. return result;
  8580. };
  8581. /**
  8582. * Creates a rotation matrix and stores it in a given matrix
  8583. * @param yaw defines the yaw angle in radians (Y axis)
  8584. * @param pitch defines the pitch angle in radians (X axis)
  8585. * @param roll defines the roll angle in radians (X axis)
  8586. * @param result defines the target matrix
  8587. */
  8588. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8589. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8590. MathTmp.Quaternion[0].toRotationMatrix(result);
  8591. };
  8592. /**
  8593. * Creates a scaling matrix
  8594. * @param x defines the scale factor on X axis
  8595. * @param y defines the scale factor on Y axis
  8596. * @param z defines the scale factor on Z axis
  8597. * @returns the new matrix
  8598. */
  8599. Matrix.Scaling = function (x, y, z) {
  8600. var result = new Matrix();
  8601. Matrix.ScalingToRef(x, y, z, result);
  8602. return result;
  8603. };
  8604. /**
  8605. * Creates a scaling matrix and stores it in a given matrix
  8606. * @param x defines the scale factor on X axis
  8607. * @param y defines the scale factor on Y axis
  8608. * @param z defines the scale factor on Z axis
  8609. * @param result defines the target matrix
  8610. */
  8611. Matrix.ScalingToRef = function (x, y, z, result) {
  8612. Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8613. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8614. };
  8615. /**
  8616. * Creates a translation matrix
  8617. * @param x defines the translation on X axis
  8618. * @param y defines the translation on Y axis
  8619. * @param z defines the translationon Z axis
  8620. * @returns the new matrix
  8621. */
  8622. Matrix.Translation = function (x, y, z) {
  8623. var result = new Matrix();
  8624. Matrix.TranslationToRef(x, y, z, result);
  8625. return result;
  8626. };
  8627. /**
  8628. * Creates a translation matrix and stores it in a given matrix
  8629. * @param x defines the translation on X axis
  8630. * @param y defines the translation on Y axis
  8631. * @param z defines the translationon Z axis
  8632. * @param result defines the target matrix
  8633. */
  8634. Matrix.TranslationToRef = function (x, y, z, result) {
  8635. 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);
  8636. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8637. };
  8638. /**
  8639. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8640. * @param startValue defines the start value
  8641. * @param endValue defines the end value
  8642. * @param gradient defines the gradient factor
  8643. * @returns the new matrix
  8644. */
  8645. Matrix.Lerp = function (startValue, endValue, gradient) {
  8646. var result = new Matrix();
  8647. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8648. return result;
  8649. };
  8650. /**
  8651. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8652. * @param startValue defines the start value
  8653. * @param endValue defines the end value
  8654. * @param gradient defines the gradient factor
  8655. * @param result defines the Matrix object where to store data
  8656. */
  8657. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8658. var resultM = result._m;
  8659. var startM = startValue.m;
  8660. var endM = endValue.m;
  8661. for (var index = 0; index < 16; index++) {
  8662. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8663. }
  8664. result._markAsUpdated();
  8665. };
  8666. /**
  8667. * Builds a new matrix whose values are computed by:
  8668. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8669. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8670. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8671. * @param startValue defines the first matrix
  8672. * @param endValue defines the second matrix
  8673. * @param gradient defines the gradient between the two matrices
  8674. * @returns the new matrix
  8675. */
  8676. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8677. var result = new Matrix();
  8678. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8679. return result;
  8680. };
  8681. /**
  8682. * Update a matrix to values which are computed by:
  8683. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8684. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8685. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8686. * @param startValue defines the first matrix
  8687. * @param endValue defines the second matrix
  8688. * @param gradient defines the gradient between the two matrices
  8689. * @param result defines the target matrix
  8690. */
  8691. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8692. var startScale = MathTmp.Vector3[0];
  8693. var startRotation = MathTmp.Quaternion[0];
  8694. var startTranslation = MathTmp.Vector3[1];
  8695. startValue.decompose(startScale, startRotation, startTranslation);
  8696. var endScale = MathTmp.Vector3[2];
  8697. var endRotation = MathTmp.Quaternion[1];
  8698. var endTranslation = MathTmp.Vector3[3];
  8699. endValue.decompose(endScale, endRotation, endTranslation);
  8700. var resultScale = MathTmp.Vector3[4];
  8701. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8702. var resultRotation = MathTmp.Quaternion[2];
  8703. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8704. var resultTranslation = MathTmp.Vector3[5];
  8705. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8706. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8707. };
  8708. /**
  8709. * 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"
  8710. * This function works in left handed mode
  8711. * @param eye defines the final position of the entity
  8712. * @param target defines where the entity should look at
  8713. * @param up defines the up vector for the entity
  8714. * @returns the new matrix
  8715. */
  8716. Matrix.LookAtLH = function (eye, target, up) {
  8717. var result = new Matrix();
  8718. Matrix.LookAtLHToRef(eye, target, up, result);
  8719. return result;
  8720. };
  8721. /**
  8722. * 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".
  8723. * This function works in left handed mode
  8724. * @param eye defines the final position of the entity
  8725. * @param target defines where the entity should look at
  8726. * @param up defines the up vector for the entity
  8727. * @param result defines the target matrix
  8728. */
  8729. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8730. var xAxis = MathTmp.Vector3[0];
  8731. var yAxis = MathTmp.Vector3[1];
  8732. var zAxis = MathTmp.Vector3[2];
  8733. // Z axis
  8734. target.subtractToRef(eye, zAxis);
  8735. zAxis.normalize();
  8736. // X axis
  8737. Vector3.CrossToRef(up, zAxis, xAxis);
  8738. var xSquareLength = xAxis.lengthSquared();
  8739. if (xSquareLength === 0) {
  8740. xAxis.x = 1.0;
  8741. }
  8742. else {
  8743. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8744. }
  8745. // Y axis
  8746. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8747. yAxis.normalize();
  8748. // Eye angles
  8749. var ex = -Vector3.Dot(xAxis, eye);
  8750. var ey = -Vector3.Dot(yAxis, eye);
  8751. var ez = -Vector3.Dot(zAxis, eye);
  8752. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8753. };
  8754. /**
  8755. * 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"
  8756. * This function works in right handed mode
  8757. * @param eye defines the final position of the entity
  8758. * @param target defines where the entity should look at
  8759. * @param up defines the up vector for the entity
  8760. * @returns the new matrix
  8761. */
  8762. Matrix.LookAtRH = function (eye, target, up) {
  8763. var result = new Matrix();
  8764. Matrix.LookAtRHToRef(eye, target, up, result);
  8765. return result;
  8766. };
  8767. /**
  8768. * 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".
  8769. * This function works in right handed mode
  8770. * @param eye defines the final position of the entity
  8771. * @param target defines where the entity should look at
  8772. * @param up defines the up vector for the entity
  8773. * @param result defines the target matrix
  8774. */
  8775. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8776. var xAxis = MathTmp.Vector3[0];
  8777. var yAxis = MathTmp.Vector3[1];
  8778. var zAxis = MathTmp.Vector3[2];
  8779. // Z axis
  8780. eye.subtractToRef(target, zAxis);
  8781. zAxis.normalize();
  8782. // X axis
  8783. Vector3.CrossToRef(up, zAxis, xAxis);
  8784. var xSquareLength = xAxis.lengthSquared();
  8785. if (xSquareLength === 0) {
  8786. xAxis.x = 1.0;
  8787. }
  8788. else {
  8789. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8790. }
  8791. // Y axis
  8792. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8793. yAxis.normalize();
  8794. // Eye angles
  8795. var ex = -Vector3.Dot(xAxis, eye);
  8796. var ey = -Vector3.Dot(yAxis, eye);
  8797. var ez = -Vector3.Dot(zAxis, eye);
  8798. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8799. };
  8800. /**
  8801. * Create a left-handed orthographic projection matrix
  8802. * @param width defines the viewport width
  8803. * @param height defines the viewport height
  8804. * @param znear defines the near clip plane
  8805. * @param zfar defines the far clip plane
  8806. * @returns a new matrix as a left-handed orthographic projection matrix
  8807. */
  8808. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8809. var matrix = new Matrix();
  8810. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8811. return matrix;
  8812. };
  8813. /**
  8814. * Store a left-handed orthographic projection to a given matrix
  8815. * @param width defines the viewport width
  8816. * @param height defines the viewport height
  8817. * @param znear defines the near clip plane
  8818. * @param zfar defines the far clip plane
  8819. * @param result defines the target matrix
  8820. */
  8821. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8822. var n = znear;
  8823. var f = zfar;
  8824. var a = 2.0 / width;
  8825. var b = 2.0 / height;
  8826. var c = 2.0 / (f - n);
  8827. var d = -(f + n) / (f - n);
  8828. 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);
  8829. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8830. };
  8831. /**
  8832. * Create a left-handed orthographic projection matrix
  8833. * @param left defines the viewport left coordinate
  8834. * @param right defines the viewport right coordinate
  8835. * @param bottom defines the viewport bottom coordinate
  8836. * @param top defines the viewport top coordinate
  8837. * @param znear defines the near clip plane
  8838. * @param zfar defines the far clip plane
  8839. * @returns a new matrix as a left-handed orthographic projection matrix
  8840. */
  8841. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8842. var matrix = new Matrix();
  8843. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8844. return matrix;
  8845. };
  8846. /**
  8847. * Stores a left-handed orthographic projection into a given matrix
  8848. * @param left defines the viewport left coordinate
  8849. * @param right defines the viewport right coordinate
  8850. * @param bottom defines the viewport bottom coordinate
  8851. * @param top defines the viewport top coordinate
  8852. * @param znear defines the near clip plane
  8853. * @param zfar defines the far clip plane
  8854. * @param result defines the target matrix
  8855. */
  8856. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8857. var n = znear;
  8858. var f = zfar;
  8859. var a = 2.0 / (right - left);
  8860. var b = 2.0 / (top - bottom);
  8861. var c = 2.0 / (f - n);
  8862. var d = -(f + n) / (f - n);
  8863. var i0 = (left + right) / (left - right);
  8864. var i1 = (top + bottom) / (bottom - top);
  8865. 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);
  8866. result._markAsUpdated();
  8867. };
  8868. /**
  8869. * Creates a right-handed orthographic projection matrix
  8870. * @param left defines the viewport left coordinate
  8871. * @param right defines the viewport right coordinate
  8872. * @param bottom defines the viewport bottom coordinate
  8873. * @param top defines the viewport top coordinate
  8874. * @param znear defines the near clip plane
  8875. * @param zfar defines the far clip plane
  8876. * @returns a new matrix as a right-handed orthographic projection matrix
  8877. */
  8878. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8879. var matrix = new Matrix();
  8880. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8881. return matrix;
  8882. };
  8883. /**
  8884. * Stores a right-handed orthographic projection into a given matrix
  8885. * @param left defines the viewport left coordinate
  8886. * @param right defines the viewport right coordinate
  8887. * @param bottom defines the viewport bottom coordinate
  8888. * @param top defines the viewport top coordinate
  8889. * @param znear defines the near clip plane
  8890. * @param zfar defines the far clip plane
  8891. * @param result defines the target matrix
  8892. */
  8893. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8894. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8895. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8896. };
  8897. /**
  8898. * Creates a left-handed perspective projection matrix
  8899. * @param width defines the viewport width
  8900. * @param height defines the viewport height
  8901. * @param znear defines the near clip plane
  8902. * @param zfar defines the far clip plane
  8903. * @returns a new matrix as a left-handed perspective projection matrix
  8904. */
  8905. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8906. var matrix = new Matrix();
  8907. var n = znear;
  8908. var f = zfar;
  8909. var a = 2.0 * n / width;
  8910. var b = 2.0 * n / height;
  8911. var c = (f + n) / (f - n);
  8912. var d = -2.0 * f * n / (f - n);
  8913. 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);
  8914. matrix._updateIdentityStatus(false);
  8915. return matrix;
  8916. };
  8917. /**
  8918. * Creates a left-handed perspective projection matrix
  8919. * @param fov defines the horizontal field of view
  8920. * @param aspect defines the aspect ratio
  8921. * @param znear defines the near clip plane
  8922. * @param zfar defines the far clip plane
  8923. * @returns a new matrix as a left-handed perspective projection matrix
  8924. */
  8925. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8926. var matrix = new Matrix();
  8927. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8928. return matrix;
  8929. };
  8930. /**
  8931. * Stores a left-handed perspective projection into a given matrix
  8932. * @param fov defines the horizontal field of view
  8933. * @param aspect defines the aspect ratio
  8934. * @param znear defines the near clip plane
  8935. * @param zfar defines the far clip plane
  8936. * @param result defines the target matrix
  8937. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8938. */
  8939. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8940. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8941. var n = znear;
  8942. var f = zfar;
  8943. var t = 1.0 / (Math.tan(fov * 0.5));
  8944. var a = isVerticalFovFixed ? (t / aspect) : t;
  8945. var b = isVerticalFovFixed ? t : (t * aspect);
  8946. var c = (f + n) / (f - n);
  8947. var d = -2.0 * f * n / (f - n);
  8948. 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);
  8949. result._updateIdentityStatus(false);
  8950. };
  8951. /**
  8952. * Creates a right-handed perspective projection matrix
  8953. * @param fov defines the horizontal field of view
  8954. * @param aspect defines the aspect ratio
  8955. * @param znear defines the near clip plane
  8956. * @param zfar defines the far clip plane
  8957. * @returns a new matrix as a right-handed perspective projection matrix
  8958. */
  8959. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8960. var matrix = new Matrix();
  8961. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8962. return matrix;
  8963. };
  8964. /**
  8965. * Stores a right-handed perspective projection into a given matrix
  8966. * @param fov defines the horizontal field of view
  8967. * @param aspect defines the aspect ratio
  8968. * @param znear defines the near clip plane
  8969. * @param zfar defines the far clip plane
  8970. * @param result defines the target matrix
  8971. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8972. */
  8973. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8974. //alternatively this could be expressed as:
  8975. // m = PerspectiveFovLHToRef
  8976. // m[10] *= -1.0;
  8977. // m[11] *= -1.0;
  8978. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8979. var n = znear;
  8980. var f = zfar;
  8981. var t = 1.0 / (Math.tan(fov * 0.5));
  8982. var a = isVerticalFovFixed ? (t / aspect) : t;
  8983. var b = isVerticalFovFixed ? t : (t * aspect);
  8984. var c = -(f + n) / (f - n);
  8985. var d = -2 * f * n / (f - n);
  8986. 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);
  8987. result._updateIdentityStatus(false);
  8988. };
  8989. /**
  8990. * Stores a perspective projection for WebVR info a given matrix
  8991. * @param fov defines the field of view
  8992. * @param znear defines the near clip plane
  8993. * @param zfar defines the far clip plane
  8994. * @param result defines the target matrix
  8995. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8996. */
  8997. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8998. if (rightHanded === void 0) { rightHanded = false; }
  8999. var rightHandedFactor = rightHanded ? -1 : 1;
  9000. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9001. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9002. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9003. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9004. var xScale = 2.0 / (leftTan + rightTan);
  9005. var yScale = 2.0 / (upTan + downTan);
  9006. var m = result._m;
  9007. m[0] = xScale;
  9008. m[1] = m[2] = m[3] = m[4] = 0.0;
  9009. m[5] = yScale;
  9010. m[6] = m[7] = 0.0;
  9011. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9012. m[9] = -((upTan - downTan) * yScale * 0.5);
  9013. m[10] = -zfar / (znear - zfar);
  9014. m[11] = 1.0 * rightHandedFactor;
  9015. m[12] = m[13] = m[15] = 0.0;
  9016. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9017. result._markAsUpdated();
  9018. };
  9019. /**
  9020. * Computes a complete transformation matrix
  9021. * @param viewport defines the viewport to use
  9022. * @param world defines the world matrix
  9023. * @param view defines the view matrix
  9024. * @param projection defines the projection matrix
  9025. * @param zmin defines the near clip plane
  9026. * @param zmax defines the far clip plane
  9027. * @returns the transformation matrix
  9028. */
  9029. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9030. var cw = viewport.width;
  9031. var ch = viewport.height;
  9032. var cx = viewport.x;
  9033. var cy = viewport.y;
  9034. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);
  9035. var matrix = MathTmp.Matrix[0];
  9036. world.multiplyToRef(view, matrix);
  9037. matrix.multiplyToRef(projection, matrix);
  9038. return matrix.multiply(viewportMatrix);
  9039. };
  9040. /**
  9041. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9042. * @param matrix defines the matrix to use
  9043. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9044. */
  9045. Matrix.GetAsMatrix2x2 = function (matrix) {
  9046. var m = matrix.m;
  9047. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9048. };
  9049. /**
  9050. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9051. * @param matrix defines the matrix to use
  9052. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9053. */
  9054. Matrix.GetAsMatrix3x3 = function (matrix) {
  9055. var m = matrix.m;
  9056. return new Float32Array([
  9057. m[0], m[1], m[2],
  9058. m[4], m[5], m[6],
  9059. m[8], m[9], m[10]
  9060. ]);
  9061. };
  9062. /**
  9063. * Compute the transpose of a given matrix
  9064. * @param matrix defines the matrix to transpose
  9065. * @returns the new matrix
  9066. */
  9067. Matrix.Transpose = function (matrix) {
  9068. var result = new Matrix();
  9069. Matrix.TransposeToRef(matrix, result);
  9070. return result;
  9071. };
  9072. /**
  9073. * Compute the transpose of a matrix and store it in a target matrix
  9074. * @param matrix defines the matrix to transpose
  9075. * @param result defines the target matrix
  9076. */
  9077. Matrix.TransposeToRef = function (matrix, result) {
  9078. var rm = result._m;
  9079. var mm = matrix.m;
  9080. rm[0] = mm[0];
  9081. rm[1] = mm[4];
  9082. rm[2] = mm[8];
  9083. rm[3] = mm[12];
  9084. rm[4] = mm[1];
  9085. rm[5] = mm[5];
  9086. rm[6] = mm[9];
  9087. rm[7] = mm[13];
  9088. rm[8] = mm[2];
  9089. rm[9] = mm[6];
  9090. rm[10] = mm[10];
  9091. rm[11] = mm[14];
  9092. rm[12] = mm[3];
  9093. rm[13] = mm[7];
  9094. rm[14] = mm[11];
  9095. rm[15] = mm[15];
  9096. // identity-ness does not change when transposing
  9097. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9098. };
  9099. /**
  9100. * Computes a reflection matrix from a plane
  9101. * @param plane defines the reflection plane
  9102. * @returns a new matrix
  9103. */
  9104. Matrix.Reflection = function (plane) {
  9105. var matrix = new Matrix();
  9106. Matrix.ReflectionToRef(plane, matrix);
  9107. return matrix;
  9108. };
  9109. /**
  9110. * Computes a reflection matrix from a plane
  9111. * @param plane defines the reflection plane
  9112. * @param result defines the target matrix
  9113. */
  9114. Matrix.ReflectionToRef = function (plane, result) {
  9115. plane.normalize();
  9116. var x = plane.normal.x;
  9117. var y = plane.normal.y;
  9118. var z = plane.normal.z;
  9119. var temp = -2 * x;
  9120. var temp2 = -2 * y;
  9121. var temp3 = -2 * z;
  9122. Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);
  9123. };
  9124. /**
  9125. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9126. * @param xaxis defines the value of the 1st axis
  9127. * @param yaxis defines the value of the 2nd axis
  9128. * @param zaxis defines the value of the 3rd axis
  9129. * @param result defines the target matrix
  9130. */
  9131. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9132. Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  9133. };
  9134. /**
  9135. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9136. * @param quat defines the quaternion to use
  9137. * @param result defines the target matrix
  9138. */
  9139. Matrix.FromQuaternionToRef = function (quat, result) {
  9140. var xx = quat.x * quat.x;
  9141. var yy = quat.y * quat.y;
  9142. var zz = quat.z * quat.z;
  9143. var xy = quat.x * quat.y;
  9144. var zw = quat.z * quat.w;
  9145. var zx = quat.z * quat.x;
  9146. var yw = quat.y * quat.w;
  9147. var yz = quat.y * quat.z;
  9148. var xw = quat.x * quat.w;
  9149. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9150. result._m[1] = 2.0 * (xy + zw);
  9151. result._m[2] = 2.0 * (zx - yw);
  9152. result._m[3] = 0.0;
  9153. result._m[4] = 2.0 * (xy - zw);
  9154. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9155. result._m[6] = 2.0 * (yz + xw);
  9156. result._m[7] = 0.0;
  9157. result._m[8] = 2.0 * (zx + yw);
  9158. result._m[9] = 2.0 * (yz - xw);
  9159. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9160. result._m[11] = 0.0;
  9161. result._m[12] = 0.0;
  9162. result._m[13] = 0.0;
  9163. result._m[14] = 0.0;
  9164. result._m[15] = 1.0;
  9165. result._markAsUpdated();
  9166. };
  9167. Matrix._updateFlagSeed = 0;
  9168. Matrix._identityReadOnly = Matrix.Identity();
  9169. return Matrix;
  9170. }());
  9171. BABYLON.Matrix = Matrix;
  9172. /**
  9173. * Represens a plane by the equation ax + by + cz + d = 0
  9174. */
  9175. var Plane = /** @class */ (function () {
  9176. /**
  9177. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9178. * @param a a component of the plane
  9179. * @param b b component of the plane
  9180. * @param c c component of the plane
  9181. * @param d d component of the plane
  9182. */
  9183. function Plane(a, b, c, d) {
  9184. this.normal = new Vector3(a, b, c);
  9185. this.d = d;
  9186. }
  9187. /**
  9188. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9189. */
  9190. Plane.prototype.asArray = function () {
  9191. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9192. };
  9193. // Methods
  9194. /**
  9195. * @returns a new plane copied from the current Plane.
  9196. */
  9197. Plane.prototype.clone = function () {
  9198. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9199. };
  9200. /**
  9201. * @returns the string "Plane".
  9202. */
  9203. Plane.prototype.getClassName = function () {
  9204. return "Plane";
  9205. };
  9206. /**
  9207. * @returns the Plane hash code.
  9208. */
  9209. Plane.prototype.getHashCode = function () {
  9210. var hash = this.normal.getHashCode();
  9211. hash = (hash * 397) ^ (this.d || 0);
  9212. return hash;
  9213. };
  9214. /**
  9215. * Normalize the current Plane in place.
  9216. * @returns the updated Plane.
  9217. */
  9218. Plane.prototype.normalize = function () {
  9219. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9220. var magnitude = 0.0;
  9221. if (norm !== 0) {
  9222. magnitude = 1.0 / norm;
  9223. }
  9224. this.normal.x *= magnitude;
  9225. this.normal.y *= magnitude;
  9226. this.normal.z *= magnitude;
  9227. this.d *= magnitude;
  9228. return this;
  9229. };
  9230. /**
  9231. * Applies a transformation the plane and returns the result
  9232. * @param transformation the transformation matrix to be applied to the plane
  9233. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9234. */
  9235. Plane.prototype.transform = function (transformation) {
  9236. var transposedMatrix = MathTmp.Matrix[0];
  9237. Matrix.TransposeToRef(transformation, transposedMatrix);
  9238. var m = transposedMatrix.m;
  9239. var x = this.normal.x;
  9240. var y = this.normal.y;
  9241. var z = this.normal.z;
  9242. var d = this.d;
  9243. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9244. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9245. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9246. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9247. return new Plane(normalX, normalY, normalZ, finalD);
  9248. };
  9249. /**
  9250. * Calcualtte the dot product between the point and the plane normal
  9251. * @param point point to calculate the dot product with
  9252. * @returns the dot product (float) of the point coordinates and the plane normal.
  9253. */
  9254. Plane.prototype.dotCoordinate = function (point) {
  9255. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9256. };
  9257. /**
  9258. * Updates the current Plane from the plane defined by the three given points.
  9259. * @param point1 one of the points used to contruct the plane
  9260. * @param point2 one of the points used to contruct the plane
  9261. * @param point3 one of the points used to contruct the plane
  9262. * @returns the updated Plane.
  9263. */
  9264. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9265. var x1 = point2.x - point1.x;
  9266. var y1 = point2.y - point1.y;
  9267. var z1 = point2.z - point1.z;
  9268. var x2 = point3.x - point1.x;
  9269. var y2 = point3.y - point1.y;
  9270. var z2 = point3.z - point1.z;
  9271. var yz = (y1 * z2) - (z1 * y2);
  9272. var xz = (z1 * x2) - (x1 * z2);
  9273. var xy = (x1 * y2) - (y1 * x2);
  9274. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9275. var invPyth;
  9276. if (pyth !== 0) {
  9277. invPyth = 1.0 / pyth;
  9278. }
  9279. else {
  9280. invPyth = 0.0;
  9281. }
  9282. this.normal.x = yz * invPyth;
  9283. this.normal.y = xz * invPyth;
  9284. this.normal.z = xy * invPyth;
  9285. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9286. return this;
  9287. };
  9288. /**
  9289. * Checks if the plane is facing a given direction
  9290. * @param direction the direction to check if the plane is facing
  9291. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9292. * @returns True is the vector "direction" is the same side than the plane normal.
  9293. */
  9294. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9295. var dot = Vector3.Dot(this.normal, direction);
  9296. return (dot <= epsilon);
  9297. };
  9298. /**
  9299. * Calculates the distance to a point
  9300. * @param point point to calculate distance to
  9301. * @returns the signed distance (float) from the given point to the Plane.
  9302. */
  9303. Plane.prototype.signedDistanceTo = function (point) {
  9304. return Vector3.Dot(point, this.normal) + this.d;
  9305. };
  9306. // Statics
  9307. /**
  9308. * Creates a plane from an array
  9309. * @param array the array to create a plane from
  9310. * @returns a new Plane from the given array.
  9311. */
  9312. Plane.FromArray = function (array) {
  9313. return new Plane(array[0], array[1], array[2], array[3]);
  9314. };
  9315. /**
  9316. * Creates a plane from three points
  9317. * @param point1 point used to create the plane
  9318. * @param point2 point used to create the plane
  9319. * @param point3 point used to create the plane
  9320. * @returns a new Plane defined by the three given points.
  9321. */
  9322. Plane.FromPoints = function (point1, point2, point3) {
  9323. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9324. result.copyFromPoints(point1, point2, point3);
  9325. return result;
  9326. };
  9327. /**
  9328. * Creates a plane from an origin point and a normal
  9329. * @param origin origin of the plane to be constructed
  9330. * @param normal normal of the plane to be constructed
  9331. * @returns a new Plane the normal vector to this plane at the given origin point.
  9332. * Note : the vector "normal" is updated because normalized.
  9333. */
  9334. Plane.FromPositionAndNormal = function (origin, normal) {
  9335. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9336. normal.normalize();
  9337. result.normal = normal;
  9338. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9339. return result;
  9340. };
  9341. /**
  9342. * Calculates the distance from a plane and a point
  9343. * @param origin origin of the plane to be constructed
  9344. * @param normal normal of the plane to be constructed
  9345. * @param point point to calculate distance to
  9346. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9347. */
  9348. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9349. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9350. return Vector3.Dot(point, normal) + d;
  9351. };
  9352. return Plane;
  9353. }());
  9354. BABYLON.Plane = Plane;
  9355. /**
  9356. * Class used to represent a viewport on screen
  9357. */
  9358. var Viewport = /** @class */ (function () {
  9359. /**
  9360. * Creates a Viewport object located at (x, y) and sized (width, height)
  9361. * @param x defines viewport left coordinate
  9362. * @param y defines viewport top coordinate
  9363. * @param width defines the viewport width
  9364. * @param height defines the viewport height
  9365. */
  9366. function Viewport(
  9367. /** viewport left coordinate */
  9368. x,
  9369. /** viewport top coordinate */
  9370. y,
  9371. /**viewport width */
  9372. width,
  9373. /** viewport height */
  9374. height) {
  9375. this.x = x;
  9376. this.y = y;
  9377. this.width = width;
  9378. this.height = height;
  9379. }
  9380. /**
  9381. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9382. * @param renderWidthOrEngine defines either an engine or the rendering width
  9383. * @param renderHeight defines the rendering height
  9384. * @returns a new Viewport
  9385. */
  9386. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9387. if (renderWidthOrEngine.getRenderWidth) {
  9388. var engine = renderWidthOrEngine;
  9389. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9390. }
  9391. var renderWidth = renderWidthOrEngine;
  9392. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9393. };
  9394. /**
  9395. * Returns a new Viewport copied from the current one
  9396. * @returns a new Viewport
  9397. */
  9398. Viewport.prototype.clone = function () {
  9399. return new Viewport(this.x, this.y, this.width, this.height);
  9400. };
  9401. return Viewport;
  9402. }());
  9403. BABYLON.Viewport = Viewport;
  9404. /**
  9405. * Reprasents a camera frustum
  9406. */
  9407. var Frustum = /** @class */ (function () {
  9408. function Frustum() {
  9409. }
  9410. /**
  9411. * Gets the planes representing the frustum
  9412. * @param transform matrix to be applied to the returned planes
  9413. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9414. */
  9415. Frustum.GetPlanes = function (transform) {
  9416. var frustumPlanes = [];
  9417. for (var index = 0; index < 6; index++) {
  9418. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9419. }
  9420. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9421. return frustumPlanes;
  9422. };
  9423. /**
  9424. * Gets the near frustum plane transformed by the transform matrix
  9425. * @param transform transformation matrix to be applied to the resulting frustum plane
  9426. * @param frustumPlane the resuling frustum plane
  9427. */
  9428. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9429. var m = transform.m;
  9430. frustumPlane.normal.x = m[3] + m[2];
  9431. frustumPlane.normal.y = m[7] + m[6];
  9432. frustumPlane.normal.z = m[11] + m[10];
  9433. frustumPlane.d = m[15] + m[14];
  9434. frustumPlane.normalize();
  9435. };
  9436. /**
  9437. * Gets the far frustum plane transformed by the transform matrix
  9438. * @param transform transformation matrix to be applied to the resulting frustum plane
  9439. * @param frustumPlane the resuling frustum plane
  9440. */
  9441. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9442. var m = transform.m;
  9443. frustumPlane.normal.x = m[3] - m[2];
  9444. frustumPlane.normal.y = m[7] - m[6];
  9445. frustumPlane.normal.z = m[11] - m[10];
  9446. frustumPlane.d = m[15] - m[14];
  9447. frustumPlane.normalize();
  9448. };
  9449. /**
  9450. * Gets the left frustum plane transformed by the transform matrix
  9451. * @param transform transformation matrix to be applied to the resulting frustum plane
  9452. * @param frustumPlane the resuling frustum plane
  9453. */
  9454. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9455. var m = transform.m;
  9456. frustumPlane.normal.x = m[3] + m[0];
  9457. frustumPlane.normal.y = m[7] + m[4];
  9458. frustumPlane.normal.z = m[11] + m[8];
  9459. frustumPlane.d = m[15] + m[12];
  9460. frustumPlane.normalize();
  9461. };
  9462. /**
  9463. * Gets the right frustum plane transformed by the transform matrix
  9464. * @param transform transformation matrix to be applied to the resulting frustum plane
  9465. * @param frustumPlane the resuling frustum plane
  9466. */
  9467. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9468. var m = transform.m;
  9469. frustumPlane.normal.x = m[3] - m[0];
  9470. frustumPlane.normal.y = m[7] - m[4];
  9471. frustumPlane.normal.z = m[11] - m[8];
  9472. frustumPlane.d = m[15] - m[12];
  9473. frustumPlane.normalize();
  9474. };
  9475. /**
  9476. * Gets the top frustum plane transformed by the transform matrix
  9477. * @param transform transformation matrix to be applied to the resulting frustum plane
  9478. * @param frustumPlane the resuling frustum plane
  9479. */
  9480. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9481. var m = transform.m;
  9482. frustumPlane.normal.x = m[3] - m[1];
  9483. frustumPlane.normal.y = m[7] - m[5];
  9484. frustumPlane.normal.z = m[11] - m[9];
  9485. frustumPlane.d = m[15] - m[13];
  9486. frustumPlane.normalize();
  9487. };
  9488. /**
  9489. * Gets the bottom frustum plane transformed by the transform matrix
  9490. * @param transform transformation matrix to be applied to the resulting frustum plane
  9491. * @param frustumPlane the resuling frustum plane
  9492. */
  9493. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9494. var m = transform.m;
  9495. frustumPlane.normal.x = m[3] + m[1];
  9496. frustumPlane.normal.y = m[7] + m[5];
  9497. frustumPlane.normal.z = m[11] + m[9];
  9498. frustumPlane.d = m[15] + m[13];
  9499. frustumPlane.normalize();
  9500. };
  9501. /**
  9502. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9503. * @param transform transformation matrix to be applied to the resulting frustum planes
  9504. * @param frustumPlanes the resuling frustum planes
  9505. */
  9506. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9507. // Near
  9508. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9509. // Far
  9510. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9511. // Left
  9512. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9513. // Right
  9514. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9515. // Top
  9516. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9517. // Bottom
  9518. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9519. };
  9520. return Frustum;
  9521. }());
  9522. BABYLON.Frustum = Frustum;
  9523. /** Defines supported spaces */
  9524. var Space;
  9525. (function (Space) {
  9526. /** Local (object) space */
  9527. Space[Space["LOCAL"] = 0] = "LOCAL";
  9528. /** World space */
  9529. Space[Space["WORLD"] = 1] = "WORLD";
  9530. /** Bone space */
  9531. Space[Space["BONE"] = 2] = "BONE";
  9532. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9533. /** Defines the 3 main axes */
  9534. var Axis = /** @class */ (function () {
  9535. function Axis() {
  9536. }
  9537. /** X axis */
  9538. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9539. /** Y axis */
  9540. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9541. /** Z axis */
  9542. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9543. return Axis;
  9544. }());
  9545. BABYLON.Axis = Axis;
  9546. /** Class used to represent a Bezier curve */
  9547. var BezierCurve = /** @class */ (function () {
  9548. function BezierCurve() {
  9549. }
  9550. /**
  9551. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9552. * @param t defines the time
  9553. * @param x1 defines the left coordinate on X axis
  9554. * @param y1 defines the left coordinate on Y axis
  9555. * @param x2 defines the right coordinate on X axis
  9556. * @param y2 defines the right coordinate on Y axis
  9557. * @returns the interpolated value
  9558. */
  9559. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9560. // Extract X (which is equal to time here)
  9561. var f0 = 1 - 3 * x2 + 3 * x1;
  9562. var f1 = 3 * x2 - 6 * x1;
  9563. var f2 = 3 * x1;
  9564. var refinedT = t;
  9565. for (var i = 0; i < 5; i++) {
  9566. var refinedT2 = refinedT * refinedT;
  9567. var refinedT3 = refinedT2 * refinedT;
  9568. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9569. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9570. refinedT -= (x - t) * slope;
  9571. refinedT = Math.min(1, Math.max(0, refinedT));
  9572. }
  9573. // Resolve cubic bezier for the given x
  9574. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9575. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9576. Math.pow(refinedT, 3);
  9577. };
  9578. return BezierCurve;
  9579. }());
  9580. BABYLON.BezierCurve = BezierCurve;
  9581. /**
  9582. * Defines potential orientation for back face culling
  9583. */
  9584. var Orientation;
  9585. (function (Orientation) {
  9586. /**
  9587. * Clockwise
  9588. */
  9589. Orientation[Orientation["CW"] = 0] = "CW";
  9590. /** Counter clockwise */
  9591. Orientation[Orientation["CCW"] = 1] = "CCW";
  9592. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9593. /**
  9594. * Defines angle representation
  9595. */
  9596. var Angle = /** @class */ (function () {
  9597. /**
  9598. * Creates an Angle object of "radians" radians (float).
  9599. */
  9600. function Angle(radians) {
  9601. this._radians = radians;
  9602. if (this._radians < 0.0) {
  9603. this._radians += (2.0 * Math.PI);
  9604. }
  9605. }
  9606. /**
  9607. * Get value in degrees
  9608. * @returns the Angle value in degrees (float)
  9609. */
  9610. Angle.prototype.degrees = function () {
  9611. return this._radians * 180.0 / Math.PI;
  9612. };
  9613. /**
  9614. * Get value in radians
  9615. * @returns the Angle value in radians (float)
  9616. */
  9617. Angle.prototype.radians = function () {
  9618. return this._radians;
  9619. };
  9620. /**
  9621. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9622. * @param a defines first vector
  9623. * @param b defines second vector
  9624. * @returns a new Angle
  9625. */
  9626. Angle.BetweenTwoPoints = function (a, b) {
  9627. var delta = b.subtract(a);
  9628. var theta = Math.atan2(delta.y, delta.x);
  9629. return new Angle(theta);
  9630. };
  9631. /**
  9632. * Gets a new Angle object from the given float in radians
  9633. * @param radians defines the angle value in radians
  9634. * @returns a new Angle
  9635. */
  9636. Angle.FromRadians = function (radians) {
  9637. return new Angle(radians);
  9638. };
  9639. /**
  9640. * Gets a new Angle object from the given float in degrees
  9641. * @param degrees defines the angle value in degrees
  9642. * @returns a new Angle
  9643. */
  9644. Angle.FromDegrees = function (degrees) {
  9645. return new Angle(degrees * Math.PI / 180.0);
  9646. };
  9647. return Angle;
  9648. }());
  9649. BABYLON.Angle = Angle;
  9650. /**
  9651. * This represents an arc in a 2d space.
  9652. */
  9653. var Arc2 = /** @class */ (function () {
  9654. /**
  9655. * Creates an Arc object from the three given points : start, middle and end.
  9656. * @param startPoint Defines the start point of the arc
  9657. * @param midPoint Defines the midlle point of the arc
  9658. * @param endPoint Defines the end point of the arc
  9659. */
  9660. function Arc2(
  9661. /** Defines the start point of the arc */
  9662. startPoint,
  9663. /** Defines the mid point of the arc */
  9664. midPoint,
  9665. /** Defines the end point of the arc */
  9666. endPoint) {
  9667. this.startPoint = startPoint;
  9668. this.midPoint = midPoint;
  9669. this.endPoint = endPoint;
  9670. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9671. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9672. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9673. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9674. 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);
  9675. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9676. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9677. var a1 = this.startAngle.degrees();
  9678. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9679. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9680. // angles correction
  9681. if (a2 - a1 > +180.0) {
  9682. a2 -= 360.0;
  9683. }
  9684. if (a2 - a1 < -180.0) {
  9685. a2 += 360.0;
  9686. }
  9687. if (a3 - a2 > +180.0) {
  9688. a3 -= 360.0;
  9689. }
  9690. if (a3 - a2 < -180.0) {
  9691. a3 += 360.0;
  9692. }
  9693. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9694. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9695. }
  9696. return Arc2;
  9697. }());
  9698. BABYLON.Arc2 = Arc2;
  9699. /**
  9700. * Represents a 2D path made up of multiple 2D points
  9701. */
  9702. var Path2 = /** @class */ (function () {
  9703. /**
  9704. * Creates a Path2 object from the starting 2D coordinates x and y.
  9705. * @param x the starting points x value
  9706. * @param y the starting points y value
  9707. */
  9708. function Path2(x, y) {
  9709. this._points = new Array();
  9710. this._length = 0.0;
  9711. /**
  9712. * If the path start and end point are the same
  9713. */
  9714. this.closed = false;
  9715. this._points.push(new Vector2(x, y));
  9716. }
  9717. /**
  9718. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9719. * @param x the added points x value
  9720. * @param y the added points y value
  9721. * @returns the updated Path2.
  9722. */
  9723. Path2.prototype.addLineTo = function (x, y) {
  9724. if (this.closed) {
  9725. return this;
  9726. }
  9727. var newPoint = new Vector2(x, y);
  9728. var previousPoint = this._points[this._points.length - 1];
  9729. this._points.push(newPoint);
  9730. this._length += newPoint.subtract(previousPoint).length();
  9731. return this;
  9732. };
  9733. /**
  9734. * 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.
  9735. * @param midX middle point x value
  9736. * @param midY middle point y value
  9737. * @param endX end point x value
  9738. * @param endY end point y value
  9739. * @param numberOfSegments (default: 36)
  9740. * @returns the updated Path2.
  9741. */
  9742. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9743. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9744. if (this.closed) {
  9745. return this;
  9746. }
  9747. var startPoint = this._points[this._points.length - 1];
  9748. var midPoint = new Vector2(midX, midY);
  9749. var endPoint = new Vector2(endX, endY);
  9750. var arc = new Arc2(startPoint, midPoint, endPoint);
  9751. var increment = arc.angle.radians() / numberOfSegments;
  9752. if (arc.orientation === Orientation.CW) {
  9753. increment *= -1;
  9754. }
  9755. var currentAngle = arc.startAngle.radians() + increment;
  9756. for (var i = 0; i < numberOfSegments; i++) {
  9757. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9758. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9759. this.addLineTo(x, y);
  9760. currentAngle += increment;
  9761. }
  9762. return this;
  9763. };
  9764. /**
  9765. * Closes the Path2.
  9766. * @returns the Path2.
  9767. */
  9768. Path2.prototype.close = function () {
  9769. this.closed = true;
  9770. return this;
  9771. };
  9772. /**
  9773. * Gets the sum of the distance between each sequential point in the path
  9774. * @returns the Path2 total length (float).
  9775. */
  9776. Path2.prototype.length = function () {
  9777. var result = this._length;
  9778. if (!this.closed) {
  9779. var lastPoint = this._points[this._points.length - 1];
  9780. var firstPoint = this._points[0];
  9781. result += (firstPoint.subtract(lastPoint).length());
  9782. }
  9783. return result;
  9784. };
  9785. /**
  9786. * Gets the points which construct the path
  9787. * @returns the Path2 internal array of points.
  9788. */
  9789. Path2.prototype.getPoints = function () {
  9790. return this._points;
  9791. };
  9792. /**
  9793. * Retreives the point at the distance aways from the starting point
  9794. * @param normalizedLengthPosition the length along the path to retreive the point from
  9795. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9796. */
  9797. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9798. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9799. return Vector2.Zero();
  9800. }
  9801. var lengthPosition = normalizedLengthPosition * this.length();
  9802. var previousOffset = 0;
  9803. for (var i = 0; i < this._points.length; i++) {
  9804. var j = (i + 1) % this._points.length;
  9805. var a = this._points[i];
  9806. var b = this._points[j];
  9807. var bToA = b.subtract(a);
  9808. var nextOffset = (bToA.length() + previousOffset);
  9809. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9810. var dir = bToA.normalize();
  9811. var localOffset = lengthPosition - previousOffset;
  9812. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9813. }
  9814. previousOffset = nextOffset;
  9815. }
  9816. return Vector2.Zero();
  9817. };
  9818. /**
  9819. * Creates a new path starting from an x and y position
  9820. * @param x starting x value
  9821. * @param y starting y value
  9822. * @returns a new Path2 starting at the coordinates (x, y).
  9823. */
  9824. Path2.StartingAt = function (x, y) {
  9825. return new Path2(x, y);
  9826. };
  9827. return Path2;
  9828. }());
  9829. BABYLON.Path2 = Path2;
  9830. /**
  9831. * Represents a 3D path made up of multiple 3D points
  9832. */
  9833. var Path3D = /** @class */ (function () {
  9834. /**
  9835. * new Path3D(path, normal, raw)
  9836. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9837. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9838. * @param path an array of Vector3, the curve axis of the Path3D
  9839. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9840. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9841. */
  9842. function Path3D(
  9843. /**
  9844. * an array of Vector3, the curve axis of the Path3D
  9845. */
  9846. path, firstNormal, raw) {
  9847. if (firstNormal === void 0) { firstNormal = null; }
  9848. this.path = path;
  9849. this._curve = new Array();
  9850. this._distances = new Array();
  9851. this._tangents = new Array();
  9852. this._normals = new Array();
  9853. this._binormals = new Array();
  9854. for (var p = 0; p < path.length; p++) {
  9855. this._curve[p] = path[p].clone(); // hard copy
  9856. }
  9857. this._raw = raw || false;
  9858. this._compute(firstNormal);
  9859. }
  9860. /**
  9861. * Returns the Path3D array of successive Vector3 designing its curve.
  9862. * @returns the Path3D array of successive Vector3 designing its curve.
  9863. */
  9864. Path3D.prototype.getCurve = function () {
  9865. return this._curve;
  9866. };
  9867. /**
  9868. * Returns an array populated with tangent vectors on each Path3D curve point.
  9869. * @returns an array populated with tangent vectors on each Path3D curve point.
  9870. */
  9871. Path3D.prototype.getTangents = function () {
  9872. return this._tangents;
  9873. };
  9874. /**
  9875. * Returns an array populated with normal vectors on each Path3D curve point.
  9876. * @returns an array populated with normal vectors on each Path3D curve point.
  9877. */
  9878. Path3D.prototype.getNormals = function () {
  9879. return this._normals;
  9880. };
  9881. /**
  9882. * Returns an array populated with binormal vectors on each Path3D curve point.
  9883. * @returns an array populated with binormal vectors on each Path3D curve point.
  9884. */
  9885. Path3D.prototype.getBinormals = function () {
  9886. return this._binormals;
  9887. };
  9888. /**
  9889. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9890. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9891. */
  9892. Path3D.prototype.getDistances = function () {
  9893. return this._distances;
  9894. };
  9895. /**
  9896. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9897. * @param path path which all values are copied into the curves points
  9898. * @param firstNormal which should be projected onto the curve
  9899. * @returns the same object updated.
  9900. */
  9901. Path3D.prototype.update = function (path, firstNormal) {
  9902. if (firstNormal === void 0) { firstNormal = null; }
  9903. for (var p = 0; p < path.length; p++) {
  9904. this._curve[p].x = path[p].x;
  9905. this._curve[p].y = path[p].y;
  9906. this._curve[p].z = path[p].z;
  9907. }
  9908. this._compute(firstNormal);
  9909. return this;
  9910. };
  9911. // private function compute() : computes tangents, normals and binormals
  9912. Path3D.prototype._compute = function (firstNormal) {
  9913. var l = this._curve.length;
  9914. // first and last tangents
  9915. this._tangents[0] = this._getFirstNonNullVector(0);
  9916. if (!this._raw) {
  9917. this._tangents[0].normalize();
  9918. }
  9919. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9920. if (!this._raw) {
  9921. this._tangents[l - 1].normalize();
  9922. }
  9923. // normals and binormals at first point : arbitrary vector with _normalVector()
  9924. var tg0 = this._tangents[0];
  9925. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9926. this._normals[0] = pp0;
  9927. if (!this._raw) {
  9928. this._normals[0].normalize();
  9929. }
  9930. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9931. if (!this._raw) {
  9932. this._binormals[0].normalize();
  9933. }
  9934. this._distances[0] = 0.0;
  9935. // normals and binormals : next points
  9936. var prev; // previous vector (segment)
  9937. var cur; // current vector (segment)
  9938. var curTang; // current tangent
  9939. // previous normal
  9940. var prevBinor; // previous binormal
  9941. for (var i = 1; i < l; i++) {
  9942. // tangents
  9943. prev = this._getLastNonNullVector(i);
  9944. if (i < l - 1) {
  9945. cur = this._getFirstNonNullVector(i);
  9946. this._tangents[i] = prev.add(cur);
  9947. this._tangents[i].normalize();
  9948. }
  9949. this._distances[i] = this._distances[i - 1] + prev.length();
  9950. // normals and binormals
  9951. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9952. curTang = this._tangents[i];
  9953. prevBinor = this._binormals[i - 1];
  9954. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9955. if (!this._raw) {
  9956. this._normals[i].normalize();
  9957. }
  9958. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9959. if (!this._raw) {
  9960. this._binormals[i].normalize();
  9961. }
  9962. }
  9963. };
  9964. // private function getFirstNonNullVector(index)
  9965. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9966. Path3D.prototype._getFirstNonNullVector = function (index) {
  9967. var i = 1;
  9968. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9969. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9970. i++;
  9971. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9972. }
  9973. return nNVector;
  9974. };
  9975. // private function getLastNonNullVector(index)
  9976. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9977. Path3D.prototype._getLastNonNullVector = function (index) {
  9978. var i = 1;
  9979. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9980. while (nLVector.length() === 0 && index > i + 1) {
  9981. i++;
  9982. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9983. }
  9984. return nLVector;
  9985. };
  9986. // private function normalVector(v0, vt, va) :
  9987. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9988. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9989. Path3D.prototype._normalVector = function (v0, vt, va) {
  9990. var normal0;
  9991. var tgl = vt.length();
  9992. if (tgl === 0.0) {
  9993. tgl = 1.0;
  9994. }
  9995. if (va === undefined || va === null) {
  9996. var point;
  9997. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9998. point = new Vector3(0.0, -1.0, 0.0);
  9999. }
  10000. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10001. point = new Vector3(1.0, 0.0, 0.0);
  10002. }
  10003. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10004. point = new Vector3(0.0, 0.0, 1.0);
  10005. }
  10006. else {
  10007. point = Vector3.Zero();
  10008. }
  10009. normal0 = Vector3.Cross(vt, point);
  10010. }
  10011. else {
  10012. normal0 = Vector3.Cross(vt, va);
  10013. Vector3.CrossToRef(normal0, vt, normal0);
  10014. }
  10015. normal0.normalize();
  10016. return normal0;
  10017. };
  10018. return Path3D;
  10019. }());
  10020. BABYLON.Path3D = Path3D;
  10021. /**
  10022. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10023. * A Curve3 is designed from a series of successive Vector3.
  10024. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10025. */
  10026. var Curve3 = /** @class */ (function () {
  10027. /**
  10028. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10029. * A Curve3 is designed from a series of successive Vector3.
  10030. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10031. * @param points points which make up the curve
  10032. */
  10033. function Curve3(points) {
  10034. this._length = 0.0;
  10035. this._points = points;
  10036. this._length = this._computeLength(points);
  10037. }
  10038. /**
  10039. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10040. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10041. * @param v1 (Vector3) the control point
  10042. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10043. * @param nbPoints (integer) the wanted number of points in the curve
  10044. * @returns the created Curve3
  10045. */
  10046. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10047. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10048. var bez = new Array();
  10049. var equation = function (t, val0, val1, val2) {
  10050. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10051. return res;
  10052. };
  10053. for (var i = 0; i <= nbPoints; i++) {
  10054. 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)));
  10055. }
  10056. return new Curve3(bez);
  10057. };
  10058. /**
  10059. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10060. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10061. * @param v1 (Vector3) the first control point
  10062. * @param v2 (Vector3) the second control point
  10063. * @param v3 (Vector3) the end point of the Cubic Bezier
  10064. * @param nbPoints (integer) the wanted number of points in the curve
  10065. * @returns the created Curve3
  10066. */
  10067. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10068. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10069. var bez = new Array();
  10070. var equation = function (t, val0, val1, val2, val3) {
  10071. 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;
  10072. return res;
  10073. };
  10074. for (var i = 0; i <= nbPoints; i++) {
  10075. 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)));
  10076. }
  10077. return new Curve3(bez);
  10078. };
  10079. /**
  10080. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10081. * @param p1 (Vector3) the origin point of the Hermite Spline
  10082. * @param t1 (Vector3) the tangent vector at the origin point
  10083. * @param p2 (Vector3) the end point of the Hermite Spline
  10084. * @param t2 (Vector3) the tangent vector at the end point
  10085. * @param nbPoints (integer) the wanted number of points in the curve
  10086. * @returns the created Curve3
  10087. */
  10088. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10089. var hermite = new Array();
  10090. var step = 1.0 / nbPoints;
  10091. for (var i = 0; i <= nbPoints; i++) {
  10092. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10093. }
  10094. return new Curve3(hermite);
  10095. };
  10096. /**
  10097. * Returns a Curve3 object along a CatmullRom Spline curve :
  10098. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10099. * @param nbPoints (integer) the wanted number of points between each curve control points
  10100. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10101. * @returns the created Curve3
  10102. */
  10103. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10104. var catmullRom = new Array();
  10105. var step = 1.0 / nbPoints;
  10106. var amount = 0.0;
  10107. if (closed) {
  10108. var pointsCount = points.length;
  10109. for (var i = 0; i < pointsCount; i++) {
  10110. amount = 0;
  10111. for (var c = 0; c < nbPoints; c++) {
  10112. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10113. amount += step;
  10114. }
  10115. }
  10116. catmullRom.push(catmullRom[0]);
  10117. }
  10118. else {
  10119. var totalPoints = new Array();
  10120. totalPoints.push(points[0].clone());
  10121. Array.prototype.push.apply(totalPoints, points);
  10122. totalPoints.push(points[points.length - 1].clone());
  10123. for (var i = 0; i < totalPoints.length - 3; i++) {
  10124. amount = 0;
  10125. for (var c = 0; c < nbPoints; c++) {
  10126. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10127. amount += step;
  10128. }
  10129. }
  10130. i--;
  10131. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10132. }
  10133. return new Curve3(catmullRom);
  10134. };
  10135. /**
  10136. * @returns the Curve3 stored array of successive Vector3
  10137. */
  10138. Curve3.prototype.getPoints = function () {
  10139. return this._points;
  10140. };
  10141. /**
  10142. * @returns the computed length (float) of the curve.
  10143. */
  10144. Curve3.prototype.length = function () {
  10145. return this._length;
  10146. };
  10147. /**
  10148. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10149. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10150. * curveA and curveB keep unchanged.
  10151. * @param curve the curve to continue from this curve
  10152. * @returns the newly constructed curve
  10153. */
  10154. Curve3.prototype.continue = function (curve) {
  10155. var lastPoint = this._points[this._points.length - 1];
  10156. var continuedPoints = this._points.slice();
  10157. var curvePoints = curve.getPoints();
  10158. for (var i = 1; i < curvePoints.length; i++) {
  10159. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10160. }
  10161. var continuedCurve = new Curve3(continuedPoints);
  10162. return continuedCurve;
  10163. };
  10164. Curve3.prototype._computeLength = function (path) {
  10165. var l = 0;
  10166. for (var i = 1; i < path.length; i++) {
  10167. l += (path[i].subtract(path[i - 1])).length();
  10168. }
  10169. return l;
  10170. };
  10171. return Curve3;
  10172. }());
  10173. BABYLON.Curve3 = Curve3;
  10174. // Vertex formats
  10175. /**
  10176. * Contains position and normal vectors for a vertex
  10177. */
  10178. var PositionNormalVertex = /** @class */ (function () {
  10179. /**
  10180. * Creates a PositionNormalVertex
  10181. * @param position the position of the vertex (defaut: 0,0,0)
  10182. * @param normal the normal of the vertex (defaut: 0,1,0)
  10183. */
  10184. function PositionNormalVertex(
  10185. /** the position of the vertex (defaut: 0,0,0) */
  10186. position,
  10187. /** the normal of the vertex (defaut: 0,1,0) */
  10188. normal) {
  10189. if (position === void 0) { position = Vector3.Zero(); }
  10190. if (normal === void 0) { normal = Vector3.Up(); }
  10191. this.position = position;
  10192. this.normal = normal;
  10193. }
  10194. /**
  10195. * Clones the PositionNormalVertex
  10196. * @returns the cloned PositionNormalVertex
  10197. */
  10198. PositionNormalVertex.prototype.clone = function () {
  10199. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10200. };
  10201. return PositionNormalVertex;
  10202. }());
  10203. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10204. /**
  10205. * Contains position, normal and uv vectors for a vertex
  10206. */
  10207. var PositionNormalTextureVertex = /** @class */ (function () {
  10208. /**
  10209. * Creates a PositionNormalTextureVertex
  10210. * @param position the position of the vertex (defaut: 0,0,0)
  10211. * @param normal the normal of the vertex (defaut: 0,1,0)
  10212. * @param uv the uv of the vertex (default: 0,0)
  10213. */
  10214. function PositionNormalTextureVertex(
  10215. /** the position of the vertex (defaut: 0,0,0) */
  10216. position,
  10217. /** the normal of the vertex (defaut: 0,1,0) */
  10218. normal,
  10219. /** the uv of the vertex (default: 0,0) */
  10220. uv) {
  10221. if (position === void 0) { position = Vector3.Zero(); }
  10222. if (normal === void 0) { normal = Vector3.Up(); }
  10223. if (uv === void 0) { uv = Vector2.Zero(); }
  10224. this.position = position;
  10225. this.normal = normal;
  10226. this.uv = uv;
  10227. }
  10228. /**
  10229. * Clones the PositionNormalTextureVertex
  10230. * @returns the cloned PositionNormalTextureVertex
  10231. */
  10232. PositionNormalTextureVertex.prototype.clone = function () {
  10233. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10234. };
  10235. return PositionNormalTextureVertex;
  10236. }());
  10237. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10238. // Temporary pre-allocated objects for engine internal use
  10239. // usage in any internal function :
  10240. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10241. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10242. /**
  10243. * @hidden
  10244. */
  10245. var Tmp = /** @class */ (function () {
  10246. function Tmp() {
  10247. }
  10248. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10249. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10250. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10251. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10252. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10253. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10254. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10255. return Tmp;
  10256. }());
  10257. BABYLON.Tmp = Tmp;
  10258. /**
  10259. * @hidden
  10260. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10261. */
  10262. var MathTmp = /** @class */ (function () {
  10263. function MathTmp() {
  10264. }
  10265. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10266. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10267. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10268. return MathTmp;
  10269. }());
  10270. })(BABYLON || (BABYLON = {}));
  10271. //# sourceMappingURL=babylon.math.js.map
  10272. var BABYLON;
  10273. (function (BABYLON) {
  10274. /**
  10275. * Scalar computation library
  10276. */
  10277. var Scalar = /** @class */ (function () {
  10278. function Scalar() {
  10279. }
  10280. /**
  10281. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10282. * @param a number
  10283. * @param b number
  10284. * @param epsilon (default = 1.401298E-45)
  10285. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10286. */
  10287. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10288. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10289. var num = a - b;
  10290. return -epsilon <= num && num <= epsilon;
  10291. };
  10292. /**
  10293. * Returns a string : the upper case translation of the number i to hexadecimal.
  10294. * @param i number
  10295. * @returns the upper case translation of the number i to hexadecimal.
  10296. */
  10297. Scalar.ToHex = function (i) {
  10298. var str = i.toString(16);
  10299. if (i <= 15) {
  10300. return ("0" + str).toUpperCase();
  10301. }
  10302. return str.toUpperCase();
  10303. };
  10304. /**
  10305. * Returns -1 if value is negative and +1 is value is positive.
  10306. * @param value the value
  10307. * @returns the value itself if it's equal to zero.
  10308. */
  10309. Scalar.Sign = function (value) {
  10310. value = +value; // convert to a number
  10311. if (value === 0 || isNaN(value)) {
  10312. return value;
  10313. }
  10314. return value > 0 ? 1 : -1;
  10315. };
  10316. /**
  10317. * Returns the value itself if it's between min and max.
  10318. * Returns min if the value is lower than min.
  10319. * Returns max if the value is greater than max.
  10320. * @param value the value to clmap
  10321. * @param min the min value to clamp to (default: 0)
  10322. * @param max the max value to clamp to (default: 1)
  10323. * @returns the clamped value
  10324. */
  10325. Scalar.Clamp = function (value, min, max) {
  10326. if (min === void 0) { min = 0; }
  10327. if (max === void 0) { max = 1; }
  10328. return Math.min(max, Math.max(min, value));
  10329. };
  10330. /**
  10331. * the log2 of value.
  10332. * @param value the value to compute log2 of
  10333. * @returns the log2 of value.
  10334. */
  10335. Scalar.Log2 = function (value) {
  10336. return Math.log(value) * Math.LOG2E;
  10337. };
  10338. /**
  10339. * Loops the value, so that it is never larger than length and never smaller than 0.
  10340. *
  10341. * This is similar to the modulo operator but it works with floating point numbers.
  10342. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10343. * With t = 5 and length = 2.5, the result would be 0.0.
  10344. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10345. * @param value the value
  10346. * @param length the length
  10347. * @returns the looped value
  10348. */
  10349. Scalar.Repeat = function (value, length) {
  10350. return value - Math.floor(value / length) * length;
  10351. };
  10352. /**
  10353. * Normalize the value between 0.0 and 1.0 using min and max values
  10354. * @param value value to normalize
  10355. * @param min max to normalize between
  10356. * @param max min to normalize between
  10357. * @returns the normalized value
  10358. */
  10359. Scalar.Normalize = function (value, min, max) {
  10360. return (value - min) / (max - min);
  10361. };
  10362. /**
  10363. * Denormalize the value from 0.0 and 1.0 using min and max values
  10364. * @param normalized value to denormalize
  10365. * @param min max to denormalize between
  10366. * @param max min to denormalize between
  10367. * @returns the denormalized value
  10368. */
  10369. Scalar.Denormalize = function (normalized, min, max) {
  10370. return (normalized * (max - min) + min);
  10371. };
  10372. /**
  10373. * Calculates the shortest difference between two given angles given in degrees.
  10374. * @param current current angle in degrees
  10375. * @param target target angle in degrees
  10376. * @returns the delta
  10377. */
  10378. Scalar.DeltaAngle = function (current, target) {
  10379. var num = Scalar.Repeat(target - current, 360.0);
  10380. if (num > 180.0) {
  10381. num -= 360.0;
  10382. }
  10383. return num;
  10384. };
  10385. /**
  10386. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10387. * @param tx value
  10388. * @param length length
  10389. * @returns The returned value will move back and forth between 0 and length
  10390. */
  10391. Scalar.PingPong = function (tx, length) {
  10392. var t = Scalar.Repeat(tx, length * 2.0);
  10393. return length - Math.abs(t - length);
  10394. };
  10395. /**
  10396. * Interpolates between min and max with smoothing at the limits.
  10397. *
  10398. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10399. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10400. * @param from from
  10401. * @param to to
  10402. * @param tx value
  10403. * @returns the smooth stepped value
  10404. */
  10405. Scalar.SmoothStep = function (from, to, tx) {
  10406. var t = Scalar.Clamp(tx);
  10407. t = -2.0 * t * t * t + 3.0 * t * t;
  10408. return to * t + from * (1.0 - t);
  10409. };
  10410. /**
  10411. * Moves a value current towards target.
  10412. *
  10413. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10414. * Negative values of maxDelta pushes the value away from target.
  10415. * @param current current value
  10416. * @param target target value
  10417. * @param maxDelta max distance to move
  10418. * @returns resulting value
  10419. */
  10420. Scalar.MoveTowards = function (current, target, maxDelta) {
  10421. var result = 0;
  10422. if (Math.abs(target - current) <= maxDelta) {
  10423. result = target;
  10424. }
  10425. else {
  10426. result = current + Scalar.Sign(target - current) * maxDelta;
  10427. }
  10428. return result;
  10429. };
  10430. /**
  10431. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10432. *
  10433. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10434. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10435. * @param current current value
  10436. * @param target target value
  10437. * @param maxDelta max distance to move
  10438. * @returns resulting angle
  10439. */
  10440. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10441. var num = Scalar.DeltaAngle(current, target);
  10442. var result = 0;
  10443. if (-maxDelta < num && num < maxDelta) {
  10444. result = target;
  10445. }
  10446. else {
  10447. target = current + num;
  10448. result = Scalar.MoveTowards(current, target, maxDelta);
  10449. }
  10450. return result;
  10451. };
  10452. /**
  10453. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10454. * @param start start value
  10455. * @param end target value
  10456. * @param amount amount to lerp between
  10457. * @returns the lerped value
  10458. */
  10459. Scalar.Lerp = function (start, end, amount) {
  10460. return start + ((end - start) * amount);
  10461. };
  10462. /**
  10463. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10464. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10465. * @param start start value
  10466. * @param end target value
  10467. * @param amount amount to lerp between
  10468. * @returns the lerped value
  10469. */
  10470. Scalar.LerpAngle = function (start, end, amount) {
  10471. var num = Scalar.Repeat(end - start, 360.0);
  10472. if (num > 180.0) {
  10473. num -= 360.0;
  10474. }
  10475. return start + num * Scalar.Clamp(amount);
  10476. };
  10477. /**
  10478. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10479. * @param a start value
  10480. * @param b target value
  10481. * @param value value between a and b
  10482. * @returns the inverseLerp value
  10483. */
  10484. Scalar.InverseLerp = function (a, b, value) {
  10485. var result = 0;
  10486. if (a != b) {
  10487. result = Scalar.Clamp((value - a) / (b - a));
  10488. }
  10489. else {
  10490. result = 0.0;
  10491. }
  10492. return result;
  10493. };
  10494. /**
  10495. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10496. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10497. * @param value1 spline value
  10498. * @param tangent1 spline value
  10499. * @param value2 spline value
  10500. * @param tangent2 spline value
  10501. * @param amount input value
  10502. * @returns hermite result
  10503. */
  10504. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10505. var squared = amount * amount;
  10506. var cubed = amount * squared;
  10507. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10508. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10509. var part3 = (cubed - (2.0 * squared)) + amount;
  10510. var part4 = cubed - squared;
  10511. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10512. };
  10513. /**
  10514. * Returns a random float number between and min and max values
  10515. * @param min min value of random
  10516. * @param max max value of random
  10517. * @returns random value
  10518. */
  10519. Scalar.RandomRange = function (min, max) {
  10520. if (min === max) {
  10521. return min;
  10522. }
  10523. return ((Math.random() * (max - min)) + min);
  10524. };
  10525. /**
  10526. * This function returns percentage of a number in a given range.
  10527. *
  10528. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10529. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10530. * @param number to convert to percentage
  10531. * @param min min range
  10532. * @param max max range
  10533. * @returns the percentage
  10534. */
  10535. Scalar.RangeToPercent = function (number, min, max) {
  10536. return ((number - min) / (max - min));
  10537. };
  10538. /**
  10539. * This function returns number that corresponds to the percentage in a given range.
  10540. *
  10541. * PercentToRange(0.34,0,100) will return 34.
  10542. * @param percent to convert to number
  10543. * @param min min range
  10544. * @param max max range
  10545. * @returns the number
  10546. */
  10547. Scalar.PercentToRange = function (percent, min, max) {
  10548. return ((max - min) * percent + min);
  10549. };
  10550. /**
  10551. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10552. * @param angle The angle to normalize in radian.
  10553. * @return The converted angle.
  10554. */
  10555. Scalar.NormalizeRadians = function (angle) {
  10556. // More precise but slower version kept for reference.
  10557. // angle = angle % Tools.TwoPi;
  10558. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10559. //if (angle > Math.PI) {
  10560. // angle -= Tools.TwoPi;
  10561. //}
  10562. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10563. return angle;
  10564. };
  10565. /**
  10566. * Two pi constants convenient for computation.
  10567. */
  10568. Scalar.TwoPi = Math.PI * 2;
  10569. return Scalar;
  10570. }());
  10571. BABYLON.Scalar = Scalar;
  10572. })(BABYLON || (BABYLON = {}));
  10573. //# sourceMappingURL=babylon.math.scalar.js.map
  10574. //# sourceMappingURL=babylon.mixins.js.map
  10575. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10576. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10577. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10578. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10579. //# sourceMappingURL=babylon.webgl2.js.map
  10580. var BABYLON;
  10581. (function (BABYLON) {
  10582. var __decoratorInitialStore = {};
  10583. var __mergedStore = {};
  10584. var _copySource = function (creationFunction, source, instanciate) {
  10585. var destination = creationFunction();
  10586. // Tags
  10587. if (BABYLON.Tags) {
  10588. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10589. }
  10590. var classStore = getMergedStore(destination);
  10591. // Properties
  10592. for (var property in classStore) {
  10593. var propertyDescriptor = classStore[property];
  10594. var sourceProperty = source[property];
  10595. var propertyType = propertyDescriptor.type;
  10596. if (sourceProperty !== undefined && sourceProperty !== null) {
  10597. switch (propertyType) {
  10598. case 0: // Value
  10599. case 6: // Mesh reference
  10600. case 11: // Camera reference
  10601. destination[property] = sourceProperty;
  10602. break;
  10603. case 1: // Texture
  10604. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10605. break;
  10606. case 2: // Color3
  10607. case 3: // FresnelParameters
  10608. case 4: // Vector2
  10609. case 5: // Vector3
  10610. case 7: // Color Curves
  10611. case 10: // Quaternion
  10612. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10613. break;
  10614. }
  10615. }
  10616. }
  10617. return destination;
  10618. };
  10619. function getDirectStore(target) {
  10620. var classKey = target.getClassName();
  10621. if (!__decoratorInitialStore[classKey]) {
  10622. __decoratorInitialStore[classKey] = {};
  10623. }
  10624. return __decoratorInitialStore[classKey];
  10625. }
  10626. /**
  10627. * Return the list of properties flagged as serializable
  10628. * @param target: host object
  10629. */
  10630. function getMergedStore(target) {
  10631. var classKey = target.getClassName();
  10632. if (__mergedStore[classKey]) {
  10633. return __mergedStore[classKey];
  10634. }
  10635. __mergedStore[classKey] = {};
  10636. var store = __mergedStore[classKey];
  10637. var currentTarget = target;
  10638. var currentKey = classKey;
  10639. while (currentKey) {
  10640. var initialStore = __decoratorInitialStore[currentKey];
  10641. for (var property in initialStore) {
  10642. store[property] = initialStore[property];
  10643. }
  10644. var parent_1 = void 0;
  10645. var done = false;
  10646. do {
  10647. parent_1 = Object.getPrototypeOf(currentTarget);
  10648. if (!parent_1.getClassName) {
  10649. done = true;
  10650. break;
  10651. }
  10652. if (parent_1.getClassName() !== currentKey) {
  10653. break;
  10654. }
  10655. currentTarget = parent_1;
  10656. } while (parent_1);
  10657. if (done) {
  10658. break;
  10659. }
  10660. currentKey = parent_1.getClassName();
  10661. currentTarget = parent_1;
  10662. }
  10663. return store;
  10664. }
  10665. function generateSerializableMember(type, sourceName) {
  10666. return function (target, propertyKey) {
  10667. var classStore = getDirectStore(target);
  10668. if (!classStore[propertyKey]) {
  10669. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10670. }
  10671. };
  10672. }
  10673. function generateExpandMember(setCallback, targetKey) {
  10674. if (targetKey === void 0) { targetKey = null; }
  10675. return function (target, propertyKey) {
  10676. var key = targetKey || ("_" + propertyKey);
  10677. Object.defineProperty(target, propertyKey, {
  10678. get: function () {
  10679. return this[key];
  10680. },
  10681. set: function (value) {
  10682. if (this[key] === value) {
  10683. return;
  10684. }
  10685. this[key] = value;
  10686. target[setCallback].apply(this);
  10687. },
  10688. enumerable: true,
  10689. configurable: true
  10690. });
  10691. };
  10692. }
  10693. function expandToProperty(callback, targetKey) {
  10694. if (targetKey === void 0) { targetKey = null; }
  10695. return generateExpandMember(callback, targetKey);
  10696. }
  10697. BABYLON.expandToProperty = expandToProperty;
  10698. function serialize(sourceName) {
  10699. return generateSerializableMember(0, sourceName); // value member
  10700. }
  10701. BABYLON.serialize = serialize;
  10702. function serializeAsTexture(sourceName) {
  10703. return generateSerializableMember(1, sourceName); // texture member
  10704. }
  10705. BABYLON.serializeAsTexture = serializeAsTexture;
  10706. function serializeAsColor3(sourceName) {
  10707. return generateSerializableMember(2, sourceName); // color3 member
  10708. }
  10709. BABYLON.serializeAsColor3 = serializeAsColor3;
  10710. function serializeAsFresnelParameters(sourceName) {
  10711. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10712. }
  10713. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10714. function serializeAsVector2(sourceName) {
  10715. return generateSerializableMember(4, sourceName); // vector2 member
  10716. }
  10717. BABYLON.serializeAsVector2 = serializeAsVector2;
  10718. function serializeAsVector3(sourceName) {
  10719. return generateSerializableMember(5, sourceName); // vector3 member
  10720. }
  10721. BABYLON.serializeAsVector3 = serializeAsVector3;
  10722. function serializeAsMeshReference(sourceName) {
  10723. return generateSerializableMember(6, sourceName); // mesh reference member
  10724. }
  10725. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10726. function serializeAsColorCurves(sourceName) {
  10727. return generateSerializableMember(7, sourceName); // color curves
  10728. }
  10729. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10730. function serializeAsColor4(sourceName) {
  10731. return generateSerializableMember(8, sourceName); // color 4
  10732. }
  10733. BABYLON.serializeAsColor4 = serializeAsColor4;
  10734. function serializeAsImageProcessingConfiguration(sourceName) {
  10735. return generateSerializableMember(9, sourceName); // image processing
  10736. }
  10737. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10738. function serializeAsQuaternion(sourceName) {
  10739. return generateSerializableMember(10, sourceName); // quaternion member
  10740. }
  10741. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10742. /**
  10743. * Decorator used to define property that can be serialized as reference to a camera
  10744. * @param sourceName defines the name of the property to decorate
  10745. */
  10746. function serializeAsCameraReference(sourceName) {
  10747. return generateSerializableMember(11, sourceName); // camera reference member
  10748. }
  10749. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10750. /**
  10751. * Class used to help serialization objects
  10752. */
  10753. var SerializationHelper = /** @class */ (function () {
  10754. function SerializationHelper() {
  10755. }
  10756. /**
  10757. * Static function used to serialized a specific entity
  10758. * @param entity defines the entity to serialize
  10759. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10760. * @returns a JSON compatible object representing the serialization of the entity
  10761. */
  10762. SerializationHelper.Serialize = function (entity, serializationObject) {
  10763. if (!serializationObject) {
  10764. serializationObject = {};
  10765. }
  10766. // Tags
  10767. if (BABYLON.Tags) {
  10768. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10769. }
  10770. var serializedProperties = getMergedStore(entity);
  10771. // Properties
  10772. for (var property in serializedProperties) {
  10773. var propertyDescriptor = serializedProperties[property];
  10774. var targetPropertyName = propertyDescriptor.sourceName || property;
  10775. var propertyType = propertyDescriptor.type;
  10776. var sourceProperty = entity[property];
  10777. if (sourceProperty !== undefined && sourceProperty !== null) {
  10778. switch (propertyType) {
  10779. case 0: // Value
  10780. serializationObject[targetPropertyName] = sourceProperty;
  10781. break;
  10782. case 1: // Texture
  10783. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10784. break;
  10785. case 2: // Color3
  10786. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10787. break;
  10788. case 3: // FresnelParameters
  10789. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10790. break;
  10791. case 4: // Vector2
  10792. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10793. break;
  10794. case 5: // Vector3
  10795. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10796. break;
  10797. case 6: // Mesh reference
  10798. serializationObject[targetPropertyName] = sourceProperty.id;
  10799. break;
  10800. case 7: // Color Curves
  10801. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10802. break;
  10803. case 8: // Color 4
  10804. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10805. break;
  10806. case 9: // Image Processing
  10807. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10808. break;
  10809. case 10: // Quaternion
  10810. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10811. break;
  10812. case 11: // Camera reference
  10813. serializationObject[targetPropertyName] = sourceProperty.id;
  10814. break;
  10815. }
  10816. }
  10817. }
  10818. return serializationObject;
  10819. };
  10820. /**
  10821. * Creates a new entity from a serialization data object
  10822. * @param creationFunction defines a function used to instanciated the new entity
  10823. * @param source defines the source serialization data
  10824. * @param scene defines the hosting scene
  10825. * @param rootUrl defines the root url for resources
  10826. * @returns a new entity
  10827. */
  10828. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10829. if (rootUrl === void 0) { rootUrl = null; }
  10830. var destination = creationFunction();
  10831. if (!rootUrl) {
  10832. rootUrl = "";
  10833. }
  10834. // Tags
  10835. if (BABYLON.Tags) {
  10836. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10837. }
  10838. var classStore = getMergedStore(destination);
  10839. // Properties
  10840. for (var property in classStore) {
  10841. var propertyDescriptor = classStore[property];
  10842. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10843. var propertyType = propertyDescriptor.type;
  10844. if (sourceProperty !== undefined && sourceProperty !== null) {
  10845. var dest = destination;
  10846. switch (propertyType) {
  10847. case 0: // Value
  10848. dest[property] = sourceProperty;
  10849. break;
  10850. case 1: // Texture
  10851. if (scene) {
  10852. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10853. }
  10854. break;
  10855. case 2: // Color3
  10856. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10857. break;
  10858. case 3: // FresnelParameters
  10859. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10860. break;
  10861. case 4: // Vector2
  10862. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10863. break;
  10864. case 5: // Vector3
  10865. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10866. break;
  10867. case 6: // Mesh reference
  10868. if (scene) {
  10869. dest[property] = scene.getLastMeshByID(sourceProperty);
  10870. }
  10871. break;
  10872. case 7: // Color Curves
  10873. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10874. break;
  10875. case 8: // Color 4
  10876. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10877. break;
  10878. case 9: // Image Processing
  10879. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10880. break;
  10881. case 10: // Quaternion
  10882. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10883. break;
  10884. case 11: // Camera reference
  10885. if (scene) {
  10886. dest[property] = scene.getCameraByID(sourceProperty);
  10887. }
  10888. break;
  10889. }
  10890. }
  10891. }
  10892. return destination;
  10893. };
  10894. /**
  10895. * Clones an object
  10896. * @param creationFunction defines the function used to instanciate the new object
  10897. * @param source defines the source object
  10898. * @returns the cloned object
  10899. */
  10900. SerializationHelper.Clone = function (creationFunction, source) {
  10901. return _copySource(creationFunction, source, false);
  10902. };
  10903. /**
  10904. * Instanciates a new object based on a source one (some data will be shared between both object)
  10905. * @param creationFunction defines the function used to instanciate the new object
  10906. * @param source defines the source object
  10907. * @returns the new object
  10908. */
  10909. SerializationHelper.Instanciate = function (creationFunction, source) {
  10910. return _copySource(creationFunction, source, true);
  10911. };
  10912. return SerializationHelper;
  10913. }());
  10914. BABYLON.SerializationHelper = SerializationHelper;
  10915. })(BABYLON || (BABYLON = {}));
  10916. //# sourceMappingURL=babylon.decorators.js.map
  10917. var BABYLON;
  10918. (function (BABYLON) {
  10919. /**
  10920. * Wrapper class for promise with external resolve and reject.
  10921. */
  10922. var Deferred = /** @class */ (function () {
  10923. /**
  10924. * Constructor for this deferred object.
  10925. */
  10926. function Deferred() {
  10927. var _this = this;
  10928. this.promise = new Promise(function (resolve, reject) {
  10929. _this._resolve = resolve;
  10930. _this._reject = reject;
  10931. });
  10932. }
  10933. Object.defineProperty(Deferred.prototype, "resolve", {
  10934. /**
  10935. * The resolve method of the promise associated with this deferred object.
  10936. */
  10937. get: function () {
  10938. return this._resolve;
  10939. },
  10940. enumerable: true,
  10941. configurable: true
  10942. });
  10943. Object.defineProperty(Deferred.prototype, "reject", {
  10944. /**
  10945. * The reject method of the promise associated with this deferred object.
  10946. */
  10947. get: function () {
  10948. return this._reject;
  10949. },
  10950. enumerable: true,
  10951. configurable: true
  10952. });
  10953. return Deferred;
  10954. }());
  10955. BABYLON.Deferred = Deferred;
  10956. })(BABYLON || (BABYLON = {}));
  10957. //# sourceMappingURL=babylon.deferred.js.map
  10958. var BABYLON;
  10959. (function (BABYLON) {
  10960. /**
  10961. * A class serves as a medium between the observable and its observers
  10962. */
  10963. var EventState = /** @class */ (function () {
  10964. /**
  10965. * Create a new EventState
  10966. * @param mask defines the mask associated with this state
  10967. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10968. * @param target defines the original target of the state
  10969. * @param currentTarget defines the current target of the state
  10970. */
  10971. function EventState(mask, skipNextObservers, target, currentTarget) {
  10972. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10973. this.initalize(mask, skipNextObservers, target, currentTarget);
  10974. }
  10975. /**
  10976. * Initialize the current event state
  10977. * @param mask defines the mask associated with this state
  10978. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10979. * @param target defines the original target of the state
  10980. * @param currentTarget defines the current target of the state
  10981. * @returns the current event state
  10982. */
  10983. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10984. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10985. this.mask = mask;
  10986. this.skipNextObservers = skipNextObservers;
  10987. this.target = target;
  10988. this.currentTarget = currentTarget;
  10989. return this;
  10990. };
  10991. return EventState;
  10992. }());
  10993. BABYLON.EventState = EventState;
  10994. /**
  10995. * Represent an Observer registered to a given Observable object.
  10996. */
  10997. var Observer = /** @class */ (function () {
  10998. /**
  10999. * Creates a new observer
  11000. * @param callback defines the callback to call when the observer is notified
  11001. * @param mask defines the mask of the observer (used to filter notifications)
  11002. * @param scope defines the current scope used to restore the JS context
  11003. */
  11004. function Observer(
  11005. /**
  11006. * Defines the callback to call when the observer is notified
  11007. */
  11008. callback,
  11009. /**
  11010. * Defines the mask of the observer (used to filter notifications)
  11011. */
  11012. mask,
  11013. /**
  11014. * Defines the current scope used to restore the JS context
  11015. */
  11016. scope) {
  11017. if (scope === void 0) { scope = null; }
  11018. this.callback = callback;
  11019. this.mask = mask;
  11020. this.scope = scope;
  11021. /** @hidden */
  11022. this._willBeUnregistered = false;
  11023. /**
  11024. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11025. */
  11026. this.unregisterOnNextCall = false;
  11027. }
  11028. return Observer;
  11029. }());
  11030. BABYLON.Observer = Observer;
  11031. /**
  11032. * Represent a list of observers registered to multiple Observables object.
  11033. */
  11034. var MultiObserver = /** @class */ (function () {
  11035. function MultiObserver() {
  11036. }
  11037. /**
  11038. * Release associated resources
  11039. */
  11040. MultiObserver.prototype.dispose = function () {
  11041. if (this._observers && this._observables) {
  11042. for (var index = 0; index < this._observers.length; index++) {
  11043. this._observables[index].remove(this._observers[index]);
  11044. }
  11045. }
  11046. this._observers = null;
  11047. this._observables = null;
  11048. };
  11049. /**
  11050. * Raise a callback when one of the observable will notify
  11051. * @param observables defines a list of observables to watch
  11052. * @param callback defines the callback to call on notification
  11053. * @param mask defines the mask used to filter notifications
  11054. * @param scope defines the current scope used to restore the JS context
  11055. * @returns the new MultiObserver
  11056. */
  11057. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11058. if (mask === void 0) { mask = -1; }
  11059. if (scope === void 0) { scope = null; }
  11060. var result = new MultiObserver();
  11061. result._observers = new Array();
  11062. result._observables = observables;
  11063. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11064. var observable = observables_1[_i];
  11065. var observer = observable.add(callback, mask, false, scope);
  11066. if (observer) {
  11067. result._observers.push(observer);
  11068. }
  11069. }
  11070. return result;
  11071. };
  11072. return MultiObserver;
  11073. }());
  11074. BABYLON.MultiObserver = MultiObserver;
  11075. /**
  11076. * The Observable class is a simple implementation of the Observable pattern.
  11077. *
  11078. * 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.
  11079. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11080. * 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).
  11081. * 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.
  11082. */
  11083. var Observable = /** @class */ (function () {
  11084. /**
  11085. * Creates a new observable
  11086. * @param onObserverAdded defines a callback to call when a new observer is added
  11087. */
  11088. function Observable(onObserverAdded) {
  11089. this._observers = new Array();
  11090. this._eventState = new EventState(0);
  11091. if (onObserverAdded) {
  11092. this._onObserverAdded = onObserverAdded;
  11093. }
  11094. }
  11095. /**
  11096. * Create a new Observer with the specified callback
  11097. * @param callback the callback that will be executed for that Observer
  11098. * @param mask the mask used to filter observers
  11099. * @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.
  11100. * @param scope optional scope for the callback to be called from
  11101. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11102. * @returns the new observer created for the callback
  11103. */
  11104. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11105. if (mask === void 0) { mask = -1; }
  11106. if (insertFirst === void 0) { insertFirst = false; }
  11107. if (scope === void 0) { scope = null; }
  11108. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11109. if (!callback) {
  11110. return null;
  11111. }
  11112. var observer = new Observer(callback, mask, scope);
  11113. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11114. if (insertFirst) {
  11115. this._observers.unshift(observer);
  11116. }
  11117. else {
  11118. this._observers.push(observer);
  11119. }
  11120. if (this._onObserverAdded) {
  11121. this._onObserverAdded(observer);
  11122. }
  11123. return observer;
  11124. };
  11125. /**
  11126. * Create a new Observer with the specified callback and unregisters after the next notification
  11127. * @param callback the callback that will be executed for that Observer
  11128. * @returns the new observer created for the callback
  11129. */
  11130. Observable.prototype.addOnce = function (callback) {
  11131. return this.add(callback, undefined, undefined, undefined, true);
  11132. };
  11133. /**
  11134. * Remove an Observer from the Observable object
  11135. * @param observer the instance of the Observer to remove
  11136. * @returns false if it doesn't belong to this Observable
  11137. */
  11138. Observable.prototype.remove = function (observer) {
  11139. if (!observer) {
  11140. return false;
  11141. }
  11142. var index = this._observers.indexOf(observer);
  11143. if (index !== -1) {
  11144. this._deferUnregister(observer);
  11145. return true;
  11146. }
  11147. return false;
  11148. };
  11149. /**
  11150. * Remove a callback from the Observable object
  11151. * @param callback the callback to remove
  11152. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11153. * @returns false if it doesn't belong to this Observable
  11154. */
  11155. Observable.prototype.removeCallback = function (callback, scope) {
  11156. for (var index = 0; index < this._observers.length; index++) {
  11157. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11158. this._deferUnregister(this._observers[index]);
  11159. return true;
  11160. }
  11161. }
  11162. return false;
  11163. };
  11164. Observable.prototype._deferUnregister = function (observer) {
  11165. var _this = this;
  11166. observer.unregisterOnNextCall = false;
  11167. observer._willBeUnregistered = true;
  11168. BABYLON.Tools.SetImmediate(function () {
  11169. _this._remove(observer);
  11170. });
  11171. };
  11172. // This should only be called when not iterating over _observers to avoid callback skipping.
  11173. // Removes an observer from the _observer Array.
  11174. Observable.prototype._remove = function (observer) {
  11175. if (!observer) {
  11176. return false;
  11177. }
  11178. var index = this._observers.indexOf(observer);
  11179. if (index !== -1) {
  11180. this._observers.splice(index, 1);
  11181. return true;
  11182. }
  11183. return false;
  11184. };
  11185. /**
  11186. * Notify all Observers by calling their respective callback with the given data
  11187. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11188. * @param eventData defines the data to send to all observers
  11189. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11190. * @param target defines the original target of the state
  11191. * @param currentTarget defines the current target of the state
  11192. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11193. */
  11194. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11195. if (mask === void 0) { mask = -1; }
  11196. if (!this._observers.length) {
  11197. return true;
  11198. }
  11199. var state = this._eventState;
  11200. state.mask = mask;
  11201. state.target = target;
  11202. state.currentTarget = currentTarget;
  11203. state.skipNextObservers = false;
  11204. state.lastReturnValue = eventData;
  11205. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11206. var obs = _a[_i];
  11207. if (obs._willBeUnregistered) {
  11208. continue;
  11209. }
  11210. if (obs.mask & mask) {
  11211. if (obs.scope) {
  11212. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11213. }
  11214. else {
  11215. state.lastReturnValue = obs.callback(eventData, state);
  11216. }
  11217. if (obs.unregisterOnNextCall) {
  11218. this._deferUnregister(obs);
  11219. }
  11220. }
  11221. if (state.skipNextObservers) {
  11222. return false;
  11223. }
  11224. }
  11225. return true;
  11226. };
  11227. /**
  11228. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11229. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11230. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11231. * and it is crucial that all callbacks will be executed.
  11232. * The order of the callbacks is kept, callbacks are not executed parallel.
  11233. *
  11234. * @param eventData The data to be sent to each callback
  11235. * @param mask is used to filter observers defaults to -1
  11236. * @param target defines the callback target (see EventState)
  11237. * @param currentTarget defines he current object in the bubbling phase
  11238. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11239. */
  11240. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11241. var _this = this;
  11242. if (mask === void 0) { mask = -1; }
  11243. // create an empty promise
  11244. var p = Promise.resolve(eventData);
  11245. // no observers? return this promise.
  11246. if (!this._observers.length) {
  11247. return p;
  11248. }
  11249. var state = this._eventState;
  11250. state.mask = mask;
  11251. state.target = target;
  11252. state.currentTarget = currentTarget;
  11253. state.skipNextObservers = false;
  11254. // execute one callback after another (not using Promise.all, the order is important)
  11255. this._observers.forEach(function (obs) {
  11256. if (state.skipNextObservers) {
  11257. return;
  11258. }
  11259. if (obs._willBeUnregistered) {
  11260. return;
  11261. }
  11262. if (obs.mask & mask) {
  11263. if (obs.scope) {
  11264. p = p.then(function (lastReturnedValue) {
  11265. state.lastReturnValue = lastReturnedValue;
  11266. return obs.callback.apply(obs.scope, [eventData, state]);
  11267. });
  11268. }
  11269. else {
  11270. p = p.then(function (lastReturnedValue) {
  11271. state.lastReturnValue = lastReturnedValue;
  11272. return obs.callback(eventData, state);
  11273. });
  11274. }
  11275. if (obs.unregisterOnNextCall) {
  11276. _this._deferUnregister(obs);
  11277. }
  11278. }
  11279. });
  11280. // return the eventData
  11281. return p.then(function () { return eventData; });
  11282. };
  11283. /**
  11284. * Notify a specific observer
  11285. * @param observer defines the observer to notify
  11286. * @param eventData defines the data to be sent to each callback
  11287. * @param mask is used to filter observers defaults to -1
  11288. */
  11289. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11290. if (mask === void 0) { mask = -1; }
  11291. var state = this._eventState;
  11292. state.mask = mask;
  11293. state.skipNextObservers = false;
  11294. observer.callback(eventData, state);
  11295. };
  11296. /**
  11297. * Gets a boolean indicating if the observable has at least one observer
  11298. * @returns true is the Observable has at least one Observer registered
  11299. */
  11300. Observable.prototype.hasObservers = function () {
  11301. return this._observers.length > 0;
  11302. };
  11303. /**
  11304. * Clear the list of observers
  11305. */
  11306. Observable.prototype.clear = function () {
  11307. this._observers = new Array();
  11308. this._onObserverAdded = null;
  11309. };
  11310. /**
  11311. * Clone the current observable
  11312. * @returns a new observable
  11313. */
  11314. Observable.prototype.clone = function () {
  11315. var result = new Observable();
  11316. result._observers = this._observers.slice(0);
  11317. return result;
  11318. };
  11319. /**
  11320. * Does this observable handles observer registered with a given mask
  11321. * @param mask defines the mask to be tested
  11322. * @return whether or not one observer registered with the given mask is handeled
  11323. **/
  11324. Observable.prototype.hasSpecificMask = function (mask) {
  11325. if (mask === void 0) { mask = -1; }
  11326. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11327. var obs = _a[_i];
  11328. if (obs.mask & mask || obs.mask === mask) {
  11329. return true;
  11330. }
  11331. }
  11332. return false;
  11333. };
  11334. return Observable;
  11335. }());
  11336. BABYLON.Observable = Observable;
  11337. })(BABYLON || (BABYLON = {}));
  11338. //# sourceMappingURL=babylon.observable.js.map
  11339. var BABYLON;
  11340. (function (BABYLON) {
  11341. /**
  11342. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11343. */
  11344. var SmartArray = /** @class */ (function () {
  11345. /**
  11346. * Instantiates a Smart Array.
  11347. * @param capacity defines the default capacity of the array.
  11348. */
  11349. function SmartArray(capacity) {
  11350. /**
  11351. * The active length of the array.
  11352. */
  11353. this.length = 0;
  11354. this.data = new Array(capacity);
  11355. this._id = SmartArray._GlobalId++;
  11356. }
  11357. /**
  11358. * Pushes a value at the end of the active data.
  11359. * @param value defines the object to push in the array.
  11360. */
  11361. SmartArray.prototype.push = function (value) {
  11362. this.data[this.length++] = value;
  11363. if (this.length > this.data.length) {
  11364. this.data.length *= 2;
  11365. }
  11366. };
  11367. /**
  11368. * Iterates over the active data and apply the lambda to them.
  11369. * @param func defines the action to apply on each value.
  11370. */
  11371. SmartArray.prototype.forEach = function (func) {
  11372. for (var index = 0; index < this.length; index++) {
  11373. func(this.data[index]);
  11374. }
  11375. };
  11376. /**
  11377. * Sorts the full sets of data.
  11378. * @param compareFn defines the comparison function to apply.
  11379. */
  11380. SmartArray.prototype.sort = function (compareFn) {
  11381. this.data.sort(compareFn);
  11382. };
  11383. /**
  11384. * Resets the active data to an empty array.
  11385. */
  11386. SmartArray.prototype.reset = function () {
  11387. this.length = 0;
  11388. };
  11389. /**
  11390. * Releases all the data from the array as well as the array.
  11391. */
  11392. SmartArray.prototype.dispose = function () {
  11393. this.reset();
  11394. if (this.data) {
  11395. this.data.length = 0;
  11396. this.data = [];
  11397. }
  11398. };
  11399. /**
  11400. * Concats the active data with a given array.
  11401. * @param array defines the data to concatenate with.
  11402. */
  11403. SmartArray.prototype.concat = function (array) {
  11404. if (array.length === 0) {
  11405. return;
  11406. }
  11407. if (this.length + array.length > this.data.length) {
  11408. this.data.length = (this.length + array.length) * 2;
  11409. }
  11410. for (var index = 0; index < array.length; index++) {
  11411. this.data[this.length++] = (array.data || array)[index];
  11412. }
  11413. };
  11414. /**
  11415. * Returns the position of a value in the active data.
  11416. * @param value defines the value to find the index for
  11417. * @returns the index if found in the active data otherwise -1
  11418. */
  11419. SmartArray.prototype.indexOf = function (value) {
  11420. var position = this.data.indexOf(value);
  11421. if (position >= this.length) {
  11422. return -1;
  11423. }
  11424. return position;
  11425. };
  11426. /**
  11427. * Returns whether an element is part of the active data.
  11428. * @param value defines the value to look for
  11429. * @returns true if found in the active data otherwise false
  11430. */
  11431. SmartArray.prototype.contains = function (value) {
  11432. return this.indexOf(value) !== -1;
  11433. };
  11434. // Statics
  11435. SmartArray._GlobalId = 0;
  11436. return SmartArray;
  11437. }());
  11438. BABYLON.SmartArray = SmartArray;
  11439. /**
  11440. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11441. * The data in this array can only be present once
  11442. */
  11443. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11444. __extends(SmartArrayNoDuplicate, _super);
  11445. function SmartArrayNoDuplicate() {
  11446. var _this = _super !== null && _super.apply(this, arguments) || this;
  11447. _this._duplicateId = 0;
  11448. return _this;
  11449. }
  11450. /**
  11451. * Pushes a value at the end of the active data.
  11452. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11453. * @param value defines the object to push in the array.
  11454. */
  11455. SmartArrayNoDuplicate.prototype.push = function (value) {
  11456. _super.prototype.push.call(this, value);
  11457. if (!value.__smartArrayFlags) {
  11458. value.__smartArrayFlags = {};
  11459. }
  11460. value.__smartArrayFlags[this._id] = this._duplicateId;
  11461. };
  11462. /**
  11463. * Pushes a value at the end of the active data.
  11464. * If the data is already present, it won t be added again
  11465. * @param value defines the object to push in the array.
  11466. * @returns true if added false if it was already present
  11467. */
  11468. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11469. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11470. return false;
  11471. }
  11472. this.push(value);
  11473. return true;
  11474. };
  11475. /**
  11476. * Resets the active data to an empty array.
  11477. */
  11478. SmartArrayNoDuplicate.prototype.reset = function () {
  11479. _super.prototype.reset.call(this);
  11480. this._duplicateId++;
  11481. };
  11482. /**
  11483. * Concats the active data with a given array.
  11484. * This ensures no dupplicate will be present in the result.
  11485. * @param array defines the data to concatenate with.
  11486. */
  11487. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11488. if (array.length === 0) {
  11489. return;
  11490. }
  11491. if (this.length + array.length > this.data.length) {
  11492. this.data.length = (this.length + array.length) * 2;
  11493. }
  11494. for (var index = 0; index < array.length; index++) {
  11495. var item = (array.data || array)[index];
  11496. this.pushNoDuplicate(item);
  11497. }
  11498. };
  11499. return SmartArrayNoDuplicate;
  11500. }(SmartArray));
  11501. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11502. })(BABYLON || (BABYLON = {}));
  11503. //# sourceMappingURL=babylon.smartArray.js.map
  11504. var BABYLON;
  11505. (function (BABYLON) {
  11506. var PromiseStates;
  11507. (function (PromiseStates) {
  11508. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11509. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11510. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11511. })(PromiseStates || (PromiseStates = {}));
  11512. var FulFillmentAgregator = /** @class */ (function () {
  11513. function FulFillmentAgregator() {
  11514. this.count = 0;
  11515. this.target = 0;
  11516. this.results = [];
  11517. }
  11518. return FulFillmentAgregator;
  11519. }());
  11520. var InternalPromise = /** @class */ (function () {
  11521. function InternalPromise(resolver) {
  11522. var _this = this;
  11523. this._state = PromiseStates.Pending;
  11524. this._children = new Array();
  11525. this._rejectWasConsumed = false;
  11526. if (!resolver) {
  11527. return;
  11528. }
  11529. try {
  11530. resolver(function (value) {
  11531. _this._resolve(value);
  11532. }, function (reason) {
  11533. _this._reject(reason);
  11534. });
  11535. }
  11536. catch (e) {
  11537. this._reject(e);
  11538. }
  11539. }
  11540. Object.defineProperty(InternalPromise.prototype, "_result", {
  11541. get: function () {
  11542. return this._resultValue;
  11543. },
  11544. set: function (value) {
  11545. this._resultValue = value;
  11546. if (this._parent && this._parent._result === undefined) {
  11547. this._parent._result = value;
  11548. }
  11549. },
  11550. enumerable: true,
  11551. configurable: true
  11552. });
  11553. InternalPromise.prototype.catch = function (onRejected) {
  11554. return this.then(undefined, onRejected);
  11555. };
  11556. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11557. var _this = this;
  11558. var newPromise = new InternalPromise();
  11559. newPromise._onFulfilled = onFulfilled;
  11560. newPromise._onRejected = onRejected;
  11561. // Composition
  11562. this._children.push(newPromise);
  11563. newPromise._parent = this;
  11564. if (this._state !== PromiseStates.Pending) {
  11565. BABYLON.Tools.SetImmediate(function () {
  11566. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11567. var returnedValue = newPromise._resolve(_this._result);
  11568. if (returnedValue !== undefined && returnedValue !== null) {
  11569. if (returnedValue._state !== undefined) {
  11570. var returnedPromise = returnedValue;
  11571. newPromise._children.push(returnedPromise);
  11572. returnedPromise._parent = newPromise;
  11573. newPromise = returnedPromise;
  11574. }
  11575. else {
  11576. newPromise._result = returnedValue;
  11577. }
  11578. }
  11579. }
  11580. else {
  11581. newPromise._reject(_this._reason);
  11582. }
  11583. });
  11584. }
  11585. return newPromise;
  11586. };
  11587. InternalPromise.prototype._moveChildren = function (children) {
  11588. var _this = this;
  11589. var _a;
  11590. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11591. this._children.forEach(function (child) {
  11592. child._parent = _this;
  11593. });
  11594. if (this._state === PromiseStates.Fulfilled) {
  11595. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11596. var child = _b[_i];
  11597. child._resolve(this._result);
  11598. }
  11599. }
  11600. else if (this._state === PromiseStates.Rejected) {
  11601. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11602. var child = _d[_c];
  11603. child._reject(this._reason);
  11604. }
  11605. }
  11606. };
  11607. InternalPromise.prototype._resolve = function (value) {
  11608. try {
  11609. this._state = PromiseStates.Fulfilled;
  11610. var returnedValue = null;
  11611. if (this._onFulfilled) {
  11612. returnedValue = this._onFulfilled(value);
  11613. }
  11614. if (returnedValue !== undefined && returnedValue !== null) {
  11615. if (returnedValue._state !== undefined) {
  11616. // Transmit children
  11617. var returnedPromise = returnedValue;
  11618. returnedPromise._parent = this;
  11619. returnedPromise._moveChildren(this._children);
  11620. value = returnedPromise._result;
  11621. }
  11622. else {
  11623. value = returnedValue;
  11624. }
  11625. }
  11626. this._result = value;
  11627. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11628. var child = _a[_i];
  11629. child._resolve(value);
  11630. }
  11631. this._children.length = 0;
  11632. delete this._onFulfilled;
  11633. delete this._onRejected;
  11634. }
  11635. catch (e) {
  11636. this._reject(e, true);
  11637. }
  11638. };
  11639. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11640. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11641. this._state = PromiseStates.Rejected;
  11642. this._reason = reason;
  11643. if (this._onRejected && !onLocalThrow) {
  11644. try {
  11645. this._onRejected(reason);
  11646. this._rejectWasConsumed = true;
  11647. }
  11648. catch (e) {
  11649. reason = e;
  11650. }
  11651. }
  11652. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11653. var child = _a[_i];
  11654. if (this._rejectWasConsumed) {
  11655. child._resolve(null);
  11656. }
  11657. else {
  11658. child._reject(reason);
  11659. }
  11660. }
  11661. this._children.length = 0;
  11662. delete this._onFulfilled;
  11663. delete this._onRejected;
  11664. };
  11665. InternalPromise.resolve = function (value) {
  11666. var newPromise = new InternalPromise();
  11667. newPromise._resolve(value);
  11668. return newPromise;
  11669. };
  11670. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11671. promise.then(function (value) {
  11672. agregator.results[index] = value;
  11673. agregator.count++;
  11674. if (agregator.count === agregator.target) {
  11675. agregator.rootPromise._resolve(agregator.results);
  11676. }
  11677. return null;
  11678. }, function (reason) {
  11679. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11680. agregator.rootPromise._reject(reason);
  11681. }
  11682. });
  11683. };
  11684. InternalPromise.all = function (promises) {
  11685. var newPromise = new InternalPromise();
  11686. var agregator = new FulFillmentAgregator();
  11687. agregator.target = promises.length;
  11688. agregator.rootPromise = newPromise;
  11689. if (promises.length) {
  11690. for (var index = 0; index < promises.length; index++) {
  11691. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11692. }
  11693. }
  11694. else {
  11695. newPromise._resolve([]);
  11696. }
  11697. return newPromise;
  11698. };
  11699. InternalPromise.race = function (promises) {
  11700. var newPromise = new InternalPromise();
  11701. if (promises.length) {
  11702. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11703. var promise = promises_1[_i];
  11704. promise.then(function (value) {
  11705. if (newPromise) {
  11706. newPromise._resolve(value);
  11707. newPromise = null;
  11708. }
  11709. return null;
  11710. }, function (reason) {
  11711. if (newPromise) {
  11712. newPromise._reject(reason);
  11713. newPromise = null;
  11714. }
  11715. });
  11716. }
  11717. }
  11718. return newPromise;
  11719. };
  11720. return InternalPromise;
  11721. }());
  11722. /**
  11723. * Helper class that provides a small promise polyfill
  11724. */
  11725. var PromisePolyfill = /** @class */ (function () {
  11726. function PromisePolyfill() {
  11727. }
  11728. /**
  11729. * Static function used to check if the polyfill is required
  11730. * If this is the case then the function will inject the polyfill to window.Promise
  11731. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11732. */
  11733. PromisePolyfill.Apply = function (force) {
  11734. if (force === void 0) { force = false; }
  11735. if (force || typeof Promise === 'undefined') {
  11736. var root = window;
  11737. root.Promise = InternalPromise;
  11738. }
  11739. };
  11740. return PromisePolyfill;
  11741. }());
  11742. BABYLON.PromisePolyfill = PromisePolyfill;
  11743. })(BABYLON || (BABYLON = {}));
  11744. //# sourceMappingURL=babylon.promise.js.map
  11745. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11746. var BABYLON;
  11747. (function (BABYLON) {
  11748. /**
  11749. * Helper class to push actions to a pool of workers.
  11750. */
  11751. var WorkerPool = /** @class */ (function () {
  11752. /**
  11753. * Constructor
  11754. * @param workers Array of workers to use for actions
  11755. */
  11756. function WorkerPool(workers) {
  11757. this._pendingActions = new Array();
  11758. this._workerInfos = workers.map(function (worker) { return ({
  11759. worker: worker,
  11760. active: false
  11761. }); });
  11762. }
  11763. /**
  11764. * Terminates all workers and clears any pending actions.
  11765. */
  11766. WorkerPool.prototype.dispose = function () {
  11767. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11768. var workerInfo = _a[_i];
  11769. workerInfo.worker.terminate();
  11770. }
  11771. delete this._workerInfos;
  11772. delete this._pendingActions;
  11773. };
  11774. /**
  11775. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11776. * pended until a worker has completed its action.
  11777. * @param action The action to perform. Call onComplete when the action is complete.
  11778. */
  11779. WorkerPool.prototype.push = function (action) {
  11780. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11781. var workerInfo = _a[_i];
  11782. if (!workerInfo.active) {
  11783. this._execute(workerInfo, action);
  11784. return;
  11785. }
  11786. }
  11787. this._pendingActions.push(action);
  11788. };
  11789. WorkerPool.prototype._execute = function (workerInfo, action) {
  11790. var _this = this;
  11791. workerInfo.active = true;
  11792. action(workerInfo.worker, function () {
  11793. workerInfo.active = false;
  11794. var nextAction = _this._pendingActions.shift();
  11795. if (nextAction) {
  11796. _this._execute(workerInfo, nextAction);
  11797. }
  11798. });
  11799. };
  11800. return WorkerPool;
  11801. }());
  11802. BABYLON.WorkerPool = WorkerPool;
  11803. })(BABYLON || (BABYLON = {}));
  11804. //# sourceMappingURL=babylon.workerPool.js.map
  11805. var BABYLON;
  11806. (function (BABYLON) {
  11807. /**
  11808. * @hidden
  11809. **/
  11810. var _AlphaState = /** @class */ (function () {
  11811. /**
  11812. * Initializes the state.
  11813. */
  11814. function _AlphaState() {
  11815. this._isAlphaBlendDirty = false;
  11816. this._isBlendFunctionParametersDirty = false;
  11817. this._isBlendEquationParametersDirty = false;
  11818. this._isBlendConstantsDirty = false;
  11819. this._alphaBlend = false;
  11820. this._blendFunctionParameters = new Array(4);
  11821. this._blendEquationParameters = new Array(2);
  11822. this._blendConstants = new Array(4);
  11823. this.reset();
  11824. }
  11825. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11826. get: function () {
  11827. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11828. },
  11829. enumerable: true,
  11830. configurable: true
  11831. });
  11832. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11833. get: function () {
  11834. return this._alphaBlend;
  11835. },
  11836. set: function (value) {
  11837. if (this._alphaBlend === value) {
  11838. return;
  11839. }
  11840. this._alphaBlend = value;
  11841. this._isAlphaBlendDirty = true;
  11842. },
  11843. enumerable: true,
  11844. configurable: true
  11845. });
  11846. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11847. if (this._blendConstants[0] === r &&
  11848. this._blendConstants[1] === g &&
  11849. this._blendConstants[2] === b &&
  11850. this._blendConstants[3] === a) {
  11851. return;
  11852. }
  11853. this._blendConstants[0] = r;
  11854. this._blendConstants[1] = g;
  11855. this._blendConstants[2] = b;
  11856. this._blendConstants[3] = a;
  11857. this._isBlendConstantsDirty = true;
  11858. };
  11859. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11860. if (this._blendFunctionParameters[0] === value0 &&
  11861. this._blendFunctionParameters[1] === value1 &&
  11862. this._blendFunctionParameters[2] === value2 &&
  11863. this._blendFunctionParameters[3] === value3) {
  11864. return;
  11865. }
  11866. this._blendFunctionParameters[0] = value0;
  11867. this._blendFunctionParameters[1] = value1;
  11868. this._blendFunctionParameters[2] = value2;
  11869. this._blendFunctionParameters[3] = value3;
  11870. this._isBlendFunctionParametersDirty = true;
  11871. };
  11872. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11873. if (this._blendEquationParameters[0] === rgb &&
  11874. this._blendEquationParameters[1] === alpha) {
  11875. return;
  11876. }
  11877. this._blendEquationParameters[0] = rgb;
  11878. this._blendEquationParameters[1] = alpha;
  11879. this._isBlendEquationParametersDirty = true;
  11880. };
  11881. _AlphaState.prototype.reset = function () {
  11882. this._alphaBlend = false;
  11883. this._blendFunctionParameters[0] = null;
  11884. this._blendFunctionParameters[1] = null;
  11885. this._blendFunctionParameters[2] = null;
  11886. this._blendFunctionParameters[3] = null;
  11887. this._blendEquationParameters[0] = null;
  11888. this._blendEquationParameters[1] = null;
  11889. this._blendConstants[0] = null;
  11890. this._blendConstants[1] = null;
  11891. this._blendConstants[2] = null;
  11892. this._blendConstants[3] = null;
  11893. this._isAlphaBlendDirty = true;
  11894. this._isBlendFunctionParametersDirty = false;
  11895. this._isBlendEquationParametersDirty = false;
  11896. this._isBlendConstantsDirty = false;
  11897. };
  11898. _AlphaState.prototype.apply = function (gl) {
  11899. if (!this.isDirty) {
  11900. return;
  11901. }
  11902. // Alpha blend
  11903. if (this._isAlphaBlendDirty) {
  11904. if (this._alphaBlend) {
  11905. gl.enable(gl.BLEND);
  11906. }
  11907. else {
  11908. gl.disable(gl.BLEND);
  11909. }
  11910. this._isAlphaBlendDirty = false;
  11911. }
  11912. // Alpha function
  11913. if (this._isBlendFunctionParametersDirty) {
  11914. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11915. this._isBlendFunctionParametersDirty = false;
  11916. }
  11917. // Alpha equation
  11918. if (this._isBlendEquationParametersDirty) {
  11919. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11920. this._isBlendEquationParametersDirty = false;
  11921. }
  11922. // Constants
  11923. if (this._isBlendConstantsDirty) {
  11924. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11925. this._isBlendConstantsDirty = false;
  11926. }
  11927. };
  11928. return _AlphaState;
  11929. }());
  11930. BABYLON._AlphaState = _AlphaState;
  11931. })(BABYLON || (BABYLON = {}));
  11932. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11933. var BABYLON;
  11934. (function (BABYLON) {
  11935. /**
  11936. * @hidden
  11937. **/
  11938. var _DepthCullingState = /** @class */ (function () {
  11939. /**
  11940. * Initializes the state.
  11941. */
  11942. function _DepthCullingState() {
  11943. this._isDepthTestDirty = false;
  11944. this._isDepthMaskDirty = false;
  11945. this._isDepthFuncDirty = false;
  11946. this._isCullFaceDirty = false;
  11947. this._isCullDirty = false;
  11948. this._isZOffsetDirty = false;
  11949. this._isFrontFaceDirty = false;
  11950. this.reset();
  11951. }
  11952. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11953. get: function () {
  11954. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11955. },
  11956. enumerable: true,
  11957. configurable: true
  11958. });
  11959. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11960. get: function () {
  11961. return this._zOffset;
  11962. },
  11963. set: function (value) {
  11964. if (this._zOffset === value) {
  11965. return;
  11966. }
  11967. this._zOffset = value;
  11968. this._isZOffsetDirty = true;
  11969. },
  11970. enumerable: true,
  11971. configurable: true
  11972. });
  11973. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11974. get: function () {
  11975. return this._cullFace;
  11976. },
  11977. set: function (value) {
  11978. if (this._cullFace === value) {
  11979. return;
  11980. }
  11981. this._cullFace = value;
  11982. this._isCullFaceDirty = true;
  11983. },
  11984. enumerable: true,
  11985. configurable: true
  11986. });
  11987. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11988. get: function () {
  11989. return this._cull;
  11990. },
  11991. set: function (value) {
  11992. if (this._cull === value) {
  11993. return;
  11994. }
  11995. this._cull = value;
  11996. this._isCullDirty = true;
  11997. },
  11998. enumerable: true,
  11999. configurable: true
  12000. });
  12001. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12002. get: function () {
  12003. return this._depthFunc;
  12004. },
  12005. set: function (value) {
  12006. if (this._depthFunc === value) {
  12007. return;
  12008. }
  12009. this._depthFunc = value;
  12010. this._isDepthFuncDirty = true;
  12011. },
  12012. enumerable: true,
  12013. configurable: true
  12014. });
  12015. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12016. get: function () {
  12017. return this._depthMask;
  12018. },
  12019. set: function (value) {
  12020. if (this._depthMask === value) {
  12021. return;
  12022. }
  12023. this._depthMask = value;
  12024. this._isDepthMaskDirty = true;
  12025. },
  12026. enumerable: true,
  12027. configurable: true
  12028. });
  12029. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12030. get: function () {
  12031. return this._depthTest;
  12032. },
  12033. set: function (value) {
  12034. if (this._depthTest === value) {
  12035. return;
  12036. }
  12037. this._depthTest = value;
  12038. this._isDepthTestDirty = true;
  12039. },
  12040. enumerable: true,
  12041. configurable: true
  12042. });
  12043. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12044. get: function () {
  12045. return this._frontFace;
  12046. },
  12047. set: function (value) {
  12048. if (this._frontFace === value) {
  12049. return;
  12050. }
  12051. this._frontFace = value;
  12052. this._isFrontFaceDirty = true;
  12053. },
  12054. enumerable: true,
  12055. configurable: true
  12056. });
  12057. _DepthCullingState.prototype.reset = function () {
  12058. this._depthMask = true;
  12059. this._depthTest = true;
  12060. this._depthFunc = null;
  12061. this._cullFace = null;
  12062. this._cull = null;
  12063. this._zOffset = 0;
  12064. this._frontFace = null;
  12065. this._isDepthTestDirty = true;
  12066. this._isDepthMaskDirty = true;
  12067. this._isDepthFuncDirty = false;
  12068. this._isCullFaceDirty = false;
  12069. this._isCullDirty = false;
  12070. this._isZOffsetDirty = false;
  12071. this._isFrontFaceDirty = false;
  12072. };
  12073. _DepthCullingState.prototype.apply = function (gl) {
  12074. if (!this.isDirty) {
  12075. return;
  12076. }
  12077. // Cull
  12078. if (this._isCullDirty) {
  12079. if (this.cull) {
  12080. gl.enable(gl.CULL_FACE);
  12081. }
  12082. else {
  12083. gl.disable(gl.CULL_FACE);
  12084. }
  12085. this._isCullDirty = false;
  12086. }
  12087. // Cull face
  12088. if (this._isCullFaceDirty) {
  12089. gl.cullFace(this.cullFace);
  12090. this._isCullFaceDirty = false;
  12091. }
  12092. // Depth mask
  12093. if (this._isDepthMaskDirty) {
  12094. gl.depthMask(this.depthMask);
  12095. this._isDepthMaskDirty = false;
  12096. }
  12097. // Depth test
  12098. if (this._isDepthTestDirty) {
  12099. if (this.depthTest) {
  12100. gl.enable(gl.DEPTH_TEST);
  12101. }
  12102. else {
  12103. gl.disable(gl.DEPTH_TEST);
  12104. }
  12105. this._isDepthTestDirty = false;
  12106. }
  12107. // Depth func
  12108. if (this._isDepthFuncDirty) {
  12109. gl.depthFunc(this.depthFunc);
  12110. this._isDepthFuncDirty = false;
  12111. }
  12112. // zOffset
  12113. if (this._isZOffsetDirty) {
  12114. if (this.zOffset) {
  12115. gl.enable(gl.POLYGON_OFFSET_FILL);
  12116. gl.polygonOffset(this.zOffset, 0);
  12117. }
  12118. else {
  12119. gl.disable(gl.POLYGON_OFFSET_FILL);
  12120. }
  12121. this._isZOffsetDirty = false;
  12122. }
  12123. // Front face
  12124. if (this._isFrontFaceDirty) {
  12125. gl.frontFace(this.frontFace);
  12126. this._isFrontFaceDirty = false;
  12127. }
  12128. };
  12129. return _DepthCullingState;
  12130. }());
  12131. BABYLON._DepthCullingState = _DepthCullingState;
  12132. })(BABYLON || (BABYLON = {}));
  12133. //# sourceMappingURL=babylon.depthCullingState.js.map
  12134. var BABYLON;
  12135. (function (BABYLON) {
  12136. /**
  12137. * @hidden
  12138. **/
  12139. var _StencilState = /** @class */ (function () {
  12140. function _StencilState() {
  12141. this._isStencilTestDirty = false;
  12142. this._isStencilMaskDirty = false;
  12143. this._isStencilFuncDirty = false;
  12144. this._isStencilOpDirty = false;
  12145. this.reset();
  12146. }
  12147. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12148. get: function () {
  12149. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12150. },
  12151. enumerable: true,
  12152. configurable: true
  12153. });
  12154. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12155. get: function () {
  12156. return this._stencilFunc;
  12157. },
  12158. set: function (value) {
  12159. if (this._stencilFunc === value) {
  12160. return;
  12161. }
  12162. this._stencilFunc = value;
  12163. this._isStencilFuncDirty = true;
  12164. },
  12165. enumerable: true,
  12166. configurable: true
  12167. });
  12168. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12169. get: function () {
  12170. return this._stencilFuncRef;
  12171. },
  12172. set: function (value) {
  12173. if (this._stencilFuncRef === value) {
  12174. return;
  12175. }
  12176. this._stencilFuncRef = value;
  12177. this._isStencilFuncDirty = true;
  12178. },
  12179. enumerable: true,
  12180. configurable: true
  12181. });
  12182. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12183. get: function () {
  12184. return this._stencilFuncMask;
  12185. },
  12186. set: function (value) {
  12187. if (this._stencilFuncMask === value) {
  12188. return;
  12189. }
  12190. this._stencilFuncMask = value;
  12191. this._isStencilFuncDirty = true;
  12192. },
  12193. enumerable: true,
  12194. configurable: true
  12195. });
  12196. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12197. get: function () {
  12198. return this._stencilOpStencilFail;
  12199. },
  12200. set: function (value) {
  12201. if (this._stencilOpStencilFail === value) {
  12202. return;
  12203. }
  12204. this._stencilOpStencilFail = value;
  12205. this._isStencilOpDirty = true;
  12206. },
  12207. enumerable: true,
  12208. configurable: true
  12209. });
  12210. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12211. get: function () {
  12212. return this._stencilOpDepthFail;
  12213. },
  12214. set: function (value) {
  12215. if (this._stencilOpDepthFail === value) {
  12216. return;
  12217. }
  12218. this._stencilOpDepthFail = value;
  12219. this._isStencilOpDirty = true;
  12220. },
  12221. enumerable: true,
  12222. configurable: true
  12223. });
  12224. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12225. get: function () {
  12226. return this._stencilOpStencilDepthPass;
  12227. },
  12228. set: function (value) {
  12229. if (this._stencilOpStencilDepthPass === value) {
  12230. return;
  12231. }
  12232. this._stencilOpStencilDepthPass = value;
  12233. this._isStencilOpDirty = true;
  12234. },
  12235. enumerable: true,
  12236. configurable: true
  12237. });
  12238. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12239. get: function () {
  12240. return this._stencilMask;
  12241. },
  12242. set: function (value) {
  12243. if (this._stencilMask === value) {
  12244. return;
  12245. }
  12246. this._stencilMask = value;
  12247. this._isStencilMaskDirty = true;
  12248. },
  12249. enumerable: true,
  12250. configurable: true
  12251. });
  12252. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12253. get: function () {
  12254. return this._stencilTest;
  12255. },
  12256. set: function (value) {
  12257. if (this._stencilTest === value) {
  12258. return;
  12259. }
  12260. this._stencilTest = value;
  12261. this._isStencilTestDirty = true;
  12262. },
  12263. enumerable: true,
  12264. configurable: true
  12265. });
  12266. _StencilState.prototype.reset = function () {
  12267. this._stencilTest = false;
  12268. this._stencilMask = 0xFF;
  12269. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12270. this._stencilFuncRef = 1;
  12271. this._stencilFuncMask = 0xFF;
  12272. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12273. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12274. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12275. this._isStencilTestDirty = true;
  12276. this._isStencilMaskDirty = true;
  12277. this._isStencilFuncDirty = true;
  12278. this._isStencilOpDirty = true;
  12279. };
  12280. _StencilState.prototype.apply = function (gl) {
  12281. if (!this.isDirty) {
  12282. return;
  12283. }
  12284. // Stencil test
  12285. if (this._isStencilTestDirty) {
  12286. if (this.stencilTest) {
  12287. gl.enable(gl.STENCIL_TEST);
  12288. }
  12289. else {
  12290. gl.disable(gl.STENCIL_TEST);
  12291. }
  12292. this._isStencilTestDirty = false;
  12293. }
  12294. // Stencil mask
  12295. if (this._isStencilMaskDirty) {
  12296. gl.stencilMask(this.stencilMask);
  12297. this._isStencilMaskDirty = false;
  12298. }
  12299. // Stencil func
  12300. if (this._isStencilFuncDirty) {
  12301. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12302. this._isStencilFuncDirty = false;
  12303. }
  12304. // Stencil op
  12305. if (this._isStencilOpDirty) {
  12306. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12307. this._isStencilOpDirty = false;
  12308. }
  12309. };
  12310. return _StencilState;
  12311. }());
  12312. BABYLON._StencilState = _StencilState;
  12313. })(BABYLON || (BABYLON = {}));
  12314. //# sourceMappingURL=babylon.stencilState.js.map
  12315. var __assign = (this && this.__assign) || function () {
  12316. __assign = Object.assign || function(t) {
  12317. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12318. s = arguments[i];
  12319. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12320. t[p] = s[p];
  12321. }
  12322. return t;
  12323. };
  12324. return __assign.apply(this, arguments);
  12325. };
  12326. var BABYLON;
  12327. (function (BABYLON) {
  12328. /**
  12329. * Keeps track of all the buffer info used in engine.
  12330. */
  12331. var BufferPointer = /** @class */ (function () {
  12332. function BufferPointer() {
  12333. }
  12334. return BufferPointer;
  12335. }());
  12336. /**
  12337. * Interface for attribute information associated with buffer instanciation
  12338. */
  12339. var InstancingAttributeInfo = /** @class */ (function () {
  12340. function InstancingAttributeInfo() {
  12341. }
  12342. return InstancingAttributeInfo;
  12343. }());
  12344. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12345. /**
  12346. * Define options used to create a render target texture
  12347. */
  12348. var RenderTargetCreationOptions = /** @class */ (function () {
  12349. function RenderTargetCreationOptions() {
  12350. }
  12351. return RenderTargetCreationOptions;
  12352. }());
  12353. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12354. /**
  12355. * Define options used to create a depth texture
  12356. */
  12357. var DepthTextureCreationOptions = /** @class */ (function () {
  12358. function DepthTextureCreationOptions() {
  12359. }
  12360. return DepthTextureCreationOptions;
  12361. }());
  12362. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12363. /**
  12364. * Class used to describe the capabilities of the engine relatively to the current browser
  12365. */
  12366. var EngineCapabilities = /** @class */ (function () {
  12367. function EngineCapabilities() {
  12368. }
  12369. return EngineCapabilities;
  12370. }());
  12371. BABYLON.EngineCapabilities = EngineCapabilities;
  12372. /**
  12373. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12374. */
  12375. var Engine = /** @class */ (function () {
  12376. /**
  12377. * Creates a new engine
  12378. * @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
  12379. * @param antialias defines enable antialiasing (default: false)
  12380. * @param options defines further options to be sent to the getContext() function
  12381. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12382. */
  12383. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12384. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12385. var _this = this;
  12386. // Public members
  12387. /**
  12388. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12389. */
  12390. this.forcePOTTextures = false;
  12391. /**
  12392. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12393. */
  12394. this.isFullscreen = false;
  12395. /**
  12396. * Gets a boolean indicating if the pointer is currently locked
  12397. */
  12398. this.isPointerLock = false;
  12399. /**
  12400. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12401. */
  12402. this.cullBackFaces = true;
  12403. /**
  12404. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12405. */
  12406. this.renderEvenInBackground = true;
  12407. /**
  12408. * Gets or sets a boolean indicating that cache can be kept between frames
  12409. */
  12410. this.preventCacheWipeBetweenFrames = false;
  12411. /**
  12412. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12413. **/
  12414. this.enableOfflineSupport = false;
  12415. /**
  12416. * 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)
  12417. **/
  12418. this.disableManifestCheck = false;
  12419. /**
  12420. * Gets the list of created scenes
  12421. */
  12422. this.scenes = new Array();
  12423. /**
  12424. * Event raised when a new scene is created
  12425. */
  12426. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12427. /**
  12428. * Gets the list of created postprocesses
  12429. */
  12430. this.postProcesses = new Array();
  12431. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12432. this.validateShaderPrograms = false;
  12433. // Observables
  12434. /**
  12435. * Observable event triggered each time the rendering canvas is resized
  12436. */
  12437. this.onResizeObservable = new BABYLON.Observable();
  12438. /**
  12439. * Observable event triggered each time the canvas loses focus
  12440. */
  12441. this.onCanvasBlurObservable = new BABYLON.Observable();
  12442. /**
  12443. * Observable event triggered each time the canvas gains focus
  12444. */
  12445. this.onCanvasFocusObservable = new BABYLON.Observable();
  12446. /**
  12447. * Observable event triggered each time the canvas receives pointerout event
  12448. */
  12449. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12450. /**
  12451. * Observable event triggered before each texture is initialized
  12452. */
  12453. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12454. //WebVR
  12455. this._vrDisplay = undefined;
  12456. this._vrSupported = false;
  12457. this._vrExclusivePointerMode = false;
  12458. // Uniform buffers list
  12459. /**
  12460. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12461. */
  12462. this.disableUniformBuffers = false;
  12463. /** @hidden */
  12464. this._uniformBuffers = new Array();
  12465. // Observables
  12466. /**
  12467. * Observable raised when the engine begins a new frame
  12468. */
  12469. this.onBeginFrameObservable = new BABYLON.Observable();
  12470. /**
  12471. * If set, will be used to request the next animation frame for the render loop
  12472. */
  12473. this.customAnimationFrameRequester = null;
  12474. /**
  12475. * Observable raised when the engine ends the current frame
  12476. */
  12477. this.onEndFrameObservable = new BABYLON.Observable();
  12478. /**
  12479. * Observable raised when the engine is about to compile a shader
  12480. */
  12481. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12482. /**
  12483. * Observable raised when the engine has jsut compiled a shader
  12484. */
  12485. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12486. this._windowIsBackground = false;
  12487. this._webGLVersion = 1.0;
  12488. /** @hidden */
  12489. this._badOS = false;
  12490. /** @hidden */
  12491. this._badDesktopOS = false;
  12492. /**
  12493. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12494. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12495. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12496. */
  12497. this.disableTextureBindingOptimization = false;
  12498. /**
  12499. * Observable signaled when VR display mode changes
  12500. */
  12501. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12502. /**
  12503. * Observable signaled when VR request present is complete
  12504. */
  12505. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12506. /**
  12507. * Observable signaled when VR request present starts
  12508. */
  12509. this.onVRRequestPresentStart = new BABYLON.Observable();
  12510. this._colorWrite = true;
  12511. /** @hidden */
  12512. this._drawCalls = new BABYLON.PerfCounter();
  12513. /** @hidden */
  12514. this._textureCollisions = new BABYLON.PerfCounter();
  12515. this._renderingQueueLaunched = false;
  12516. this._activeRenderLoops = new Array();
  12517. // Deterministic lockstepMaxSteps
  12518. this._deterministicLockstep = false;
  12519. this._lockstepMaxSteps = 4;
  12520. // Lost context
  12521. /**
  12522. * Observable signaled when a context lost event is raised
  12523. */
  12524. this.onContextLostObservable = new BABYLON.Observable();
  12525. /**
  12526. * Observable signaled when a context restored event is raised
  12527. */
  12528. this.onContextRestoredObservable = new BABYLON.Observable();
  12529. this._contextWasLost = false;
  12530. this._doNotHandleContextLost = false;
  12531. // FPS
  12532. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12533. this._fps = 60;
  12534. this._deltaTime = 0;
  12535. /**
  12536. * Turn this value on if you want to pause FPS computation when in background
  12537. */
  12538. this.disablePerformanceMonitorInBackground = false;
  12539. // States
  12540. /** @hidden */
  12541. this._depthCullingState = new BABYLON._DepthCullingState();
  12542. /** @hidden */
  12543. this._stencilState = new BABYLON._StencilState();
  12544. /** @hidden */
  12545. this._alphaState = new BABYLON._AlphaState();
  12546. /** @hidden */
  12547. this._alphaMode = Engine.ALPHA_DISABLE;
  12548. // Cache
  12549. this._internalTexturesCache = new Array();
  12550. /** @hidden */
  12551. this._activeChannel = 0;
  12552. this._currentTextureChannel = -1;
  12553. /** @hidden */
  12554. this._boundTexturesCache = {};
  12555. this._compiledEffects = {};
  12556. this._vertexAttribArraysEnabled = [];
  12557. this._uintIndicesCurrentlySet = false;
  12558. this._currentBoundBuffer = new Array();
  12559. /** @hidden */
  12560. this._currentFramebuffer = null;
  12561. this._currentBufferPointers = new Array();
  12562. this._currentInstanceLocations = new Array();
  12563. this._currentInstanceBuffers = new Array();
  12564. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12565. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12566. this._vaoRecordInProgress = false;
  12567. this._mustWipeVertexAttributes = false;
  12568. this._nextFreeTextureSlots = new Array();
  12569. this._maxSimultaneousTextures = 0;
  12570. this._activeRequests = new Array();
  12571. // Hardware supported Compressed Textures
  12572. this._texturesSupported = new Array();
  12573. /**
  12574. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12575. */
  12576. this.premultipliedAlpha = true;
  12577. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12578. this._onVRFullScreenTriggered = function () {
  12579. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12580. //get the old size before we change
  12581. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12582. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12583. //get the width and height, change the render size
  12584. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12585. _this.setHardwareScalingLevel(1);
  12586. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12587. }
  12588. else {
  12589. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12590. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12591. }
  12592. };
  12593. this._unpackFlipYCached = null;
  12594. /**
  12595. * In case you are sharing the context with other applications, it might
  12596. * be interested to not cache the unpack flip y state to ensure a consistent
  12597. * value would be set.
  12598. */
  12599. this.enableUnpackFlipYCached = true;
  12600. this._boundUniforms = {};
  12601. // Register promises
  12602. BABYLON.PromisePolyfill.Apply();
  12603. var canvas = null;
  12604. Engine.Instances.push(this);
  12605. if (!canvasOrContext) {
  12606. return;
  12607. }
  12608. options = options || {};
  12609. if (canvasOrContext.getContext) {
  12610. canvas = canvasOrContext;
  12611. this._renderingCanvas = canvas;
  12612. if (antialias != null) {
  12613. options.antialias = antialias;
  12614. }
  12615. if (options.deterministicLockstep === undefined) {
  12616. options.deterministicLockstep = false;
  12617. }
  12618. if (options.lockstepMaxSteps === undefined) {
  12619. options.lockstepMaxSteps = 4;
  12620. }
  12621. if (options.preserveDrawingBuffer === undefined) {
  12622. options.preserveDrawingBuffer = false;
  12623. }
  12624. if (options.audioEngine === undefined) {
  12625. options.audioEngine = true;
  12626. }
  12627. if (options.stencil === undefined) {
  12628. options.stencil = true;
  12629. }
  12630. if (options.premultipliedAlpha === false) {
  12631. this.premultipliedAlpha = false;
  12632. }
  12633. this._deterministicLockstep = options.deterministicLockstep;
  12634. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12635. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12636. // Exceptions
  12637. if (navigator && navigator.userAgent) {
  12638. var ua = navigator.userAgent;
  12639. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12640. var exception = _a[_i];
  12641. var key = exception.key;
  12642. var targets = exception.targets;
  12643. if (ua.indexOf(key) > -1) {
  12644. if (exception.capture && exception.captureConstraint) {
  12645. var capture = exception.capture;
  12646. var constraint = exception.captureConstraint;
  12647. var regex = new RegExp(capture);
  12648. var matches = regex.exec(ua);
  12649. if (matches && matches.length > 0) {
  12650. var capturedValue = parseInt(matches[matches.length - 1]);
  12651. if (capturedValue >= constraint) {
  12652. continue;
  12653. }
  12654. }
  12655. }
  12656. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12657. var target = targets_1[_b];
  12658. switch (target) {
  12659. case "uniformBuffer":
  12660. this.disableUniformBuffers = true;
  12661. break;
  12662. case "textureBindingOptimization":
  12663. this.disableTextureBindingOptimization = true;
  12664. break;
  12665. }
  12666. }
  12667. }
  12668. }
  12669. }
  12670. // GL
  12671. if (!options.disableWebGL2Support) {
  12672. try {
  12673. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12674. if (this._gl) {
  12675. this._webGLVersion = 2.0;
  12676. // Prevent weird browsers to lie :-)
  12677. if (!this._gl.deleteQuery) {
  12678. this._webGLVersion = 1.0;
  12679. }
  12680. }
  12681. }
  12682. catch (e) {
  12683. // Do nothing
  12684. }
  12685. }
  12686. if (!this._gl) {
  12687. if (!canvas) {
  12688. throw new Error("The provided canvas is null or undefined.");
  12689. }
  12690. try {
  12691. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12692. }
  12693. catch (e) {
  12694. throw new Error("WebGL not supported");
  12695. }
  12696. }
  12697. if (!this._gl) {
  12698. throw new Error("WebGL not supported");
  12699. }
  12700. this._onCanvasFocus = function () {
  12701. _this.onCanvasFocusObservable.notifyObservers(_this);
  12702. };
  12703. this._onCanvasBlur = function () {
  12704. _this.onCanvasBlurObservable.notifyObservers(_this);
  12705. };
  12706. canvas.addEventListener("focus", this._onCanvasFocus);
  12707. canvas.addEventListener("blur", this._onCanvasBlur);
  12708. this._onBlur = function () {
  12709. if (_this.disablePerformanceMonitorInBackground) {
  12710. _this._performanceMonitor.disable();
  12711. }
  12712. _this._windowIsBackground = true;
  12713. };
  12714. this._onFocus = function () {
  12715. if (_this.disablePerformanceMonitorInBackground) {
  12716. _this._performanceMonitor.enable();
  12717. }
  12718. _this._windowIsBackground = false;
  12719. };
  12720. this._onCanvasPointerOut = function (ev) {
  12721. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12722. };
  12723. if (BABYLON.Tools.IsWindowObjectExist()) {
  12724. window.addEventListener("blur", this._onBlur);
  12725. window.addEventListener("focus", this._onFocus);
  12726. }
  12727. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12728. // Context lost
  12729. if (!this._doNotHandleContextLost) {
  12730. this._onContextLost = function (evt) {
  12731. evt.preventDefault();
  12732. _this._contextWasLost = true;
  12733. BABYLON.Tools.Warn("WebGL context lost.");
  12734. _this.onContextLostObservable.notifyObservers(_this);
  12735. };
  12736. this._onContextRestored = function (evt) {
  12737. // Adding a timeout to avoid race condition at browser level
  12738. setTimeout(function () {
  12739. // Rebuild gl context
  12740. _this._initGLContext();
  12741. // Rebuild effects
  12742. _this._rebuildEffects();
  12743. // Rebuild textures
  12744. _this._rebuildInternalTextures();
  12745. // Rebuild buffers
  12746. _this._rebuildBuffers();
  12747. // Cache
  12748. _this.wipeCaches(true);
  12749. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12750. _this.onContextRestoredObservable.notifyObservers(_this);
  12751. _this._contextWasLost = false;
  12752. }, 0);
  12753. };
  12754. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12755. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12756. }
  12757. }
  12758. else {
  12759. this._gl = canvasOrContext;
  12760. this._renderingCanvas = this._gl.canvas;
  12761. if (this._gl.renderbufferStorageMultisample) {
  12762. this._webGLVersion = 2.0;
  12763. }
  12764. var attributes = this._gl.getContextAttributes();
  12765. if (attributes) {
  12766. options.stencil = attributes.stencil;
  12767. }
  12768. }
  12769. // Viewport
  12770. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12771. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12772. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12773. this.resize();
  12774. this._isStencilEnable = options.stencil ? true : false;
  12775. this._initGLContext();
  12776. if (canvas) {
  12777. // Fullscreen
  12778. this._onFullscreenChange = function () {
  12779. if (document.fullscreen !== undefined) {
  12780. _this.isFullscreen = document.fullscreen;
  12781. }
  12782. else if (document.mozFullScreen !== undefined) {
  12783. _this.isFullscreen = document.mozFullScreen;
  12784. }
  12785. else if (document.webkitIsFullScreen !== undefined) {
  12786. _this.isFullscreen = document.webkitIsFullScreen;
  12787. }
  12788. else if (document.msIsFullScreen !== undefined) {
  12789. _this.isFullscreen = document.msIsFullScreen;
  12790. }
  12791. // Pointer lock
  12792. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12793. canvas.requestPointerLock = canvas.requestPointerLock ||
  12794. canvas.msRequestPointerLock ||
  12795. canvas.mozRequestPointerLock ||
  12796. canvas.webkitRequestPointerLock;
  12797. if (canvas.requestPointerLock) {
  12798. canvas.requestPointerLock();
  12799. }
  12800. }
  12801. };
  12802. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12803. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12804. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12805. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12806. // Pointer lock
  12807. this._onPointerLockChange = function () {
  12808. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12809. document.webkitPointerLockElement === canvas ||
  12810. document.msPointerLockElement === canvas ||
  12811. document.pointerLockElement === canvas);
  12812. };
  12813. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12814. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12815. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12816. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12817. this._onVRDisplayPointerRestricted = function () {
  12818. if (canvas) {
  12819. canvas.requestPointerLock();
  12820. }
  12821. };
  12822. this._onVRDisplayPointerUnrestricted = function () {
  12823. document.exitPointerLock();
  12824. };
  12825. if (BABYLON.Tools.IsWindowObjectExist()) {
  12826. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12827. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12828. }
  12829. }
  12830. // Create Audio Engine if needed.
  12831. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12832. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12833. }
  12834. // Prepare buffer pointers
  12835. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12836. this._currentBufferPointers[i] = new BufferPointer();
  12837. }
  12838. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12839. // Load WebVR Devices
  12840. if (options.autoEnableWebVR) {
  12841. this.initWebVR();
  12842. }
  12843. // Detect if we are running on a faulty buggy OS.
  12844. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12845. // Detect if we are running on a faulty buggy desktop OS.
  12846. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12847. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12848. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12849. }
  12850. Object.defineProperty(Engine, "LastCreatedEngine", {
  12851. /**
  12852. * Gets the latest created engine
  12853. */
  12854. get: function () {
  12855. if (Engine.Instances.length === 0) {
  12856. return null;
  12857. }
  12858. return Engine.Instances[Engine.Instances.length - 1];
  12859. },
  12860. enumerable: true,
  12861. configurable: true
  12862. });
  12863. Object.defineProperty(Engine, "LastCreatedScene", {
  12864. /**
  12865. * Gets the latest created scene
  12866. */
  12867. get: function () {
  12868. var lastCreatedEngine = Engine.LastCreatedEngine;
  12869. if (!lastCreatedEngine) {
  12870. return null;
  12871. }
  12872. if (lastCreatedEngine.scenes.length === 0) {
  12873. return null;
  12874. }
  12875. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12876. },
  12877. enumerable: true,
  12878. configurable: true
  12879. });
  12880. /**
  12881. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12882. * @param flag defines which part of the materials must be marked as dirty
  12883. * @param predicate defines a predicate used to filter which materials should be affected
  12884. */
  12885. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12886. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12887. var engine = Engine.Instances[engineIndex];
  12888. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12889. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12890. }
  12891. }
  12892. };
  12893. Object.defineProperty(Engine, "Version", {
  12894. /**
  12895. * Returns the current version of the framework
  12896. */
  12897. get: function () {
  12898. return "4.0.0-alpha.8";
  12899. },
  12900. enumerable: true,
  12901. configurable: true
  12902. });
  12903. Object.defineProperty(Engine.prototype, "description", {
  12904. /**
  12905. * Returns a string describing the current engine
  12906. */
  12907. get: function () {
  12908. var description = "WebGL" + this.webGLVersion;
  12909. if (this._caps.parallelShaderCompile) {
  12910. description += " - Parallel shader compilation";
  12911. }
  12912. return description;
  12913. },
  12914. enumerable: true,
  12915. configurable: true
  12916. });
  12917. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12918. /**
  12919. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12920. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12921. */
  12922. get: function () {
  12923. return this._vrExclusivePointerMode;
  12924. },
  12925. enumerable: true,
  12926. configurable: true
  12927. });
  12928. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12929. /**
  12930. * Gets a boolean indicating that the engine supports uniform buffers
  12931. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12932. */
  12933. get: function () {
  12934. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12935. },
  12936. enumerable: true,
  12937. configurable: true
  12938. });
  12939. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12940. /**
  12941. * Gets a boolean indicating that only power of 2 textures are supported
  12942. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12943. */
  12944. get: function () {
  12945. return this._webGLVersion < 2 || this.forcePOTTextures;
  12946. },
  12947. enumerable: true,
  12948. configurable: true
  12949. });
  12950. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12951. /**
  12952. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12953. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12954. */
  12955. get: function () {
  12956. return this._doNotHandleContextLost;
  12957. },
  12958. set: function (value) {
  12959. this._doNotHandleContextLost = value;
  12960. },
  12961. enumerable: true,
  12962. configurable: true
  12963. });
  12964. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12965. /**
  12966. * Gets the performance monitor attached to this engine
  12967. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12968. */
  12969. get: function () {
  12970. return this._performanceMonitor;
  12971. },
  12972. enumerable: true,
  12973. configurable: true
  12974. });
  12975. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12976. /**
  12977. * Gets the list of texture formats supported
  12978. */
  12979. get: function () {
  12980. return this._texturesSupported;
  12981. },
  12982. enumerable: true,
  12983. configurable: true
  12984. });
  12985. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12986. /**
  12987. * Gets the list of texture formats in use
  12988. */
  12989. get: function () {
  12990. return this._textureFormatInUse;
  12991. },
  12992. enumerable: true,
  12993. configurable: true
  12994. });
  12995. Object.defineProperty(Engine.prototype, "currentViewport", {
  12996. /**
  12997. * Gets the current viewport
  12998. */
  12999. get: function () {
  13000. return this._cachedViewport;
  13001. },
  13002. enumerable: true,
  13003. configurable: true
  13004. });
  13005. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13006. /**
  13007. * Gets the default empty texture
  13008. */
  13009. get: function () {
  13010. if (!this._emptyTexture) {
  13011. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13012. }
  13013. return this._emptyTexture;
  13014. },
  13015. enumerable: true,
  13016. configurable: true
  13017. });
  13018. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13019. /**
  13020. * Gets the default empty 3D texture
  13021. */
  13022. get: function () {
  13023. if (!this._emptyTexture3D) {
  13024. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13025. }
  13026. return this._emptyTexture3D;
  13027. },
  13028. enumerable: true,
  13029. configurable: true
  13030. });
  13031. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13032. /**
  13033. * Gets the default empty cube texture
  13034. */
  13035. get: function () {
  13036. if (!this._emptyCubeTexture) {
  13037. var faceData = new Uint8Array(4);
  13038. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13039. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13040. }
  13041. return this._emptyCubeTexture;
  13042. },
  13043. enumerable: true,
  13044. configurable: true
  13045. });
  13046. Engine.prototype._rebuildInternalTextures = function () {
  13047. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13048. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13049. var internalTexture = currentState_1[_i];
  13050. internalTexture._rebuild();
  13051. }
  13052. };
  13053. Engine.prototype._rebuildEffects = function () {
  13054. for (var key in this._compiledEffects) {
  13055. var effect = this._compiledEffects[key];
  13056. effect._prepareEffect();
  13057. }
  13058. BABYLON.Effect.ResetCache();
  13059. };
  13060. /**
  13061. * Gets a boolean indicating if all created effects are ready
  13062. * @returns true if all effects are ready
  13063. */
  13064. Engine.prototype.areAllEffectsReady = function () {
  13065. for (var key in this._compiledEffects) {
  13066. var effect = this._compiledEffects[key];
  13067. if (!effect.isReady()) {
  13068. return false;
  13069. }
  13070. }
  13071. return true;
  13072. };
  13073. Engine.prototype._rebuildBuffers = function () {
  13074. // Index / Vertex
  13075. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13076. var scene = _a[_i];
  13077. scene.resetCachedMaterial();
  13078. scene._rebuildGeometries();
  13079. scene._rebuildTextures();
  13080. }
  13081. // Uniforms
  13082. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13083. var uniformBuffer = _c[_b];
  13084. uniformBuffer._rebuild();
  13085. }
  13086. };
  13087. Engine.prototype._initGLContext = function () {
  13088. // Caps
  13089. this._caps = new EngineCapabilities();
  13090. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13091. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13092. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13093. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13094. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13095. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13096. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13097. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13098. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13099. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13100. // Infos
  13101. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13102. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13103. if (rendererInfo != null) {
  13104. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13105. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13106. }
  13107. if (!this._glVendor) {
  13108. this._glVendor = "Unknown vendor";
  13109. }
  13110. if (!this._glRenderer) {
  13111. this._glRenderer = "Unknown renderer";
  13112. }
  13113. // Constants
  13114. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13115. if (this._gl.RGBA16F !== 0x881A) {
  13116. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13117. }
  13118. if (this._gl.RGBA32F !== 0x8814) {
  13119. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13120. }
  13121. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13122. this._gl.DEPTH24_STENCIL8 = 35056;
  13123. }
  13124. // Extensions
  13125. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13126. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13127. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13128. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13129. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13130. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13131. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13132. 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');
  13133. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13134. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13135. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13136. this._caps.highPrecisionShaderSupported = false;
  13137. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13138. if (this._caps.timerQuery) {
  13139. if (this._webGLVersion === 1) {
  13140. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13141. }
  13142. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13143. }
  13144. // Checks if some of the format renders first to allow the use of webgl inspector.
  13145. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13146. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13147. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13148. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13149. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13150. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13151. if (this._webGLVersion > 1) {
  13152. this._gl.HALF_FLOAT_OES = 0x140B;
  13153. }
  13154. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13155. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13156. // Draw buffers
  13157. if (this._webGLVersion > 1) {
  13158. this._caps.drawBuffersExtension = true;
  13159. }
  13160. else {
  13161. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13162. if (drawBuffersExtension !== null) {
  13163. this._caps.drawBuffersExtension = true;
  13164. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13165. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13166. for (var i = 0; i < 16; i++) {
  13167. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13168. }
  13169. }
  13170. else {
  13171. this._caps.drawBuffersExtension = false;
  13172. }
  13173. }
  13174. // Shader compiler threads
  13175. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13176. if (this._caps.parallelShaderCompile) {
  13177. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13178. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13179. }
  13180. // Depth Texture
  13181. if (this._webGLVersion > 1) {
  13182. this._caps.depthTextureExtension = true;
  13183. }
  13184. else {
  13185. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13186. if (depthTextureExtension != null) {
  13187. this._caps.depthTextureExtension = true;
  13188. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13189. }
  13190. }
  13191. // Vertex array object
  13192. if (this._webGLVersion > 1) {
  13193. this._caps.vertexArrayObject = true;
  13194. }
  13195. else {
  13196. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13197. if (vertexArrayObjectExtension != null) {
  13198. this._caps.vertexArrayObject = true;
  13199. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13200. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13201. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13202. }
  13203. else {
  13204. this._caps.vertexArrayObject = false;
  13205. }
  13206. }
  13207. // Instances count
  13208. if (this._webGLVersion > 1) {
  13209. this._caps.instancedArrays = true;
  13210. }
  13211. else {
  13212. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13213. if (instanceExtension != null) {
  13214. this._caps.instancedArrays = true;
  13215. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13216. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13217. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13218. }
  13219. else {
  13220. this._caps.instancedArrays = false;
  13221. }
  13222. }
  13223. // Intelligently add supported compressed formats in order to check for.
  13224. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13225. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13226. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13227. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13228. if (this._caps.astc) {
  13229. this.texturesSupported.push('-astc.ktx');
  13230. }
  13231. if (this._caps.s3tc) {
  13232. this.texturesSupported.push('-dxt.ktx');
  13233. }
  13234. if (this._caps.pvrtc) {
  13235. this.texturesSupported.push('-pvrtc.ktx');
  13236. }
  13237. if (this._caps.etc2) {
  13238. this.texturesSupported.push('-etc2.ktx');
  13239. }
  13240. if (this._caps.etc1) {
  13241. this.texturesSupported.push('-etc1.ktx');
  13242. }
  13243. if (this._gl.getShaderPrecisionFormat) {
  13244. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13245. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13246. if (vertex_highp && fragment_highp) {
  13247. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13248. }
  13249. }
  13250. // Depth buffer
  13251. this.setDepthBuffer(true);
  13252. this.setDepthFunctionToLessOrEqual();
  13253. this.setDepthWrite(true);
  13254. // Texture maps
  13255. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13256. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13257. this._nextFreeTextureSlots.push(slot);
  13258. }
  13259. };
  13260. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13261. /**
  13262. * Gets version of the current webGL context
  13263. */
  13264. get: function () {
  13265. return this._webGLVersion;
  13266. },
  13267. enumerable: true,
  13268. configurable: true
  13269. });
  13270. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13271. /**
  13272. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13273. */
  13274. get: function () {
  13275. return this._isStencilEnable;
  13276. },
  13277. enumerable: true,
  13278. configurable: true
  13279. });
  13280. Engine.prototype._prepareWorkingCanvas = function () {
  13281. if (this._workingCanvas) {
  13282. return;
  13283. }
  13284. this._workingCanvas = document.createElement("canvas");
  13285. var context = this._workingCanvas.getContext("2d");
  13286. if (context) {
  13287. this._workingContext = context;
  13288. }
  13289. };
  13290. /**
  13291. * Reset the texture cache to empty state
  13292. */
  13293. Engine.prototype.resetTextureCache = function () {
  13294. for (var key in this._boundTexturesCache) {
  13295. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13296. continue;
  13297. }
  13298. var boundTexture = this._boundTexturesCache[key];
  13299. if (boundTexture) {
  13300. this._removeDesignatedSlot(boundTexture);
  13301. }
  13302. this._boundTexturesCache[key] = null;
  13303. }
  13304. if (!this.disableTextureBindingOptimization) {
  13305. this._nextFreeTextureSlots = [];
  13306. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13307. this._nextFreeTextureSlots.push(slot);
  13308. }
  13309. }
  13310. this._currentTextureChannel = -1;
  13311. };
  13312. /**
  13313. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13314. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13315. * @returns true if engine is in deterministic lock step mode
  13316. */
  13317. Engine.prototype.isDeterministicLockStep = function () {
  13318. return this._deterministicLockstep;
  13319. };
  13320. /**
  13321. * Gets the max steps when engine is running in deterministic lock step
  13322. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13323. * @returns the max steps
  13324. */
  13325. Engine.prototype.getLockstepMaxSteps = function () {
  13326. return this._lockstepMaxSteps;
  13327. };
  13328. /**
  13329. * Gets an object containing information about the current webGL context
  13330. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13331. */
  13332. Engine.prototype.getGlInfo = function () {
  13333. return {
  13334. vendor: this._glVendor,
  13335. renderer: this._glRenderer,
  13336. version: this._glVersion
  13337. };
  13338. };
  13339. /**
  13340. * Gets current aspect ratio
  13341. * @param camera defines the camera to use to get the aspect ratio
  13342. * @param useScreen defines if screen size must be used (or the current render target if any)
  13343. * @returns a number defining the aspect ratio
  13344. */
  13345. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13346. if (useScreen === void 0) { useScreen = false; }
  13347. var viewport = camera.viewport;
  13348. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13349. };
  13350. /**
  13351. * Gets current screen aspect ratio
  13352. * @returns a number defining the aspect ratio
  13353. */
  13354. Engine.prototype.getScreenAspectRatio = function () {
  13355. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13356. };
  13357. /**
  13358. * Gets the current render width
  13359. * @param useScreen defines if screen size must be used (or the current render target if any)
  13360. * @returns a number defining the current render width
  13361. */
  13362. Engine.prototype.getRenderWidth = function (useScreen) {
  13363. if (useScreen === void 0) { useScreen = false; }
  13364. if (!useScreen && this._currentRenderTarget) {
  13365. return this._currentRenderTarget.width;
  13366. }
  13367. return this._gl.drawingBufferWidth;
  13368. };
  13369. /**
  13370. * Gets the current render height
  13371. * @param useScreen defines if screen size must be used (or the current render target if any)
  13372. * @returns a number defining the current render height
  13373. */
  13374. Engine.prototype.getRenderHeight = function (useScreen) {
  13375. if (useScreen === void 0) { useScreen = false; }
  13376. if (!useScreen && this._currentRenderTarget) {
  13377. return this._currentRenderTarget.height;
  13378. }
  13379. return this._gl.drawingBufferHeight;
  13380. };
  13381. /**
  13382. * Gets the HTML canvas attached with the current webGL context
  13383. * @returns a HTML canvas
  13384. */
  13385. Engine.prototype.getRenderingCanvas = function () {
  13386. return this._renderingCanvas;
  13387. };
  13388. /**
  13389. * Gets the client rect of the HTML canvas attached with the current webGL context
  13390. * @returns a client rectanglee
  13391. */
  13392. Engine.prototype.getRenderingCanvasClientRect = function () {
  13393. if (!this._renderingCanvas) {
  13394. return null;
  13395. }
  13396. return this._renderingCanvas.getBoundingClientRect();
  13397. };
  13398. /**
  13399. * Defines the hardware scaling level.
  13400. * By default the hardware scaling level is computed from the window device ratio.
  13401. * 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.
  13402. * @param level defines the level to use
  13403. */
  13404. Engine.prototype.setHardwareScalingLevel = function (level) {
  13405. this._hardwareScalingLevel = level;
  13406. this.resize();
  13407. };
  13408. /**
  13409. * Gets the current hardware scaling level.
  13410. * By default the hardware scaling level is computed from the window device ratio.
  13411. * 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.
  13412. * @returns a number indicating the current hardware scaling level
  13413. */
  13414. Engine.prototype.getHardwareScalingLevel = function () {
  13415. return this._hardwareScalingLevel;
  13416. };
  13417. /**
  13418. * Gets the list of loaded textures
  13419. * @returns an array containing all loaded textures
  13420. */
  13421. Engine.prototype.getLoadedTexturesCache = function () {
  13422. return this._internalTexturesCache;
  13423. };
  13424. /**
  13425. * Gets the object containing all engine capabilities
  13426. * @returns the EngineCapabilities object
  13427. */
  13428. Engine.prototype.getCaps = function () {
  13429. return this._caps;
  13430. };
  13431. /**
  13432. * Gets the current depth function
  13433. * @returns a number defining the depth function
  13434. */
  13435. Engine.prototype.getDepthFunction = function () {
  13436. return this._depthCullingState.depthFunc;
  13437. };
  13438. /**
  13439. * Sets the current depth function
  13440. * @param depthFunc defines the function to use
  13441. */
  13442. Engine.prototype.setDepthFunction = function (depthFunc) {
  13443. this._depthCullingState.depthFunc = depthFunc;
  13444. };
  13445. /**
  13446. * Sets the current depth function to GREATER
  13447. */
  13448. Engine.prototype.setDepthFunctionToGreater = function () {
  13449. this._depthCullingState.depthFunc = this._gl.GREATER;
  13450. };
  13451. /**
  13452. * Sets the current depth function to GEQUAL
  13453. */
  13454. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13455. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13456. };
  13457. /**
  13458. * Sets the current depth function to LESS
  13459. */
  13460. Engine.prototype.setDepthFunctionToLess = function () {
  13461. this._depthCullingState.depthFunc = this._gl.LESS;
  13462. };
  13463. /**
  13464. * Sets the current depth function to LEQUAL
  13465. */
  13466. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13467. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13468. };
  13469. /**
  13470. * Gets a boolean indicating if stencil buffer is enabled
  13471. * @returns the current stencil buffer state
  13472. */
  13473. Engine.prototype.getStencilBuffer = function () {
  13474. return this._stencilState.stencilTest;
  13475. };
  13476. /**
  13477. * Enable or disable the stencil buffer
  13478. * @param enable defines if the stencil buffer must be enabled or disabled
  13479. */
  13480. Engine.prototype.setStencilBuffer = function (enable) {
  13481. this._stencilState.stencilTest = enable;
  13482. };
  13483. /**
  13484. * Gets the current stencil mask
  13485. * @returns a number defining the new stencil mask to use
  13486. */
  13487. Engine.prototype.getStencilMask = function () {
  13488. return this._stencilState.stencilMask;
  13489. };
  13490. /**
  13491. * Sets the current stencil mask
  13492. * @param mask defines the new stencil mask to use
  13493. */
  13494. Engine.prototype.setStencilMask = function (mask) {
  13495. this._stencilState.stencilMask = mask;
  13496. };
  13497. /**
  13498. * Gets the current stencil function
  13499. * @returns a number defining the stencil function to use
  13500. */
  13501. Engine.prototype.getStencilFunction = function () {
  13502. return this._stencilState.stencilFunc;
  13503. };
  13504. /**
  13505. * Gets the current stencil reference value
  13506. * @returns a number defining the stencil reference value to use
  13507. */
  13508. Engine.prototype.getStencilFunctionReference = function () {
  13509. return this._stencilState.stencilFuncRef;
  13510. };
  13511. /**
  13512. * Gets the current stencil mask
  13513. * @returns a number defining the stencil mask to use
  13514. */
  13515. Engine.prototype.getStencilFunctionMask = function () {
  13516. return this._stencilState.stencilFuncMask;
  13517. };
  13518. /**
  13519. * Sets the current stencil function
  13520. * @param stencilFunc defines the new stencil function to use
  13521. */
  13522. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13523. this._stencilState.stencilFunc = stencilFunc;
  13524. };
  13525. /**
  13526. * Sets the current stencil reference
  13527. * @param reference defines the new stencil reference to use
  13528. */
  13529. Engine.prototype.setStencilFunctionReference = function (reference) {
  13530. this._stencilState.stencilFuncRef = reference;
  13531. };
  13532. /**
  13533. * Sets the current stencil mask
  13534. * @param mask defines the new stencil mask to use
  13535. */
  13536. Engine.prototype.setStencilFunctionMask = function (mask) {
  13537. this._stencilState.stencilFuncMask = mask;
  13538. };
  13539. /**
  13540. * Gets the current stencil operation when stencil fails
  13541. * @returns a number defining stencil operation to use when stencil fails
  13542. */
  13543. Engine.prototype.getStencilOperationFail = function () {
  13544. return this._stencilState.stencilOpStencilFail;
  13545. };
  13546. /**
  13547. * Gets the current stencil operation when depth fails
  13548. * @returns a number defining stencil operation to use when depth fails
  13549. */
  13550. Engine.prototype.getStencilOperationDepthFail = function () {
  13551. return this._stencilState.stencilOpDepthFail;
  13552. };
  13553. /**
  13554. * Gets the current stencil operation when stencil passes
  13555. * @returns a number defining stencil operation to use when stencil passes
  13556. */
  13557. Engine.prototype.getStencilOperationPass = function () {
  13558. return this._stencilState.stencilOpStencilDepthPass;
  13559. };
  13560. /**
  13561. * Sets the stencil operation to use when stencil fails
  13562. * @param operation defines the stencil operation to use when stencil fails
  13563. */
  13564. Engine.prototype.setStencilOperationFail = function (operation) {
  13565. this._stencilState.stencilOpStencilFail = operation;
  13566. };
  13567. /**
  13568. * Sets the stencil operation to use when depth fails
  13569. * @param operation defines the stencil operation to use when depth fails
  13570. */
  13571. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13572. this._stencilState.stencilOpDepthFail = operation;
  13573. };
  13574. /**
  13575. * Sets the stencil operation to use when stencil passes
  13576. * @param operation defines the stencil operation to use when stencil passes
  13577. */
  13578. Engine.prototype.setStencilOperationPass = function (operation) {
  13579. this._stencilState.stencilOpStencilDepthPass = operation;
  13580. };
  13581. /**
  13582. * Sets a boolean indicating if the dithering state is enabled or disabled
  13583. * @param value defines the dithering state
  13584. */
  13585. Engine.prototype.setDitheringState = function (value) {
  13586. if (value) {
  13587. this._gl.enable(this._gl.DITHER);
  13588. }
  13589. else {
  13590. this._gl.disable(this._gl.DITHER);
  13591. }
  13592. };
  13593. /**
  13594. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13595. * @param value defines the rasterizer state
  13596. */
  13597. Engine.prototype.setRasterizerState = function (value) {
  13598. if (value) {
  13599. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13600. }
  13601. else {
  13602. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13603. }
  13604. };
  13605. /**
  13606. * stop executing a render loop function and remove it from the execution array
  13607. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13608. */
  13609. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13610. if (!renderFunction) {
  13611. this._activeRenderLoops = [];
  13612. return;
  13613. }
  13614. var index = this._activeRenderLoops.indexOf(renderFunction);
  13615. if (index >= 0) {
  13616. this._activeRenderLoops.splice(index, 1);
  13617. }
  13618. };
  13619. /** @hidden */
  13620. Engine.prototype._renderLoop = function () {
  13621. if (!this._contextWasLost) {
  13622. var shouldRender = true;
  13623. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13624. shouldRender = false;
  13625. }
  13626. if (shouldRender) {
  13627. // Start new frame
  13628. this.beginFrame();
  13629. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13630. var renderFunction = this._activeRenderLoops[index];
  13631. renderFunction();
  13632. }
  13633. // Present
  13634. this.endFrame();
  13635. }
  13636. }
  13637. if (this._activeRenderLoops.length > 0) {
  13638. // Register new frame
  13639. if (this.customAnimationFrameRequester) {
  13640. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13641. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13642. }
  13643. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13644. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13645. }
  13646. else {
  13647. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13648. }
  13649. }
  13650. else {
  13651. this._renderingQueueLaunched = false;
  13652. }
  13653. };
  13654. /**
  13655. * Register and execute a render loop. The engine can have more than one render function
  13656. * @param renderFunction defines the function to continuously execute
  13657. */
  13658. Engine.prototype.runRenderLoop = function (renderFunction) {
  13659. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13660. return;
  13661. }
  13662. this._activeRenderLoops.push(renderFunction);
  13663. if (!this._renderingQueueLaunched) {
  13664. this._renderingQueueLaunched = true;
  13665. this._bindedRenderFunction = this._renderLoop.bind(this);
  13666. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13667. }
  13668. };
  13669. /**
  13670. * Toggle full screen mode
  13671. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13672. */
  13673. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13674. if (this.isFullscreen) {
  13675. BABYLON.Tools.ExitFullscreen();
  13676. }
  13677. else {
  13678. this._pointerLockRequested = requestPointerLock;
  13679. if (this._renderingCanvas) {
  13680. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13681. }
  13682. }
  13683. };
  13684. /**
  13685. * Clear the current render buffer or the current render target (if any is set up)
  13686. * @param color defines the color to use
  13687. * @param backBuffer defines if the back buffer must be cleared
  13688. * @param depth defines if the depth buffer must be cleared
  13689. * @param stencil defines if the stencil buffer must be cleared
  13690. */
  13691. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13692. if (stencil === void 0) { stencil = false; }
  13693. this.applyStates();
  13694. var mode = 0;
  13695. if (backBuffer && color) {
  13696. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13697. mode |= this._gl.COLOR_BUFFER_BIT;
  13698. }
  13699. if (depth) {
  13700. this._gl.clearDepth(1.0);
  13701. mode |= this._gl.DEPTH_BUFFER_BIT;
  13702. }
  13703. if (stencil) {
  13704. this._gl.clearStencil(0);
  13705. mode |= this._gl.STENCIL_BUFFER_BIT;
  13706. }
  13707. this._gl.clear(mode);
  13708. };
  13709. /**
  13710. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13711. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13712. * @param y defines the y-coordinate of the corner of the clear rectangle
  13713. * @param width defines the width of the clear rectangle
  13714. * @param height defines the height of the clear rectangle
  13715. * @param clearColor defines the clear color
  13716. */
  13717. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13718. var gl = this._gl;
  13719. // Save state
  13720. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13721. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13722. // Change state
  13723. gl.enable(gl.SCISSOR_TEST);
  13724. gl.scissor(x, y, width, height);
  13725. // Clear
  13726. this.clear(clearColor, true, true, true);
  13727. // Restore state
  13728. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13729. if (curScissor === true) {
  13730. gl.enable(gl.SCISSOR_TEST);
  13731. }
  13732. else {
  13733. gl.disable(gl.SCISSOR_TEST);
  13734. }
  13735. };
  13736. /** @hidden */
  13737. Engine.prototype._viewport = function (x, y, width, height) {
  13738. if (x !== this._viewportCached.x ||
  13739. y !== this._viewportCached.y ||
  13740. width !== this._viewportCached.z ||
  13741. height !== this._viewportCached.w) {
  13742. this._viewportCached.x = x;
  13743. this._viewportCached.y = y;
  13744. this._viewportCached.z = width;
  13745. this._viewportCached.w = height;
  13746. this._gl.viewport(x, y, width, height);
  13747. }
  13748. };
  13749. /**
  13750. * Set the WebGL's viewport
  13751. * @param viewport defines the viewport element to be used
  13752. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13753. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13754. */
  13755. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13756. var width = requiredWidth || this.getRenderWidth();
  13757. var height = requiredHeight || this.getRenderHeight();
  13758. var x = viewport.x || 0;
  13759. var y = viewport.y || 0;
  13760. this._cachedViewport = viewport;
  13761. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13762. };
  13763. /**
  13764. * Directly set the WebGL Viewport
  13765. * @param x defines the x coordinate of the viewport (in screen space)
  13766. * @param y defines the y coordinate of the viewport (in screen space)
  13767. * @param width defines the width of the viewport (in screen space)
  13768. * @param height defines the height of the viewport (in screen space)
  13769. * @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
  13770. */
  13771. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13772. var currentViewport = this._cachedViewport;
  13773. this._cachedViewport = null;
  13774. this._viewport(x, y, width, height);
  13775. return currentViewport;
  13776. };
  13777. /**
  13778. * Begin a new frame
  13779. */
  13780. Engine.prototype.beginFrame = function () {
  13781. this.onBeginFrameObservable.notifyObservers(this);
  13782. this._measureFps();
  13783. };
  13784. /**
  13785. * Enf the current frame
  13786. */
  13787. Engine.prototype.endFrame = function () {
  13788. // Force a flush in case we are using a bad OS.
  13789. if (this._badOS) {
  13790. this.flushFramebuffer();
  13791. }
  13792. // Submit frame to the vr device, if enabled
  13793. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13794. // TODO: We should only submit the frame if we read frameData successfully.
  13795. this._vrDisplay.submitFrame();
  13796. }
  13797. this.onEndFrameObservable.notifyObservers(this);
  13798. };
  13799. /**
  13800. * Resize the view according to the canvas' size
  13801. */
  13802. Engine.prototype.resize = function () {
  13803. // We're not resizing the size of the canvas while in VR mode & presenting
  13804. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13805. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13806. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13807. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13808. }
  13809. };
  13810. /**
  13811. * Force a specific size of the canvas
  13812. * @param width defines the new canvas' width
  13813. * @param height defines the new canvas' height
  13814. */
  13815. Engine.prototype.setSize = function (width, height) {
  13816. if (!this._renderingCanvas) {
  13817. return;
  13818. }
  13819. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13820. return;
  13821. }
  13822. this._renderingCanvas.width = width;
  13823. this._renderingCanvas.height = height;
  13824. for (var index = 0; index < this.scenes.length; index++) {
  13825. var scene = this.scenes[index];
  13826. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13827. var cam = scene.cameras[camIndex];
  13828. cam._currentRenderId = 0;
  13829. }
  13830. }
  13831. if (this.onResizeObservable.hasObservers) {
  13832. this.onResizeObservable.notifyObservers(this);
  13833. }
  13834. };
  13835. // WebVR functions
  13836. /**
  13837. * Gets a boolean indicating if a webVR device was detected
  13838. * @returns true if a webVR device was detected
  13839. */
  13840. Engine.prototype.isVRDevicePresent = function () {
  13841. return !!this._vrDisplay;
  13842. };
  13843. /**
  13844. * Gets the current webVR device
  13845. * @returns the current webVR device (or null)
  13846. */
  13847. Engine.prototype.getVRDevice = function () {
  13848. return this._vrDisplay;
  13849. };
  13850. /**
  13851. * Initializes a webVR display and starts listening to display change events
  13852. * The onVRDisplayChangedObservable will be notified upon these changes
  13853. * @returns The onVRDisplayChangedObservable
  13854. */
  13855. Engine.prototype.initWebVR = function () {
  13856. this.initWebVRAsync();
  13857. return this.onVRDisplayChangedObservable;
  13858. };
  13859. /**
  13860. * Initializes a webVR display and starts listening to display change events
  13861. * The onVRDisplayChangedObservable will be notified upon these changes
  13862. * @returns A promise containing a VRDisplay and if vr is supported
  13863. */
  13864. Engine.prototype.initWebVRAsync = function () {
  13865. var _this = this;
  13866. var notifyObservers = function () {
  13867. var eventArgs = {
  13868. vrDisplay: _this._vrDisplay,
  13869. vrSupported: _this._vrSupported
  13870. };
  13871. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13872. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13873. };
  13874. if (!this._onVrDisplayConnect) {
  13875. this._onVrDisplayConnect = function (event) {
  13876. _this._vrDisplay = event.display;
  13877. notifyObservers();
  13878. };
  13879. this._onVrDisplayDisconnect = function () {
  13880. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13881. _this._vrDisplay = undefined;
  13882. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13883. notifyObservers();
  13884. };
  13885. this._onVrDisplayPresentChange = function () {
  13886. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13887. };
  13888. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13889. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13890. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13891. }
  13892. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13893. this._webVRInitPromise.then(notifyObservers);
  13894. return this._webVRInitPromise;
  13895. };
  13896. /**
  13897. * Call this function to switch to webVR mode
  13898. * Will do nothing if webVR is not supported or if there is no webVR device
  13899. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13900. */
  13901. Engine.prototype.enableVR = function () {
  13902. var _this = this;
  13903. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13904. var onResolved = function () {
  13905. _this.onVRRequestPresentComplete.notifyObservers(true);
  13906. _this._onVRFullScreenTriggered();
  13907. };
  13908. var onRejected = function () {
  13909. _this.onVRRequestPresentComplete.notifyObservers(false);
  13910. };
  13911. this.onVRRequestPresentStart.notifyObservers(this);
  13912. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13913. }
  13914. };
  13915. /**
  13916. * Call this function to leave webVR mode
  13917. * Will do nothing if webVR is not supported or if there is no webVR device
  13918. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13919. */
  13920. Engine.prototype.disableVR = function () {
  13921. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13922. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13923. }
  13924. };
  13925. Engine.prototype._getVRDisplaysAsync = function () {
  13926. var _this = this;
  13927. return new Promise(function (res, rej) {
  13928. if (navigator.getVRDisplays) {
  13929. navigator.getVRDisplays().then(function (devices) {
  13930. _this._vrSupported = true;
  13931. // note that devices may actually be an empty array. This is fine;
  13932. // we expect this._vrDisplay to be undefined in this case.
  13933. _this._vrDisplay = devices[0];
  13934. res({
  13935. vrDisplay: _this._vrDisplay,
  13936. vrSupported: _this._vrSupported
  13937. });
  13938. });
  13939. }
  13940. else {
  13941. _this._vrDisplay = undefined;
  13942. _this._vrSupported = false;
  13943. res({
  13944. vrDisplay: _this._vrDisplay,
  13945. vrSupported: _this._vrSupported
  13946. });
  13947. }
  13948. });
  13949. };
  13950. /**
  13951. * Binds the frame buffer to the specified texture.
  13952. * @param texture The texture to render to or null for the default canvas
  13953. * @param faceIndex The face of the texture to render to in case of cube texture
  13954. * @param requiredWidth The width of the target to render to
  13955. * @param requiredHeight The height of the target to render to
  13956. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13957. * @param depthStencilTexture The depth stencil texture to use to render
  13958. * @param lodLevel defines le lod level to bind to the frame buffer
  13959. */
  13960. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13961. if (lodLevel === void 0) { lodLevel = 0; }
  13962. if (this._currentRenderTarget) {
  13963. this.unBindFramebuffer(this._currentRenderTarget);
  13964. }
  13965. this._currentRenderTarget = texture;
  13966. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13967. var gl = this._gl;
  13968. if (texture.isCube) {
  13969. if (faceIndex === undefined) {
  13970. faceIndex = 0;
  13971. }
  13972. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13973. if (depthStencilTexture) {
  13974. if (depthStencilTexture._generateStencilBuffer) {
  13975. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13976. }
  13977. else {
  13978. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13979. }
  13980. }
  13981. }
  13982. if (this._cachedViewport && !forceFullscreenViewport) {
  13983. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13984. }
  13985. else {
  13986. if (!requiredWidth) {
  13987. requiredWidth = texture.width;
  13988. if (lodLevel) {
  13989. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13990. }
  13991. }
  13992. if (!requiredHeight) {
  13993. requiredHeight = texture.height;
  13994. if (lodLevel) {
  13995. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13996. }
  13997. }
  13998. this._viewport(0, 0, requiredWidth, requiredHeight);
  13999. }
  14000. this.wipeCaches();
  14001. };
  14002. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14003. if (this._currentFramebuffer !== framebuffer) {
  14004. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14005. this._currentFramebuffer = framebuffer;
  14006. }
  14007. };
  14008. /**
  14009. * Unbind the current render target texture from the webGL context
  14010. * @param texture defines the render target texture to unbind
  14011. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14012. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14013. */
  14014. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14015. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14016. this._currentRenderTarget = null;
  14017. // If MSAA, we need to bitblt back to main texture
  14018. var gl = this._gl;
  14019. if (texture._MSAAFramebuffer) {
  14020. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14021. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14022. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14023. }
  14024. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14025. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14026. gl.generateMipmap(gl.TEXTURE_2D);
  14027. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14028. }
  14029. if (onBeforeUnbind) {
  14030. if (texture._MSAAFramebuffer) {
  14031. // Bind the correct framebuffer
  14032. this.bindUnboundFramebuffer(texture._framebuffer);
  14033. }
  14034. onBeforeUnbind();
  14035. }
  14036. this.bindUnboundFramebuffer(null);
  14037. };
  14038. /**
  14039. * Unbind a list of render target textures from the webGL context
  14040. * This is used only when drawBuffer extension or webGL2 are active
  14041. * @param textures defines the render target textures to unbind
  14042. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14043. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14044. */
  14045. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14046. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14047. this._currentRenderTarget = null;
  14048. // If MSAA, we need to bitblt back to main texture
  14049. var gl = this._gl;
  14050. if (textures[0]._MSAAFramebuffer) {
  14051. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14052. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14053. var attachments = textures[0]._attachments;
  14054. if (!attachments) {
  14055. attachments = new Array(textures.length);
  14056. textures[0]._attachments = attachments;
  14057. }
  14058. for (var i = 0; i < textures.length; i++) {
  14059. var texture = textures[i];
  14060. for (var j = 0; j < attachments.length; j++) {
  14061. attachments[j] = gl.NONE;
  14062. }
  14063. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14064. gl.readBuffer(attachments[i]);
  14065. gl.drawBuffers(attachments);
  14066. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14067. }
  14068. for (var i = 0; i < attachments.length; i++) {
  14069. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14070. }
  14071. gl.drawBuffers(attachments);
  14072. }
  14073. for (var i = 0; i < textures.length; i++) {
  14074. var texture = textures[i];
  14075. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14076. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14077. gl.generateMipmap(gl.TEXTURE_2D);
  14078. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14079. }
  14080. }
  14081. if (onBeforeUnbind) {
  14082. if (textures[0]._MSAAFramebuffer) {
  14083. // Bind the correct framebuffer
  14084. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14085. }
  14086. onBeforeUnbind();
  14087. }
  14088. this.bindUnboundFramebuffer(null);
  14089. };
  14090. /**
  14091. * Force the mipmap generation for the given render target texture
  14092. * @param texture defines the render target texture to use
  14093. */
  14094. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14095. if (texture.generateMipMaps) {
  14096. var gl = this._gl;
  14097. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14098. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14099. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14100. }
  14101. };
  14102. /**
  14103. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14104. */
  14105. Engine.prototype.flushFramebuffer = function () {
  14106. this._gl.flush();
  14107. };
  14108. /**
  14109. * Unbind the current render target and bind the default framebuffer
  14110. */
  14111. Engine.prototype.restoreDefaultFramebuffer = function () {
  14112. if (this._currentRenderTarget) {
  14113. this.unBindFramebuffer(this._currentRenderTarget);
  14114. }
  14115. else {
  14116. this.bindUnboundFramebuffer(null);
  14117. }
  14118. if (this._cachedViewport) {
  14119. this.setViewport(this._cachedViewport);
  14120. }
  14121. this.wipeCaches();
  14122. };
  14123. // UBOs
  14124. /**
  14125. * Create an uniform buffer
  14126. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14127. * @param elements defines the content of the uniform buffer
  14128. * @returns the webGL uniform buffer
  14129. */
  14130. Engine.prototype.createUniformBuffer = function (elements) {
  14131. var ubo = this._gl.createBuffer();
  14132. if (!ubo) {
  14133. throw new Error("Unable to create uniform buffer");
  14134. }
  14135. this.bindUniformBuffer(ubo);
  14136. if (elements instanceof Float32Array) {
  14137. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14138. }
  14139. else {
  14140. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14141. }
  14142. this.bindUniformBuffer(null);
  14143. ubo.references = 1;
  14144. return ubo;
  14145. };
  14146. /**
  14147. * Create a dynamic uniform buffer
  14148. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14149. * @param elements defines the content of the uniform buffer
  14150. * @returns the webGL uniform buffer
  14151. */
  14152. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14153. var ubo = this._gl.createBuffer();
  14154. if (!ubo) {
  14155. throw new Error("Unable to create dynamic uniform buffer");
  14156. }
  14157. this.bindUniformBuffer(ubo);
  14158. if (elements instanceof Float32Array) {
  14159. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14160. }
  14161. else {
  14162. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14163. }
  14164. this.bindUniformBuffer(null);
  14165. ubo.references = 1;
  14166. return ubo;
  14167. };
  14168. /**
  14169. * Update an existing uniform buffer
  14170. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14171. * @param uniformBuffer defines the target uniform buffer
  14172. * @param elements defines the content to update
  14173. * @param offset defines the offset in the uniform buffer where update should start
  14174. * @param count defines the size of the data to update
  14175. */
  14176. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14177. this.bindUniformBuffer(uniformBuffer);
  14178. if (offset === undefined) {
  14179. offset = 0;
  14180. }
  14181. if (count === undefined) {
  14182. if (elements instanceof Float32Array) {
  14183. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14184. }
  14185. else {
  14186. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14187. }
  14188. }
  14189. else {
  14190. if (elements instanceof Float32Array) {
  14191. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14192. }
  14193. else {
  14194. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14195. }
  14196. }
  14197. this.bindUniformBuffer(null);
  14198. };
  14199. // VBOs
  14200. Engine.prototype._resetVertexBufferBinding = function () {
  14201. this.bindArrayBuffer(null);
  14202. this._cachedVertexBuffers = null;
  14203. };
  14204. /**
  14205. * Creates a vertex buffer
  14206. * @param data the data for the vertex buffer
  14207. * @returns the new WebGL static buffer
  14208. */
  14209. Engine.prototype.createVertexBuffer = function (data) {
  14210. var vbo = this._gl.createBuffer();
  14211. if (!vbo) {
  14212. throw new Error("Unable to create vertex buffer");
  14213. }
  14214. this.bindArrayBuffer(vbo);
  14215. if (data instanceof Array) {
  14216. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14217. }
  14218. else {
  14219. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14220. }
  14221. this._resetVertexBufferBinding();
  14222. vbo.references = 1;
  14223. return vbo;
  14224. };
  14225. /**
  14226. * Creates a dynamic vertex buffer
  14227. * @param data the data for the dynamic vertex buffer
  14228. * @returns the new WebGL dynamic buffer
  14229. */
  14230. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14231. var vbo = this._gl.createBuffer();
  14232. if (!vbo) {
  14233. throw new Error("Unable to create dynamic vertex buffer");
  14234. }
  14235. this.bindArrayBuffer(vbo);
  14236. if (data instanceof Array) {
  14237. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14238. }
  14239. else {
  14240. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14241. }
  14242. this._resetVertexBufferBinding();
  14243. vbo.references = 1;
  14244. return vbo;
  14245. };
  14246. /**
  14247. * Update a dynamic index buffer
  14248. * @param indexBuffer defines the target index buffer
  14249. * @param indices defines the data to update
  14250. * @param offset defines the offset in the target index buffer where update should start
  14251. */
  14252. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14253. if (offset === void 0) { offset = 0; }
  14254. // Force cache update
  14255. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14256. this.bindIndexBuffer(indexBuffer);
  14257. var arrayBuffer;
  14258. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14259. arrayBuffer = indices;
  14260. }
  14261. else {
  14262. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14263. }
  14264. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14265. this._resetIndexBufferBinding();
  14266. };
  14267. /**
  14268. * Updates a dynamic vertex buffer.
  14269. * @param vertexBuffer the vertex buffer to update
  14270. * @param data the data used to update the vertex buffer
  14271. * @param byteOffset the byte offset of the data
  14272. * @param byteLength the byte length of the data
  14273. */
  14274. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14275. this.bindArrayBuffer(vertexBuffer);
  14276. if (byteOffset === undefined) {
  14277. byteOffset = 0;
  14278. }
  14279. if (byteLength === undefined) {
  14280. if (data instanceof Array) {
  14281. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14282. }
  14283. else {
  14284. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14285. }
  14286. }
  14287. else {
  14288. if (data instanceof Array) {
  14289. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14290. }
  14291. else {
  14292. if (data instanceof ArrayBuffer) {
  14293. data = new Uint8Array(data, byteOffset, byteLength);
  14294. }
  14295. else {
  14296. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14297. }
  14298. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14299. }
  14300. }
  14301. this._resetVertexBufferBinding();
  14302. };
  14303. Engine.prototype._resetIndexBufferBinding = function () {
  14304. this.bindIndexBuffer(null);
  14305. this._cachedIndexBuffer = null;
  14306. };
  14307. /**
  14308. * Creates a new index buffer
  14309. * @param indices defines the content of the index buffer
  14310. * @param updatable defines if the index buffer must be updatable
  14311. * @returns a new webGL buffer
  14312. */
  14313. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14314. var vbo = this._gl.createBuffer();
  14315. if (!vbo) {
  14316. throw new Error("Unable to create index buffer");
  14317. }
  14318. this.bindIndexBuffer(vbo);
  14319. // Check for 32 bits indices
  14320. var arrayBuffer;
  14321. var need32Bits = false;
  14322. if (indices instanceof Uint16Array) {
  14323. arrayBuffer = indices;
  14324. }
  14325. else {
  14326. //check 32 bit support
  14327. if (this._caps.uintIndices) {
  14328. if (indices instanceof Uint32Array) {
  14329. arrayBuffer = indices;
  14330. need32Bits = true;
  14331. }
  14332. else {
  14333. //number[] or Int32Array, check if 32 bit is necessary
  14334. for (var index = 0; index < indices.length; index++) {
  14335. if (indices[index] > 65535) {
  14336. need32Bits = true;
  14337. break;
  14338. }
  14339. }
  14340. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14341. }
  14342. }
  14343. else {
  14344. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14345. arrayBuffer = new Uint16Array(indices);
  14346. }
  14347. }
  14348. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14349. this._resetIndexBufferBinding();
  14350. vbo.references = 1;
  14351. vbo.is32Bits = need32Bits;
  14352. return vbo;
  14353. };
  14354. /**
  14355. * Bind a webGL buffer to the webGL context
  14356. * @param buffer defines the buffer to bind
  14357. */
  14358. Engine.prototype.bindArrayBuffer = function (buffer) {
  14359. if (!this._vaoRecordInProgress) {
  14360. this._unbindVertexArrayObject();
  14361. }
  14362. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14363. };
  14364. /**
  14365. * Bind an uniform buffer to the current webGL context
  14366. * @param buffer defines the buffer to bind
  14367. */
  14368. Engine.prototype.bindUniformBuffer = function (buffer) {
  14369. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14370. };
  14371. /**
  14372. * Bind a buffer to the current webGL context at a given location
  14373. * @param buffer defines the buffer to bind
  14374. * @param location defines the index where to bind the buffer
  14375. */
  14376. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14377. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14378. };
  14379. /**
  14380. * Bind a specific block at a given index in a specific shader program
  14381. * @param shaderProgram defines the shader program
  14382. * @param blockName defines the block name
  14383. * @param index defines the index where to bind the block
  14384. */
  14385. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14386. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14387. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14388. };
  14389. Engine.prototype.bindIndexBuffer = function (buffer) {
  14390. if (!this._vaoRecordInProgress) {
  14391. this._unbindVertexArrayObject();
  14392. }
  14393. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14394. };
  14395. Engine.prototype.bindBuffer = function (buffer, target) {
  14396. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14397. this._gl.bindBuffer(target, buffer);
  14398. this._currentBoundBuffer[target] = buffer;
  14399. }
  14400. };
  14401. /**
  14402. * update the bound buffer with the given data
  14403. * @param data defines the data to update
  14404. */
  14405. Engine.prototype.updateArrayBuffer = function (data) {
  14406. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14407. };
  14408. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14409. var pointer = this._currentBufferPointers[indx];
  14410. var changed = false;
  14411. if (!pointer.active) {
  14412. changed = true;
  14413. pointer.active = true;
  14414. pointer.index = indx;
  14415. pointer.size = size;
  14416. pointer.type = type;
  14417. pointer.normalized = normalized;
  14418. pointer.stride = stride;
  14419. pointer.offset = offset;
  14420. pointer.buffer = buffer;
  14421. }
  14422. else {
  14423. if (pointer.buffer !== buffer) {
  14424. pointer.buffer = buffer;
  14425. changed = true;
  14426. }
  14427. if (pointer.size !== size) {
  14428. pointer.size = size;
  14429. changed = true;
  14430. }
  14431. if (pointer.type !== type) {
  14432. pointer.type = type;
  14433. changed = true;
  14434. }
  14435. if (pointer.normalized !== normalized) {
  14436. pointer.normalized = normalized;
  14437. changed = true;
  14438. }
  14439. if (pointer.stride !== stride) {
  14440. pointer.stride = stride;
  14441. changed = true;
  14442. }
  14443. if (pointer.offset !== offset) {
  14444. pointer.offset = offset;
  14445. changed = true;
  14446. }
  14447. }
  14448. if (changed || this._vaoRecordInProgress) {
  14449. this.bindArrayBuffer(buffer);
  14450. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14451. }
  14452. };
  14453. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14454. if (indexBuffer == null) {
  14455. return;
  14456. }
  14457. if (this._cachedIndexBuffer !== indexBuffer) {
  14458. this._cachedIndexBuffer = indexBuffer;
  14459. this.bindIndexBuffer(indexBuffer);
  14460. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14461. }
  14462. };
  14463. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14464. var attributes = effect.getAttributesNames();
  14465. if (!this._vaoRecordInProgress) {
  14466. this._unbindVertexArrayObject();
  14467. }
  14468. this.unbindAllAttributes();
  14469. for (var index = 0; index < attributes.length; index++) {
  14470. var order = effect.getAttributeLocation(index);
  14471. if (order >= 0) {
  14472. var vertexBuffer = vertexBuffers[attributes[index]];
  14473. if (!vertexBuffer) {
  14474. continue;
  14475. }
  14476. this._gl.enableVertexAttribArray(order);
  14477. if (!this._vaoRecordInProgress) {
  14478. this._vertexAttribArraysEnabled[order] = true;
  14479. }
  14480. var buffer = vertexBuffer.getBuffer();
  14481. if (buffer) {
  14482. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14483. if (vertexBuffer.getIsInstanced()) {
  14484. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14485. if (!this._vaoRecordInProgress) {
  14486. this._currentInstanceLocations.push(order);
  14487. this._currentInstanceBuffers.push(buffer);
  14488. }
  14489. }
  14490. }
  14491. }
  14492. }
  14493. };
  14494. /**
  14495. * Records a vertex array object
  14496. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14497. * @param vertexBuffers defines the list of vertex buffers to store
  14498. * @param indexBuffer defines the index buffer to store
  14499. * @param effect defines the effect to store
  14500. * @returns the new vertex array object
  14501. */
  14502. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14503. var vao = this._gl.createVertexArray();
  14504. this._vaoRecordInProgress = true;
  14505. this._gl.bindVertexArray(vao);
  14506. this._mustWipeVertexAttributes = true;
  14507. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14508. this.bindIndexBuffer(indexBuffer);
  14509. this._vaoRecordInProgress = false;
  14510. this._gl.bindVertexArray(null);
  14511. return vao;
  14512. };
  14513. /**
  14514. * Bind a specific vertex array object
  14515. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14516. * @param vertexArrayObject defines the vertex array object to bind
  14517. * @param indexBuffer defines the index buffer to bind
  14518. */
  14519. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14520. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14521. this._cachedVertexArrayObject = vertexArrayObject;
  14522. this._gl.bindVertexArray(vertexArrayObject);
  14523. this._cachedVertexBuffers = null;
  14524. this._cachedIndexBuffer = null;
  14525. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14526. this._mustWipeVertexAttributes = true;
  14527. }
  14528. };
  14529. /**
  14530. * Bind webGl buffers directly to the webGL context
  14531. * @param vertexBuffer defines the vertex buffer to bind
  14532. * @param indexBuffer defines the index buffer to bind
  14533. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14534. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14535. * @param effect defines the effect associated with the vertex buffer
  14536. */
  14537. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14538. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14539. this._cachedVertexBuffers = vertexBuffer;
  14540. this._cachedEffectForVertexBuffers = effect;
  14541. var attributesCount = effect.getAttributesCount();
  14542. this._unbindVertexArrayObject();
  14543. this.unbindAllAttributes();
  14544. var offset = 0;
  14545. for (var index = 0; index < attributesCount; index++) {
  14546. if (index < vertexDeclaration.length) {
  14547. var order = effect.getAttributeLocation(index);
  14548. if (order >= 0) {
  14549. this._gl.enableVertexAttribArray(order);
  14550. this._vertexAttribArraysEnabled[order] = true;
  14551. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14552. }
  14553. offset += vertexDeclaration[index] * 4;
  14554. }
  14555. }
  14556. }
  14557. this._bindIndexBufferWithCache(indexBuffer);
  14558. };
  14559. Engine.prototype._unbindVertexArrayObject = function () {
  14560. if (!this._cachedVertexArrayObject) {
  14561. return;
  14562. }
  14563. this._cachedVertexArrayObject = null;
  14564. this._gl.bindVertexArray(null);
  14565. };
  14566. /**
  14567. * Bind a list of vertex buffers to the webGL context
  14568. * @param vertexBuffers defines the list of vertex buffers to bind
  14569. * @param indexBuffer defines the index buffer to bind
  14570. * @param effect defines the effect associated with the vertex buffers
  14571. */
  14572. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14573. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14574. this._cachedVertexBuffers = vertexBuffers;
  14575. this._cachedEffectForVertexBuffers = effect;
  14576. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14577. }
  14578. this._bindIndexBufferWithCache(indexBuffer);
  14579. };
  14580. /**
  14581. * Unbind all instance attributes
  14582. */
  14583. Engine.prototype.unbindInstanceAttributes = function () {
  14584. var boundBuffer;
  14585. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14586. var instancesBuffer = this._currentInstanceBuffers[i];
  14587. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14588. boundBuffer = instancesBuffer;
  14589. this.bindArrayBuffer(instancesBuffer);
  14590. }
  14591. var offsetLocation = this._currentInstanceLocations[i];
  14592. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14593. }
  14594. this._currentInstanceBuffers.length = 0;
  14595. this._currentInstanceLocations.length = 0;
  14596. };
  14597. /**
  14598. * Release and free the memory of a vertex array object
  14599. * @param vao defines the vertex array object to delete
  14600. */
  14601. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14602. this._gl.deleteVertexArray(vao);
  14603. };
  14604. /** @hidden */
  14605. Engine.prototype._releaseBuffer = function (buffer) {
  14606. buffer.references--;
  14607. if (buffer.references === 0) {
  14608. this._gl.deleteBuffer(buffer);
  14609. return true;
  14610. }
  14611. return false;
  14612. };
  14613. /**
  14614. * Creates a webGL buffer to use with instanciation
  14615. * @param capacity defines the size of the buffer
  14616. * @returns the webGL buffer
  14617. */
  14618. Engine.prototype.createInstancesBuffer = function (capacity) {
  14619. var buffer = this._gl.createBuffer();
  14620. if (!buffer) {
  14621. throw new Error("Unable to create instance buffer");
  14622. }
  14623. buffer.capacity = capacity;
  14624. this.bindArrayBuffer(buffer);
  14625. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14626. return buffer;
  14627. };
  14628. /**
  14629. * Delete a webGL buffer used with instanciation
  14630. * @param buffer defines the webGL buffer to delete
  14631. */
  14632. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14633. this._gl.deleteBuffer(buffer);
  14634. };
  14635. /**
  14636. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14637. * @param instancesBuffer defines the webGL buffer to update and bind
  14638. * @param data defines the data to store in the buffer
  14639. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14640. */
  14641. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14642. this.bindArrayBuffer(instancesBuffer);
  14643. if (data) {
  14644. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14645. }
  14646. if (offsetLocations[0].index !== undefined) {
  14647. var stride = 0;
  14648. for (var i = 0; i < offsetLocations.length; i++) {
  14649. var ai = offsetLocations[i];
  14650. stride += ai.attributeSize * 4;
  14651. }
  14652. for (var i = 0; i < offsetLocations.length; i++) {
  14653. var ai = offsetLocations[i];
  14654. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14655. this._gl.enableVertexAttribArray(ai.index);
  14656. this._vertexAttribArraysEnabled[ai.index] = true;
  14657. }
  14658. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14659. this._gl.vertexAttribDivisor(ai.index, 1);
  14660. this._currentInstanceLocations.push(ai.index);
  14661. this._currentInstanceBuffers.push(instancesBuffer);
  14662. }
  14663. }
  14664. else {
  14665. for (var index = 0; index < 4; index++) {
  14666. var offsetLocation = offsetLocations[index];
  14667. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14668. this._gl.enableVertexAttribArray(offsetLocation);
  14669. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14670. }
  14671. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14672. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14673. this._currentInstanceLocations.push(offsetLocation);
  14674. this._currentInstanceBuffers.push(instancesBuffer);
  14675. }
  14676. }
  14677. };
  14678. /**
  14679. * Apply all cached states (depth, culling, stencil and alpha)
  14680. */
  14681. Engine.prototype.applyStates = function () {
  14682. this._depthCullingState.apply(this._gl);
  14683. this._stencilState.apply(this._gl);
  14684. this._alphaState.apply(this._gl);
  14685. };
  14686. /**
  14687. * Send a draw order
  14688. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14689. * @param indexStart defines the starting index
  14690. * @param indexCount defines the number of index to draw
  14691. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14692. */
  14693. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14694. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14695. };
  14696. /**
  14697. * Draw a list of points
  14698. * @param verticesStart defines the index of first vertex to draw
  14699. * @param verticesCount defines the count of vertices to draw
  14700. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14701. */
  14702. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14703. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14704. };
  14705. /**
  14706. * Draw a list of unindexed primitives
  14707. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14708. * @param verticesStart defines the index of first vertex to draw
  14709. * @param verticesCount defines the count of vertices to draw
  14710. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14711. */
  14712. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14713. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14714. };
  14715. /**
  14716. * Draw a list of indexed primitives
  14717. * @param fillMode defines the primitive to use
  14718. * @param indexStart defines the starting index
  14719. * @param indexCount defines the number of index to draw
  14720. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14721. */
  14722. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14723. // Apply states
  14724. this.applyStates();
  14725. this._drawCalls.addCount(1, false);
  14726. // Render
  14727. var drawMode = this._drawMode(fillMode);
  14728. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14729. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14730. if (instancesCount) {
  14731. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14732. }
  14733. else {
  14734. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14735. }
  14736. };
  14737. /**
  14738. * Draw a list of unindexed primitives
  14739. * @param fillMode defines the primitive to use
  14740. * @param verticesStart defines the index of first vertex to draw
  14741. * @param verticesCount defines the count of vertices to draw
  14742. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14743. */
  14744. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14745. // Apply states
  14746. this.applyStates();
  14747. this._drawCalls.addCount(1, false);
  14748. var drawMode = this._drawMode(fillMode);
  14749. if (instancesCount) {
  14750. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14751. }
  14752. else {
  14753. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14754. }
  14755. };
  14756. Engine.prototype._drawMode = function (fillMode) {
  14757. switch (fillMode) {
  14758. // Triangle views
  14759. case BABYLON.Material.TriangleFillMode:
  14760. return this._gl.TRIANGLES;
  14761. case BABYLON.Material.PointFillMode:
  14762. return this._gl.POINTS;
  14763. case BABYLON.Material.WireFrameFillMode:
  14764. return this._gl.LINES;
  14765. // Draw modes
  14766. case BABYLON.Material.PointListDrawMode:
  14767. return this._gl.POINTS;
  14768. case BABYLON.Material.LineListDrawMode:
  14769. return this._gl.LINES;
  14770. case BABYLON.Material.LineLoopDrawMode:
  14771. return this._gl.LINE_LOOP;
  14772. case BABYLON.Material.LineStripDrawMode:
  14773. return this._gl.LINE_STRIP;
  14774. case BABYLON.Material.TriangleStripDrawMode:
  14775. return this._gl.TRIANGLE_STRIP;
  14776. case BABYLON.Material.TriangleFanDrawMode:
  14777. return this._gl.TRIANGLE_FAN;
  14778. default:
  14779. return this._gl.TRIANGLES;
  14780. }
  14781. };
  14782. // Shaders
  14783. /** @hidden */
  14784. Engine.prototype._releaseEffect = function (effect) {
  14785. if (this._compiledEffects[effect._key]) {
  14786. delete this._compiledEffects[effect._key];
  14787. this._deleteProgram(effect.getProgram());
  14788. }
  14789. };
  14790. /** @hidden */
  14791. Engine.prototype._deleteProgram = function (program) {
  14792. if (program) {
  14793. program.__SPECTOR_rebuildProgram = null;
  14794. if (program.transformFeedback) {
  14795. this.deleteTransformFeedback(program.transformFeedback);
  14796. program.transformFeedback = null;
  14797. }
  14798. this._gl.deleteProgram(program);
  14799. }
  14800. };
  14801. /**
  14802. * Create a new effect (used to store vertex/fragment shaders)
  14803. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14804. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14805. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14806. * @param samplers defines an array of string used to represent textures
  14807. * @param defines defines the string containing the defines to use to compile the shaders
  14808. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14809. * @param onCompiled defines a function to call when the effect creation is successful
  14810. * @param onError defines a function to call when the effect creation has failed
  14811. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14812. * @returns the new Effect
  14813. */
  14814. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14815. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14816. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14817. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14818. if (this._compiledEffects[name]) {
  14819. var compiledEffect = this._compiledEffects[name];
  14820. if (onCompiled && compiledEffect.isReady()) {
  14821. onCompiled(compiledEffect);
  14822. }
  14823. return compiledEffect;
  14824. }
  14825. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14826. effect._key = name;
  14827. this._compiledEffects[name] = effect;
  14828. return effect;
  14829. };
  14830. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14831. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14832. };
  14833. Engine.prototype._compileRawShader = function (source, type) {
  14834. var gl = this._gl;
  14835. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14836. if (!shader) {
  14837. throw new Error("Something went wrong while compile the shader.");
  14838. }
  14839. gl.shaderSource(shader, source);
  14840. gl.compileShader(shader);
  14841. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14842. var log = gl.getShaderInfoLog(shader);
  14843. if (log) {
  14844. throw new Error(log);
  14845. }
  14846. }
  14847. return shader;
  14848. };
  14849. /**
  14850. * Directly creates a webGL program
  14851. * @param vertexCode defines the vertex shader code to use
  14852. * @param fragmentCode defines the fragment shader code to use
  14853. * @param context defines the webGL context to use (if not set, the current one will be used)
  14854. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14855. * @returns the new webGL program
  14856. */
  14857. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14858. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14859. context = context || this._gl;
  14860. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14861. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14862. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14863. };
  14864. /**
  14865. * Creates a webGL program
  14866. * @param vertexCode defines the vertex shader code to use
  14867. * @param fragmentCode defines the fragment shader code to use
  14868. * @param defines defines the string containing the defines to use to compile the shaders
  14869. * @param context defines the webGL context to use (if not set, the current one will be used)
  14870. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14871. * @returns the new webGL program
  14872. */
  14873. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14874. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14875. context = context || this._gl;
  14876. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14877. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14878. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14879. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14880. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14881. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14882. return program;
  14883. };
  14884. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14885. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14886. var shaderProgram = context.createProgram();
  14887. if (!shaderProgram) {
  14888. throw new Error("Unable to create program");
  14889. }
  14890. context.attachShader(shaderProgram, vertexShader);
  14891. context.attachShader(shaderProgram, fragmentShader);
  14892. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14893. var transformFeedback = this.createTransformFeedback();
  14894. this.bindTransformFeedback(transformFeedback);
  14895. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14896. shaderProgram.transformFeedback = transformFeedback;
  14897. }
  14898. context.linkProgram(shaderProgram);
  14899. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14900. this.bindTransformFeedback(null);
  14901. }
  14902. shaderProgram.context = context;
  14903. shaderProgram.vertexShader = vertexShader;
  14904. shaderProgram.fragmentShader = fragmentShader;
  14905. if (!this._caps.parallelShaderCompile) {
  14906. this._finalizeProgram(shaderProgram);
  14907. }
  14908. else {
  14909. shaderProgram.isParallelCompiled = true;
  14910. }
  14911. return shaderProgram;
  14912. };
  14913. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14914. var context = shaderProgram.context;
  14915. var vertexShader = shaderProgram.vertexShader;
  14916. var fragmentShader = shaderProgram.fragmentShader;
  14917. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14918. if (!linked) {
  14919. var error = context.getProgramInfoLog(shaderProgram);
  14920. if (error) {
  14921. throw new Error(error);
  14922. }
  14923. }
  14924. if (this.validateShaderPrograms) {
  14925. context.validateProgram(shaderProgram);
  14926. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14927. if (!validated) {
  14928. var error = context.getProgramInfoLog(shaderProgram);
  14929. if (error) {
  14930. throw new Error(error);
  14931. }
  14932. }
  14933. }
  14934. context.deleteShader(vertexShader);
  14935. context.deleteShader(fragmentShader);
  14936. shaderProgram.context = undefined;
  14937. shaderProgram.vertexShader = undefined;
  14938. shaderProgram.fragmentShader = undefined;
  14939. if (shaderProgram.onCompiled) {
  14940. shaderProgram.onCompiled();
  14941. shaderProgram.onCompiled = undefined;
  14942. }
  14943. };
  14944. /** @hidden */
  14945. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14946. if (!shaderProgram.isParallelCompiled) {
  14947. return true;
  14948. }
  14949. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14950. this._finalizeProgram(shaderProgram);
  14951. return true;
  14952. }
  14953. return false;
  14954. };
  14955. /** @hidden */
  14956. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14957. if (!shaderProgram.isParallelCompiled) {
  14958. action();
  14959. return;
  14960. }
  14961. shaderProgram.onCompiled = action;
  14962. };
  14963. /**
  14964. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14965. * @param shaderProgram defines the webGL program to use
  14966. * @param uniformsNames defines the list of uniform names
  14967. * @returns an array of webGL uniform locations
  14968. */
  14969. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14970. var results = new Array();
  14971. for (var index = 0; index < uniformsNames.length; index++) {
  14972. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14973. }
  14974. return results;
  14975. };
  14976. /**
  14977. * Gets the lsit of active attributes for a given webGL program
  14978. * @param shaderProgram defines the webGL program to use
  14979. * @param attributesNames defines the list of attribute names to get
  14980. * @returns an array of indices indicating the offset of each attribute
  14981. */
  14982. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14983. var results = [];
  14984. for (var index = 0; index < attributesNames.length; index++) {
  14985. try {
  14986. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14987. }
  14988. catch (e) {
  14989. results.push(-1);
  14990. }
  14991. }
  14992. return results;
  14993. };
  14994. /**
  14995. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14996. * @param effect defines the effect to activate
  14997. */
  14998. Engine.prototype.enableEffect = function (effect) {
  14999. if (!effect || effect === this._currentEffect) {
  15000. return;
  15001. }
  15002. // Use program
  15003. this.bindSamplers(effect);
  15004. this._currentEffect = effect;
  15005. if (effect.onBind) {
  15006. effect.onBind(effect);
  15007. }
  15008. if (effect._onBindObservable) {
  15009. effect._onBindObservable.notifyObservers(effect);
  15010. }
  15011. };
  15012. /**
  15013. * Set the value of an uniform to an array of int32
  15014. * @param uniform defines the webGL uniform location where to store the value
  15015. * @param array defines the array of int32 to store
  15016. */
  15017. Engine.prototype.setIntArray = function (uniform, array) {
  15018. if (!uniform) {
  15019. return;
  15020. }
  15021. this._gl.uniform1iv(uniform, array);
  15022. };
  15023. /**
  15024. * Set the value of an uniform to an array of int32 (stored as vec2)
  15025. * @param uniform defines the webGL uniform location where to store the value
  15026. * @param array defines the array of int32 to store
  15027. */
  15028. Engine.prototype.setIntArray2 = function (uniform, array) {
  15029. if (!uniform || array.length % 2 !== 0) {
  15030. return;
  15031. }
  15032. this._gl.uniform2iv(uniform, array);
  15033. };
  15034. /**
  15035. * Set the value of an uniform to an array of int32 (stored as vec3)
  15036. * @param uniform defines the webGL uniform location where to store the value
  15037. * @param array defines the array of int32 to store
  15038. */
  15039. Engine.prototype.setIntArray3 = function (uniform, array) {
  15040. if (!uniform || array.length % 3 !== 0) {
  15041. return;
  15042. }
  15043. this._gl.uniform3iv(uniform, array);
  15044. };
  15045. /**
  15046. * Set the value of an uniform to an array of int32 (stored as vec4)
  15047. * @param uniform defines the webGL uniform location where to store the value
  15048. * @param array defines the array of int32 to store
  15049. */
  15050. Engine.prototype.setIntArray4 = function (uniform, array) {
  15051. if (!uniform || array.length % 4 !== 0) {
  15052. return;
  15053. }
  15054. this._gl.uniform4iv(uniform, array);
  15055. };
  15056. /**
  15057. * Set the value of an uniform to an array of float32
  15058. * @param uniform defines the webGL uniform location where to store the value
  15059. * @param array defines the array of float32 to store
  15060. */
  15061. Engine.prototype.setFloatArray = function (uniform, array) {
  15062. if (!uniform) {
  15063. return;
  15064. }
  15065. this._gl.uniform1fv(uniform, array);
  15066. };
  15067. /**
  15068. * Set the value of an uniform to an array of float32 (stored as vec2)
  15069. * @param uniform defines the webGL uniform location where to store the value
  15070. * @param array defines the array of float32 to store
  15071. */
  15072. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15073. if (!uniform || array.length % 2 !== 0) {
  15074. return;
  15075. }
  15076. this._gl.uniform2fv(uniform, array);
  15077. };
  15078. /**
  15079. * Set the value of an uniform to an array of float32 (stored as vec3)
  15080. * @param uniform defines the webGL uniform location where to store the value
  15081. * @param array defines the array of float32 to store
  15082. */
  15083. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15084. if (!uniform || array.length % 3 !== 0) {
  15085. return;
  15086. }
  15087. this._gl.uniform3fv(uniform, array);
  15088. };
  15089. /**
  15090. * Set the value of an uniform to an array of float32 (stored as vec4)
  15091. * @param uniform defines the webGL uniform location where to store the value
  15092. * @param array defines the array of float32 to store
  15093. */
  15094. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15095. if (!uniform || array.length % 4 !== 0) {
  15096. return;
  15097. }
  15098. this._gl.uniform4fv(uniform, array);
  15099. };
  15100. /**
  15101. * Set the value of an uniform to an array of number
  15102. * @param uniform defines the webGL uniform location where to store the value
  15103. * @param array defines the array of number to store
  15104. */
  15105. Engine.prototype.setArray = function (uniform, array) {
  15106. if (!uniform) {
  15107. return;
  15108. }
  15109. this._gl.uniform1fv(uniform, array);
  15110. };
  15111. /**
  15112. * Set the value of an uniform to an array of number (stored as vec2)
  15113. * @param uniform defines the webGL uniform location where to store the value
  15114. * @param array defines the array of number to store
  15115. */
  15116. Engine.prototype.setArray2 = function (uniform, array) {
  15117. if (!uniform || array.length % 2 !== 0) {
  15118. return;
  15119. }
  15120. this._gl.uniform2fv(uniform, array);
  15121. };
  15122. /**
  15123. * Set the value of an uniform to an array of number (stored as vec3)
  15124. * @param uniform defines the webGL uniform location where to store the value
  15125. * @param array defines the array of number to store
  15126. */
  15127. Engine.prototype.setArray3 = function (uniform, array) {
  15128. if (!uniform || array.length % 3 !== 0) {
  15129. return;
  15130. }
  15131. this._gl.uniform3fv(uniform, array);
  15132. };
  15133. /**
  15134. * Set the value of an uniform to an array of number (stored as vec4)
  15135. * @param uniform defines the webGL uniform location where to store the value
  15136. * @param array defines the array of number to store
  15137. */
  15138. Engine.prototype.setArray4 = function (uniform, array) {
  15139. if (!uniform || array.length % 4 !== 0) {
  15140. return;
  15141. }
  15142. this._gl.uniform4fv(uniform, array);
  15143. };
  15144. /**
  15145. * Set the value of an uniform to an array of float32 (stored as matrices)
  15146. * @param uniform defines the webGL uniform location where to store the value
  15147. * @param matrices defines the array of float32 to store
  15148. */
  15149. Engine.prototype.setMatrices = function (uniform, matrices) {
  15150. if (!uniform) {
  15151. return;
  15152. }
  15153. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15154. };
  15155. /**
  15156. * Set the value of an uniform to a matrix
  15157. * @param uniform defines the webGL uniform location where to store the value
  15158. * @param matrix defines the matrix to store
  15159. */
  15160. Engine.prototype.setMatrix = function (uniform, matrix) {
  15161. if (!uniform) {
  15162. return;
  15163. }
  15164. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15165. };
  15166. /**
  15167. * Set the value of an uniform to a matrix (3x3)
  15168. * @param uniform defines the webGL uniform location where to store the value
  15169. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15170. */
  15171. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15172. if (!uniform) {
  15173. return;
  15174. }
  15175. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15176. };
  15177. /**
  15178. * Set the value of an uniform to a matrix (2x2)
  15179. * @param uniform defines the webGL uniform location where to store the value
  15180. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15181. */
  15182. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15183. if (!uniform) {
  15184. return;
  15185. }
  15186. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15187. };
  15188. /**
  15189. * Set the value of an uniform to a number (int)
  15190. * @param uniform defines the webGL uniform location where to store the value
  15191. * @param value defines the int number to store
  15192. */
  15193. Engine.prototype.setInt = function (uniform, value) {
  15194. if (!uniform) {
  15195. return;
  15196. }
  15197. this._gl.uniform1i(uniform, value);
  15198. };
  15199. /**
  15200. * Set the value of an uniform to a number (float)
  15201. * @param uniform defines the webGL uniform location where to store the value
  15202. * @param value defines the float number to store
  15203. */
  15204. Engine.prototype.setFloat = function (uniform, value) {
  15205. if (!uniform) {
  15206. return;
  15207. }
  15208. this._gl.uniform1f(uniform, value);
  15209. };
  15210. /**
  15211. * Set the value of an uniform to a vec2
  15212. * @param uniform defines the webGL uniform location where to store the value
  15213. * @param x defines the 1st component of the value
  15214. * @param y defines the 2nd component of the value
  15215. */
  15216. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15217. if (!uniform) {
  15218. return;
  15219. }
  15220. this._gl.uniform2f(uniform, x, y);
  15221. };
  15222. /**
  15223. * Set the value of an uniform to a vec3
  15224. * @param uniform defines the webGL uniform location where to store the value
  15225. * @param x defines the 1st component of the value
  15226. * @param y defines the 2nd component of the value
  15227. * @param z defines the 3rd component of the value
  15228. */
  15229. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15230. if (!uniform) {
  15231. return;
  15232. }
  15233. this._gl.uniform3f(uniform, x, y, z);
  15234. };
  15235. /**
  15236. * Set the value of an uniform to a boolean
  15237. * @param uniform defines the webGL uniform location where to store the value
  15238. * @param bool defines the boolean to store
  15239. */
  15240. Engine.prototype.setBool = function (uniform, bool) {
  15241. if (!uniform) {
  15242. return;
  15243. }
  15244. this._gl.uniform1i(uniform, bool);
  15245. };
  15246. /**
  15247. * Set the value of an uniform to a vec4
  15248. * @param uniform defines the webGL uniform location where to store the value
  15249. * @param x defines the 1st component of the value
  15250. * @param y defines the 2nd component of the value
  15251. * @param z defines the 3rd component of the value
  15252. * @param w defines the 4th component of the value
  15253. */
  15254. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15255. if (!uniform) {
  15256. return;
  15257. }
  15258. this._gl.uniform4f(uniform, x, y, z, w);
  15259. };
  15260. /**
  15261. * Set the value of an uniform to a Color3
  15262. * @param uniform defines the webGL uniform location where to store the value
  15263. * @param color3 defines the color to store
  15264. */
  15265. Engine.prototype.setColor3 = function (uniform, color3) {
  15266. if (!uniform) {
  15267. return;
  15268. }
  15269. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15270. };
  15271. /**
  15272. * Set the value of an uniform to a Color3 and an alpha value
  15273. * @param uniform defines the webGL uniform location where to store the value
  15274. * @param color3 defines the color to store
  15275. * @param alpha defines the alpha component to store
  15276. */
  15277. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15278. if (!uniform) {
  15279. return;
  15280. }
  15281. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15282. };
  15283. /**
  15284. * Sets a Color4 on a uniform variable
  15285. * @param uniform defines the uniform location
  15286. * @param color4 defines the value to be set
  15287. */
  15288. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15289. if (!uniform) {
  15290. return;
  15291. }
  15292. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15293. };
  15294. // States
  15295. /**
  15296. * Set various states to the webGL context
  15297. * @param culling defines backface culling state
  15298. * @param zOffset defines the value to apply to zOffset (0 by default)
  15299. * @param force defines if states must be applied even if cache is up to date
  15300. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15301. */
  15302. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15303. if (zOffset === void 0) { zOffset = 0; }
  15304. if (reverseSide === void 0) { reverseSide = false; }
  15305. // Culling
  15306. if (this._depthCullingState.cull !== culling || force) {
  15307. this._depthCullingState.cull = culling;
  15308. }
  15309. // Cull face
  15310. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15311. if (this._depthCullingState.cullFace !== cullFace || force) {
  15312. this._depthCullingState.cullFace = cullFace;
  15313. }
  15314. // Z offset
  15315. this.setZOffset(zOffset);
  15316. // Front face
  15317. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15318. if (this._depthCullingState.frontFace !== frontFace || force) {
  15319. this._depthCullingState.frontFace = frontFace;
  15320. }
  15321. };
  15322. /**
  15323. * Set the z offset to apply to current rendering
  15324. * @param value defines the offset to apply
  15325. */
  15326. Engine.prototype.setZOffset = function (value) {
  15327. this._depthCullingState.zOffset = value;
  15328. };
  15329. /**
  15330. * Gets the current value of the zOffset
  15331. * @returns the current zOffset state
  15332. */
  15333. Engine.prototype.getZOffset = function () {
  15334. return this._depthCullingState.zOffset;
  15335. };
  15336. /**
  15337. * Enable or disable depth buffering
  15338. * @param enable defines the state to set
  15339. */
  15340. Engine.prototype.setDepthBuffer = function (enable) {
  15341. this._depthCullingState.depthTest = enable;
  15342. };
  15343. /**
  15344. * Gets a boolean indicating if depth writing is enabled
  15345. * @returns the current depth writing state
  15346. */
  15347. Engine.prototype.getDepthWrite = function () {
  15348. return this._depthCullingState.depthMask;
  15349. };
  15350. /**
  15351. * Enable or disable depth writing
  15352. * @param enable defines the state to set
  15353. */
  15354. Engine.prototype.setDepthWrite = function (enable) {
  15355. this._depthCullingState.depthMask = enable;
  15356. };
  15357. /**
  15358. * Enable or disable color writing
  15359. * @param enable defines the state to set
  15360. */
  15361. Engine.prototype.setColorWrite = function (enable) {
  15362. this._gl.colorMask(enable, enable, enable, enable);
  15363. this._colorWrite = enable;
  15364. };
  15365. /**
  15366. * Gets a boolean indicating if color writing is enabled
  15367. * @returns the current color writing state
  15368. */
  15369. Engine.prototype.getColorWrite = function () {
  15370. return this._colorWrite;
  15371. };
  15372. /**
  15373. * Sets alpha constants used by some alpha blending modes
  15374. * @param r defines the red component
  15375. * @param g defines the green component
  15376. * @param b defines the blue component
  15377. * @param a defines the alpha component
  15378. */
  15379. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15380. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15381. };
  15382. /**
  15383. * Sets the current alpha mode
  15384. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15385. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15386. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15387. */
  15388. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15389. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15390. if (this._alphaMode === mode) {
  15391. return;
  15392. }
  15393. switch (mode) {
  15394. case Engine.ALPHA_DISABLE:
  15395. this._alphaState.alphaBlend = false;
  15396. break;
  15397. case Engine.ALPHA_PREMULTIPLIED:
  15398. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15399. this._alphaState.alphaBlend = true;
  15400. break;
  15401. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15402. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15403. this._alphaState.alphaBlend = true;
  15404. break;
  15405. case Engine.ALPHA_COMBINE:
  15406. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15407. this._alphaState.alphaBlend = true;
  15408. break;
  15409. case Engine.ALPHA_ONEONE:
  15410. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15411. this._alphaState.alphaBlend = true;
  15412. break;
  15413. case Engine.ALPHA_ADD:
  15414. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15415. this._alphaState.alphaBlend = true;
  15416. break;
  15417. case Engine.ALPHA_SUBTRACT:
  15418. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15419. this._alphaState.alphaBlend = true;
  15420. break;
  15421. case Engine.ALPHA_MULTIPLY:
  15422. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15423. this._alphaState.alphaBlend = true;
  15424. break;
  15425. case Engine.ALPHA_MAXIMIZED:
  15426. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15427. this._alphaState.alphaBlend = true;
  15428. break;
  15429. case Engine.ALPHA_INTERPOLATE:
  15430. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15431. this._alphaState.alphaBlend = true;
  15432. break;
  15433. case Engine.ALPHA_SCREENMODE:
  15434. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15435. this._alphaState.alphaBlend = true;
  15436. break;
  15437. }
  15438. if (!noDepthWriteChange) {
  15439. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15440. }
  15441. this._alphaMode = mode;
  15442. };
  15443. /**
  15444. * Gets the current alpha mode
  15445. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15446. * @returns the current alpha mode
  15447. */
  15448. Engine.prototype.getAlphaMode = function () {
  15449. return this._alphaMode;
  15450. };
  15451. // Textures
  15452. /**
  15453. * Clears the list of texture accessible through engine.
  15454. * This can help preventing texture load conflict due to name collision.
  15455. */
  15456. Engine.prototype.clearInternalTexturesCache = function () {
  15457. this._internalTexturesCache = [];
  15458. };
  15459. /**
  15460. * Force the entire cache to be cleared
  15461. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15462. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15463. */
  15464. Engine.prototype.wipeCaches = function (bruteForce) {
  15465. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15466. return;
  15467. }
  15468. this._currentEffect = null;
  15469. this._viewportCached.x = 0;
  15470. this._viewportCached.y = 0;
  15471. this._viewportCached.z = 0;
  15472. this._viewportCached.w = 0;
  15473. if (bruteForce) {
  15474. this.resetTextureCache();
  15475. this._currentProgram = null;
  15476. this._stencilState.reset();
  15477. this._depthCullingState.reset();
  15478. this.setDepthFunctionToLessOrEqual();
  15479. this._alphaState.reset();
  15480. this._unpackFlipYCached = null;
  15481. }
  15482. this._resetVertexBufferBinding();
  15483. this._cachedIndexBuffer = null;
  15484. this._cachedEffectForVertexBuffers = null;
  15485. this._unbindVertexArrayObject();
  15486. this.bindIndexBuffer(null);
  15487. };
  15488. /**
  15489. * Set the compressed texture format to use, based on the formats you have, and the formats
  15490. * supported by the hardware / browser.
  15491. *
  15492. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15493. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15494. * to API arguments needed to compressed textures. This puts the burden on the container
  15495. * generator to house the arcane code for determining these for current & future formats.
  15496. *
  15497. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15498. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15499. *
  15500. * Note: The result of this call is not taken into account when a texture is base64.
  15501. *
  15502. * @param formatsAvailable defines the list of those format families you have created
  15503. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15504. *
  15505. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15506. * @returns The extension selected.
  15507. */
  15508. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15509. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15510. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15511. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15512. return this._textureFormatInUse = this._texturesSupported[i];
  15513. }
  15514. }
  15515. }
  15516. // actively set format to nothing, to allow this to be called more than once
  15517. // and possibly fail the 2nd time
  15518. this._textureFormatInUse = null;
  15519. return null;
  15520. };
  15521. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15522. var gl = this._gl;
  15523. var magFilter = gl.NEAREST;
  15524. var minFilter = gl.NEAREST;
  15525. switch (samplingMode) {
  15526. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15527. magFilter = gl.LINEAR;
  15528. if (generateMipMaps) {
  15529. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15530. }
  15531. else {
  15532. minFilter = gl.LINEAR;
  15533. }
  15534. break;
  15535. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15536. magFilter = gl.LINEAR;
  15537. if (generateMipMaps) {
  15538. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15539. }
  15540. else {
  15541. minFilter = gl.LINEAR;
  15542. }
  15543. break;
  15544. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15545. magFilter = gl.NEAREST;
  15546. if (generateMipMaps) {
  15547. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15548. }
  15549. else {
  15550. minFilter = gl.NEAREST;
  15551. }
  15552. break;
  15553. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15554. magFilter = gl.NEAREST;
  15555. if (generateMipMaps) {
  15556. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15557. }
  15558. else {
  15559. minFilter = gl.NEAREST;
  15560. }
  15561. break;
  15562. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15563. magFilter = gl.NEAREST;
  15564. if (generateMipMaps) {
  15565. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15566. }
  15567. else {
  15568. minFilter = gl.LINEAR;
  15569. }
  15570. break;
  15571. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15572. magFilter = gl.NEAREST;
  15573. if (generateMipMaps) {
  15574. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15575. }
  15576. else {
  15577. minFilter = gl.LINEAR;
  15578. }
  15579. break;
  15580. case Engine.TEXTURE_NEAREST_LINEAR:
  15581. magFilter = gl.NEAREST;
  15582. minFilter = gl.LINEAR;
  15583. break;
  15584. case Engine.TEXTURE_NEAREST_NEAREST:
  15585. magFilter = gl.NEAREST;
  15586. minFilter = gl.NEAREST;
  15587. break;
  15588. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15589. magFilter = gl.LINEAR;
  15590. if (generateMipMaps) {
  15591. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15592. }
  15593. else {
  15594. minFilter = gl.NEAREST;
  15595. }
  15596. break;
  15597. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15598. magFilter = gl.LINEAR;
  15599. if (generateMipMaps) {
  15600. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15601. }
  15602. else {
  15603. minFilter = gl.NEAREST;
  15604. }
  15605. break;
  15606. case Engine.TEXTURE_LINEAR_LINEAR:
  15607. magFilter = gl.LINEAR;
  15608. minFilter = gl.LINEAR;
  15609. break;
  15610. case Engine.TEXTURE_LINEAR_NEAREST:
  15611. magFilter = gl.LINEAR;
  15612. minFilter = gl.NEAREST;
  15613. break;
  15614. }
  15615. return {
  15616. min: minFilter,
  15617. mag: magFilter
  15618. };
  15619. };
  15620. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15621. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15622. var img;
  15623. var onload = function () {
  15624. loadedImages[index] = img;
  15625. loadedImages._internalCount++;
  15626. if (scene) {
  15627. scene._removePendingData(img);
  15628. }
  15629. if (loadedImages._internalCount === 6) {
  15630. onfinish(loadedImages);
  15631. }
  15632. };
  15633. var onerror = function (message, exception) {
  15634. if (scene) {
  15635. scene._removePendingData(img);
  15636. }
  15637. if (onErrorCallBack) {
  15638. onErrorCallBack(message, exception);
  15639. }
  15640. };
  15641. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15642. if (scene) {
  15643. scene._addPendingData(img);
  15644. }
  15645. };
  15646. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15647. if (onError === void 0) { onError = null; }
  15648. var loadedImages = [];
  15649. loadedImages._internalCount = 0;
  15650. for (var index = 0; index < 6; index++) {
  15651. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15652. }
  15653. };
  15654. /** @hidden */
  15655. Engine.prototype._createTexture = function () {
  15656. var texture = this._gl.createTexture();
  15657. if (!texture) {
  15658. throw new Error("Unable to create texture");
  15659. }
  15660. return texture;
  15661. };
  15662. /**
  15663. * Usually called from BABYLON.Texture.ts.
  15664. * Passed information to create a WebGLTexture
  15665. * @param urlArg defines a value which contains one of the following:
  15666. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15667. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15668. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15669. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15670. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15671. * @param scene needed for loading to the correct scene
  15672. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15673. * @param onLoad optional callback to be called upon successful completion
  15674. * @param onError optional callback to be called upon failure
  15675. * @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
  15676. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15677. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15678. * @param forcedExtension defines the extension to use to pick the right loader
  15679. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15680. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15681. */
  15682. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15683. var _this = this;
  15684. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15685. if (onLoad === void 0) { onLoad = null; }
  15686. if (onError === void 0) { onError = null; }
  15687. if (buffer === void 0) { buffer = null; }
  15688. if (fallback === void 0) { fallback = null; }
  15689. if (format === void 0) { format = null; }
  15690. if (forcedExtension === void 0) { forcedExtension = null; }
  15691. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15692. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15693. var fromData = url.substr(0, 5) === "data:";
  15694. var fromBlob = url.substr(0, 5) === "blob:";
  15695. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15696. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15697. // establish the file extension, if possible
  15698. var lastDot = url.lastIndexOf('.');
  15699. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15700. var loader = null;
  15701. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15702. var availableLoader = _a[_i];
  15703. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15704. loader = availableLoader;
  15705. break;
  15706. }
  15707. }
  15708. if (loader) {
  15709. url = loader.transformUrl(url, this._textureFormatInUse);
  15710. }
  15711. if (scene) {
  15712. scene._addPendingData(texture);
  15713. }
  15714. texture.url = url;
  15715. texture.generateMipMaps = !noMipmap;
  15716. texture.samplingMode = samplingMode;
  15717. texture.invertY = invertY;
  15718. if (!this._doNotHandleContextLost) {
  15719. // Keep a link to the buffer only if we plan to handle context lost
  15720. texture._buffer = buffer;
  15721. }
  15722. var onLoadObserver = null;
  15723. if (onLoad && !fallback) {
  15724. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15725. }
  15726. if (!fallback) {
  15727. this._internalTexturesCache.push(texture);
  15728. }
  15729. var onInternalError = function (message, exception) {
  15730. if (scene) {
  15731. scene._removePendingData(texture);
  15732. }
  15733. var customFallback = false;
  15734. if (loader) {
  15735. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15736. if (fallbackUrl) {
  15737. // Add Back
  15738. customFallback = true;
  15739. excludeLoaders.push(loader);
  15740. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15741. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15742. return;
  15743. }
  15744. }
  15745. if (!customFallback) {
  15746. if (onLoadObserver) {
  15747. texture.onLoadedObservable.remove(onLoadObserver);
  15748. }
  15749. if (BABYLON.Tools.UseFallbackTexture) {
  15750. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15751. return;
  15752. }
  15753. }
  15754. if (onError) {
  15755. onError(message || "Unknown error", exception);
  15756. }
  15757. };
  15758. // processing for non-image formats
  15759. if (loader) {
  15760. var callback = function (data) {
  15761. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15762. if (loadFailed) {
  15763. onInternalError("TextureLoader failed to load data");
  15764. }
  15765. else {
  15766. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15767. done();
  15768. return false;
  15769. }, samplingMode);
  15770. }
  15771. });
  15772. };
  15773. if (!buffer) {
  15774. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15775. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15776. });
  15777. }
  15778. else {
  15779. callback(buffer);
  15780. }
  15781. }
  15782. else {
  15783. var onload = function (img) {
  15784. if (fromBlob && !_this._doNotHandleContextLost) {
  15785. // We need to store the image if we need to rebuild the texture
  15786. // in case of a webgl context lost
  15787. texture._buffer = img;
  15788. }
  15789. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15790. var gl = _this._gl;
  15791. var isPot = (img.width === potWidth && img.height === potHeight);
  15792. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15793. if (isPot) {
  15794. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15795. return false;
  15796. }
  15797. var maxTextureSize = _this._caps.maxTextureSize;
  15798. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15799. _this._prepareWorkingCanvas();
  15800. if (!_this._workingCanvas || !_this._workingContext) {
  15801. return false;
  15802. }
  15803. _this._workingCanvas.width = potWidth;
  15804. _this._workingCanvas.height = potHeight;
  15805. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15806. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15807. texture.width = potWidth;
  15808. texture.height = potHeight;
  15809. return false;
  15810. }
  15811. else {
  15812. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15813. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15814. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15815. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15816. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15817. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15818. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15819. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15820. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15821. _this._releaseTexture(source_1);
  15822. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15823. continuationCallback();
  15824. });
  15825. }
  15826. return true;
  15827. }, samplingMode);
  15828. };
  15829. if (!fromData || isBase64) {
  15830. if (buffer instanceof HTMLImageElement) {
  15831. onload(buffer);
  15832. }
  15833. else {
  15834. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15835. }
  15836. }
  15837. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15838. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15839. }
  15840. else {
  15841. onload(buffer);
  15842. }
  15843. }
  15844. return texture;
  15845. };
  15846. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15847. var _this = this;
  15848. var rtt = this.createRenderTargetTexture({
  15849. width: destination.width,
  15850. height: destination.height,
  15851. }, {
  15852. generateMipMaps: false,
  15853. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15854. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15855. generateDepthBuffer: false,
  15856. generateStencilBuffer: false
  15857. });
  15858. if (!this._rescalePostProcess) {
  15859. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15860. }
  15861. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15862. _this._rescalePostProcess.onApply = function (effect) {
  15863. effect._bindTexture("textureSampler", source);
  15864. };
  15865. var hostingScene = scene;
  15866. if (!hostingScene) {
  15867. hostingScene = _this.scenes[_this.scenes.length - 1];
  15868. }
  15869. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15870. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15871. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15872. _this.unBindFramebuffer(rtt);
  15873. _this._releaseTexture(rtt);
  15874. if (onComplete) {
  15875. onComplete();
  15876. }
  15877. });
  15878. };
  15879. /**
  15880. * Update a raw texture
  15881. * @param texture defines the texture to update
  15882. * @param data defines the data to store in the texture
  15883. * @param format defines the format of the data
  15884. * @param invertY defines if data must be stored with Y axis inverted
  15885. * @param compression defines the compression used (null by default)
  15886. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15887. */
  15888. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15889. if (compression === void 0) { compression = null; }
  15890. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15891. if (!texture) {
  15892. return;
  15893. }
  15894. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15895. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15896. // babylon's internalFormat but gl's texImage2D format
  15897. var internalFormat = this._getInternalFormat(format);
  15898. var textureType = this._getWebGLTextureType(type);
  15899. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15900. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15901. if (!this._doNotHandleContextLost) {
  15902. texture._bufferView = data;
  15903. texture.format = format;
  15904. texture.type = type;
  15905. texture.invertY = invertY;
  15906. texture._compression = compression;
  15907. }
  15908. if (texture.width % 4 !== 0) {
  15909. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15910. }
  15911. if (compression && data) {
  15912. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15913. }
  15914. else {
  15915. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15916. }
  15917. if (texture.generateMipMaps) {
  15918. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15919. }
  15920. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15921. // this.resetTextureCache();
  15922. texture.isReady = true;
  15923. };
  15924. /**
  15925. * Creates a raw texture
  15926. * @param data defines the data to store in the texture
  15927. * @param width defines the width of the texture
  15928. * @param height defines the height of the texture
  15929. * @param format defines the format of the data
  15930. * @param generateMipMaps defines if the engine should generate the mip levels
  15931. * @param invertY defines if data must be stored with Y axis inverted
  15932. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15933. * @param compression defines the compression used (null by default)
  15934. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15935. * @returns the raw texture inside an InternalTexture
  15936. */
  15937. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15938. if (compression === void 0) { compression = null; }
  15939. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15940. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15941. texture.baseWidth = width;
  15942. texture.baseHeight = height;
  15943. texture.width = width;
  15944. texture.height = height;
  15945. texture.format = format;
  15946. texture.generateMipMaps = generateMipMaps;
  15947. texture.samplingMode = samplingMode;
  15948. texture.invertY = invertY;
  15949. texture._compression = compression;
  15950. texture.type = type;
  15951. if (!this._doNotHandleContextLost) {
  15952. texture._bufferView = data;
  15953. }
  15954. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15955. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15956. // Filters
  15957. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15958. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15959. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15960. if (generateMipMaps) {
  15961. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15962. }
  15963. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15964. this._internalTexturesCache.push(texture);
  15965. return texture;
  15966. };
  15967. /** @hidden */
  15968. Engine.prototype._unpackFlipY = function (value) {
  15969. if (this._unpackFlipYCached !== value) {
  15970. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15971. if (this.enableUnpackFlipYCached) {
  15972. this._unpackFlipYCached = value;
  15973. }
  15974. }
  15975. };
  15976. /** @hidden */
  15977. Engine.prototype._getUnpackAlignement = function () {
  15978. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15979. };
  15980. /**
  15981. * Creates a dynamic texture
  15982. * @param width defines the width of the texture
  15983. * @param height defines the height of the texture
  15984. * @param generateMipMaps defines if the engine should generate the mip levels
  15985. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15986. * @returns the dynamic texture inside an InternalTexture
  15987. */
  15988. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15989. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15990. texture.baseWidth = width;
  15991. texture.baseHeight = height;
  15992. if (generateMipMaps) {
  15993. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15994. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15995. }
  15996. // this.resetTextureCache();
  15997. texture.width = width;
  15998. texture.height = height;
  15999. texture.isReady = false;
  16000. texture.generateMipMaps = generateMipMaps;
  16001. texture.samplingMode = samplingMode;
  16002. this.updateTextureSamplingMode(samplingMode, texture);
  16003. this._internalTexturesCache.push(texture);
  16004. return texture;
  16005. };
  16006. /**
  16007. * Update the sampling mode of a given texture
  16008. * @param samplingMode defines the required sampling mode
  16009. * @param texture defines the texture to update
  16010. */
  16011. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16012. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16013. if (texture.isCube) {
  16014. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16015. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16016. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16017. }
  16018. else if (texture.is3D) {
  16019. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16020. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16021. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16022. }
  16023. else {
  16024. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16025. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16026. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16027. }
  16028. texture.samplingMode = samplingMode;
  16029. };
  16030. /**
  16031. * Update the content of a dynamic texture
  16032. * @param texture defines the texture to update
  16033. * @param canvas defines the canvas containing the source
  16034. * @param invertY defines if data must be stored with Y axis inverted
  16035. * @param premulAlpha defines if alpha is stored as premultiplied
  16036. * @param format defines the format of the data
  16037. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16038. */
  16039. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16040. if (premulAlpha === void 0) { premulAlpha = false; }
  16041. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16042. if (!texture) {
  16043. return;
  16044. }
  16045. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16046. this._unpackFlipY(invertY);
  16047. if (premulAlpha) {
  16048. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16049. }
  16050. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16051. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16052. if (texture.generateMipMaps) {
  16053. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16054. }
  16055. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16056. if (premulAlpha) {
  16057. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16058. }
  16059. texture.isReady = true;
  16060. };
  16061. /**
  16062. * Update a video texture
  16063. * @param texture defines the texture to update
  16064. * @param video defines the video element to use
  16065. * @param invertY defines if data must be stored with Y axis inverted
  16066. */
  16067. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16068. if (!texture || texture._isDisabled) {
  16069. return;
  16070. }
  16071. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16072. this._unpackFlipY(!invertY); // Video are upside down by default
  16073. try {
  16074. // Testing video texture support
  16075. if (this._videoTextureSupported === undefined) {
  16076. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16077. if (this._gl.getError() !== 0) {
  16078. this._videoTextureSupported = false;
  16079. }
  16080. else {
  16081. this._videoTextureSupported = true;
  16082. }
  16083. }
  16084. // Copy video through the current working canvas if video texture is not supported
  16085. if (!this._videoTextureSupported) {
  16086. if (!texture._workingCanvas) {
  16087. texture._workingCanvas = document.createElement("canvas");
  16088. var context = texture._workingCanvas.getContext("2d");
  16089. if (!context) {
  16090. throw new Error("Unable to get 2d context");
  16091. }
  16092. texture._workingContext = context;
  16093. texture._workingCanvas.width = texture.width;
  16094. texture._workingCanvas.height = texture.height;
  16095. }
  16096. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16097. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16098. }
  16099. else {
  16100. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16101. }
  16102. if (texture.generateMipMaps) {
  16103. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16104. }
  16105. if (!wasPreviouslyBound) {
  16106. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16107. }
  16108. // this.resetTextureCache();
  16109. texture.isReady = true;
  16110. }
  16111. catch (ex) {
  16112. // Something unexpected
  16113. // Let's disable the texture
  16114. texture._isDisabled = true;
  16115. }
  16116. };
  16117. /**
  16118. * Updates a depth texture Comparison Mode and Function.
  16119. * If the comparison Function is equal to 0, the mode will be set to none.
  16120. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16121. * @param texture The texture to set the comparison function for
  16122. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16123. */
  16124. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16125. if (this.webGLVersion === 1) {
  16126. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16127. return;
  16128. }
  16129. var gl = this._gl;
  16130. if (texture.isCube) {
  16131. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16132. if (comparisonFunction === 0) {
  16133. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16134. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16135. }
  16136. else {
  16137. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16138. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16139. }
  16140. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16141. }
  16142. else {
  16143. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16144. if (comparisonFunction === 0) {
  16145. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16146. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16147. }
  16148. else {
  16149. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16150. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16151. }
  16152. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16153. }
  16154. texture._comparisonFunction = comparisonFunction;
  16155. };
  16156. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16157. var width = size.width || size;
  16158. var height = size.height || size;
  16159. internalTexture.baseWidth = width;
  16160. internalTexture.baseHeight = height;
  16161. internalTexture.width = width;
  16162. internalTexture.height = height;
  16163. internalTexture.isReady = true;
  16164. internalTexture.samples = 1;
  16165. internalTexture.generateMipMaps = false;
  16166. internalTexture._generateDepthBuffer = true;
  16167. internalTexture._generateStencilBuffer = generateStencil;
  16168. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16169. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16170. internalTexture._comparisonFunction = comparisonFunction;
  16171. var gl = this._gl;
  16172. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16173. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16174. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16175. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16176. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16177. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16178. if (comparisonFunction === 0) {
  16179. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16180. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16181. }
  16182. else {
  16183. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16184. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16185. }
  16186. };
  16187. /**
  16188. * Creates a depth stencil texture.
  16189. * This is only available in WebGL 2 or with the depth texture extension available.
  16190. * @param size The size of face edge in the texture.
  16191. * @param options The options defining the texture.
  16192. * @returns The texture
  16193. */
  16194. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16195. if (options.isCube) {
  16196. var width = size.width || size;
  16197. return this._createDepthStencilCubeTexture(width, options);
  16198. }
  16199. else {
  16200. return this._createDepthStencilTexture(size, options);
  16201. }
  16202. };
  16203. /**
  16204. * Creates a depth stencil texture.
  16205. * This is only available in WebGL 2 or with the depth texture extension available.
  16206. * @param size The size of face edge in the texture.
  16207. * @param options The options defining the texture.
  16208. * @returns The texture
  16209. */
  16210. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16211. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16212. if (!this._caps.depthTextureExtension) {
  16213. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16214. return internalTexture;
  16215. }
  16216. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16217. var gl = this._gl;
  16218. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16219. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16220. if (this.webGLVersion > 1) {
  16221. if (internalOptions.generateStencil) {
  16222. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16223. }
  16224. else {
  16225. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16226. }
  16227. }
  16228. else {
  16229. if (internalOptions.generateStencil) {
  16230. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16231. }
  16232. else {
  16233. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16234. }
  16235. }
  16236. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16237. return internalTexture;
  16238. };
  16239. /**
  16240. * Creates a depth stencil cube texture.
  16241. * This is only available in WebGL 2.
  16242. * @param size The size of face edge in the cube texture.
  16243. * @param options The options defining the cube texture.
  16244. * @returns The cube texture
  16245. */
  16246. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16247. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16248. internalTexture.isCube = true;
  16249. if (this.webGLVersion === 1) {
  16250. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16251. return internalTexture;
  16252. }
  16253. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16254. var gl = this._gl;
  16255. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16256. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16257. // Create the depth/stencil buffer
  16258. for (var face = 0; face < 6; face++) {
  16259. if (internalOptions.generateStencil) {
  16260. 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);
  16261. }
  16262. else {
  16263. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16264. }
  16265. }
  16266. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16267. return internalTexture;
  16268. };
  16269. /**
  16270. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16271. * @param renderTarget The render target to set the frame buffer for
  16272. */
  16273. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16274. // Create the framebuffer
  16275. var internalTexture = renderTarget.getInternalTexture();
  16276. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16277. return;
  16278. }
  16279. var gl = this._gl;
  16280. var depthStencilTexture = renderTarget.depthStencilTexture;
  16281. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16282. if (depthStencilTexture.isCube) {
  16283. if (depthStencilTexture._generateStencilBuffer) {
  16284. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16285. }
  16286. else {
  16287. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16288. }
  16289. }
  16290. else {
  16291. if (depthStencilTexture._generateStencilBuffer) {
  16292. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16293. }
  16294. else {
  16295. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16296. }
  16297. }
  16298. this.bindUnboundFramebuffer(null);
  16299. };
  16300. /**
  16301. * Creates a new render target texture
  16302. * @param size defines the size of the texture
  16303. * @param options defines the options used to create the texture
  16304. * @returns a new render target texture stored in an InternalTexture
  16305. */
  16306. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16307. var fullOptions = new RenderTargetCreationOptions();
  16308. if (options !== undefined && typeof options === "object") {
  16309. fullOptions.generateMipMaps = options.generateMipMaps;
  16310. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16311. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16312. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16313. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16314. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16315. }
  16316. else {
  16317. fullOptions.generateMipMaps = options;
  16318. fullOptions.generateDepthBuffer = true;
  16319. fullOptions.generateStencilBuffer = false;
  16320. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16321. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16322. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16323. }
  16324. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16325. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16326. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16327. }
  16328. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16329. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16330. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16331. }
  16332. var gl = this._gl;
  16333. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16334. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16335. var width = size.width || size;
  16336. var height = size.height || size;
  16337. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16338. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16339. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16340. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16341. }
  16342. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16343. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16344. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16345. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16346. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16347. // Create the framebuffer
  16348. var currentFrameBuffer = this._currentFramebuffer;
  16349. var framebuffer = gl.createFramebuffer();
  16350. this.bindUnboundFramebuffer(framebuffer);
  16351. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16352. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16353. if (fullOptions.generateMipMaps) {
  16354. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16355. }
  16356. // Unbind
  16357. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16358. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16359. this.bindUnboundFramebuffer(currentFrameBuffer);
  16360. texture._framebuffer = framebuffer;
  16361. texture.baseWidth = width;
  16362. texture.baseHeight = height;
  16363. texture.width = width;
  16364. texture.height = height;
  16365. texture.isReady = true;
  16366. texture.samples = 1;
  16367. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16368. texture.samplingMode = fullOptions.samplingMode;
  16369. texture.type = fullOptions.type;
  16370. texture.format = fullOptions.format;
  16371. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16372. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16373. // this.resetTextureCache();
  16374. this._internalTexturesCache.push(texture);
  16375. return texture;
  16376. };
  16377. /**
  16378. * Create a multi render target texture
  16379. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16380. * @param size defines the size of the texture
  16381. * @param options defines the creation options
  16382. * @returns the cube texture as an InternalTexture
  16383. */
  16384. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16385. var generateMipMaps = false;
  16386. var generateDepthBuffer = true;
  16387. var generateStencilBuffer = false;
  16388. var generateDepthTexture = false;
  16389. var textureCount = 1;
  16390. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16391. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16392. var types = new Array();
  16393. var samplingModes = new Array();
  16394. if (options !== undefined) {
  16395. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16396. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16397. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16398. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16399. textureCount = options.textureCount || 1;
  16400. if (options.types) {
  16401. types = options.types;
  16402. }
  16403. if (options.samplingModes) {
  16404. samplingModes = options.samplingModes;
  16405. }
  16406. }
  16407. var gl = this._gl;
  16408. // Create the framebuffer
  16409. var framebuffer = gl.createFramebuffer();
  16410. this.bindUnboundFramebuffer(framebuffer);
  16411. var width = size.width || size;
  16412. var height = size.height || size;
  16413. var textures = [];
  16414. var attachments = [];
  16415. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16416. for (var i = 0; i < textureCount; i++) {
  16417. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16418. var type = types[i] || defaultType;
  16419. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16420. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16421. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16422. }
  16423. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16424. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16425. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16426. }
  16427. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16428. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16429. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16430. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16431. }
  16432. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16433. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16434. textures.push(texture);
  16435. attachments.push(attachment);
  16436. gl.activeTexture(gl["TEXTURE" + i]);
  16437. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16438. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16439. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16440. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16441. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16442. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16443. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16444. if (generateMipMaps) {
  16445. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16446. }
  16447. // Unbind
  16448. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16449. texture._framebuffer = framebuffer;
  16450. texture._depthStencilBuffer = depthStencilBuffer;
  16451. texture.baseWidth = width;
  16452. texture.baseHeight = height;
  16453. texture.width = width;
  16454. texture.height = height;
  16455. texture.isReady = true;
  16456. texture.samples = 1;
  16457. texture.generateMipMaps = generateMipMaps;
  16458. texture.samplingMode = samplingMode;
  16459. texture.type = type;
  16460. texture._generateDepthBuffer = generateDepthBuffer;
  16461. texture._generateStencilBuffer = generateStencilBuffer;
  16462. texture._attachments = attachments;
  16463. this._internalTexturesCache.push(texture);
  16464. }
  16465. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16466. // Depth texture
  16467. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16468. gl.activeTexture(gl.TEXTURE0);
  16469. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16470. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16471. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16472. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16473. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16474. 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);
  16475. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16476. depthTexture._framebuffer = framebuffer;
  16477. depthTexture.baseWidth = width;
  16478. depthTexture.baseHeight = height;
  16479. depthTexture.width = width;
  16480. depthTexture.height = height;
  16481. depthTexture.isReady = true;
  16482. depthTexture.samples = 1;
  16483. depthTexture.generateMipMaps = generateMipMaps;
  16484. depthTexture.samplingMode = gl.NEAREST;
  16485. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16486. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16487. textures.push(depthTexture);
  16488. this._internalTexturesCache.push(depthTexture);
  16489. }
  16490. gl.drawBuffers(attachments);
  16491. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16492. this.bindUnboundFramebuffer(null);
  16493. this.resetTextureCache();
  16494. return textures;
  16495. };
  16496. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16497. if (samples === void 0) { samples = 1; }
  16498. var depthStencilBuffer = null;
  16499. var gl = this._gl;
  16500. // Create the depth/stencil buffer
  16501. if (generateStencilBuffer) {
  16502. depthStencilBuffer = gl.createRenderbuffer();
  16503. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16504. if (samples > 1) {
  16505. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16506. }
  16507. else {
  16508. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16509. }
  16510. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16511. }
  16512. else if (generateDepthBuffer) {
  16513. depthStencilBuffer = gl.createRenderbuffer();
  16514. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16515. if (samples > 1) {
  16516. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16517. }
  16518. else {
  16519. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16520. }
  16521. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16522. }
  16523. return depthStencilBuffer;
  16524. };
  16525. /**
  16526. * Updates the sample count of a render target texture
  16527. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16528. * @param texture defines the texture to update
  16529. * @param samples defines the sample count to set
  16530. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16531. */
  16532. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16533. if (this.webGLVersion < 2 || !texture) {
  16534. return 1;
  16535. }
  16536. if (texture.samples === samples) {
  16537. return samples;
  16538. }
  16539. var gl = this._gl;
  16540. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16541. // Dispose previous render buffers
  16542. if (texture._depthStencilBuffer) {
  16543. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16544. texture._depthStencilBuffer = null;
  16545. }
  16546. if (texture._MSAAFramebuffer) {
  16547. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16548. texture._MSAAFramebuffer = null;
  16549. }
  16550. if (texture._MSAARenderBuffer) {
  16551. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16552. texture._MSAARenderBuffer = null;
  16553. }
  16554. if (samples > 1) {
  16555. var framebuffer = gl.createFramebuffer();
  16556. if (!framebuffer) {
  16557. throw new Error("Unable to create multi sampled framebuffer");
  16558. }
  16559. texture._MSAAFramebuffer = framebuffer;
  16560. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16561. var colorRenderbuffer = gl.createRenderbuffer();
  16562. if (!colorRenderbuffer) {
  16563. throw new Error("Unable to create multi sampled framebuffer");
  16564. }
  16565. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16566. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16567. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16568. texture._MSAARenderBuffer = colorRenderbuffer;
  16569. }
  16570. else {
  16571. this.bindUnboundFramebuffer(texture._framebuffer);
  16572. }
  16573. texture.samples = samples;
  16574. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16575. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16576. this.bindUnboundFramebuffer(null);
  16577. return samples;
  16578. };
  16579. /**
  16580. * Update the sample count for a given multiple render target texture
  16581. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16582. * @param textures defines the textures to update
  16583. * @param samples defines the sample count to set
  16584. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16585. */
  16586. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16587. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16588. return 1;
  16589. }
  16590. if (textures[0].samples === samples) {
  16591. return samples;
  16592. }
  16593. var gl = this._gl;
  16594. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16595. // Dispose previous render buffers
  16596. if (textures[0]._depthStencilBuffer) {
  16597. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16598. textures[0]._depthStencilBuffer = null;
  16599. }
  16600. if (textures[0]._MSAAFramebuffer) {
  16601. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16602. textures[0]._MSAAFramebuffer = null;
  16603. }
  16604. for (var i = 0; i < textures.length; i++) {
  16605. if (textures[i]._MSAARenderBuffer) {
  16606. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16607. textures[i]._MSAARenderBuffer = null;
  16608. }
  16609. }
  16610. if (samples > 1) {
  16611. var framebuffer = gl.createFramebuffer();
  16612. if (!framebuffer) {
  16613. throw new Error("Unable to create multi sampled framebuffer");
  16614. }
  16615. this.bindUnboundFramebuffer(framebuffer);
  16616. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16617. var attachments = [];
  16618. for (var i = 0; i < textures.length; i++) {
  16619. var texture = textures[i];
  16620. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16621. var colorRenderbuffer = gl.createRenderbuffer();
  16622. if (!colorRenderbuffer) {
  16623. throw new Error("Unable to create multi sampled framebuffer");
  16624. }
  16625. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16626. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16627. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16628. texture._MSAAFramebuffer = framebuffer;
  16629. texture._MSAARenderBuffer = colorRenderbuffer;
  16630. texture.samples = samples;
  16631. texture._depthStencilBuffer = depthStencilBuffer;
  16632. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16633. attachments.push(attachment);
  16634. }
  16635. gl.drawBuffers(attachments);
  16636. }
  16637. else {
  16638. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16639. }
  16640. this.bindUnboundFramebuffer(null);
  16641. return samples;
  16642. };
  16643. /** @hidden */
  16644. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16645. if (faceIndex === void 0) { faceIndex = 0; }
  16646. if (lod === void 0) { lod = 0; }
  16647. var gl = this._gl;
  16648. var target = gl.TEXTURE_2D;
  16649. if (texture.isCube) {
  16650. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16651. }
  16652. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16653. };
  16654. /** @hidden */
  16655. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16656. if (faceIndex === void 0) { faceIndex = 0; }
  16657. if (lod === void 0) { lod = 0; }
  16658. var gl = this._gl;
  16659. var textureType = this._getWebGLTextureType(texture.type);
  16660. var format = this._getInternalFormat(texture.format);
  16661. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16662. this._unpackFlipY(texture.invertY);
  16663. var target = gl.TEXTURE_2D;
  16664. if (texture.isCube) {
  16665. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16666. }
  16667. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16668. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16669. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16670. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16671. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16672. };
  16673. /** @hidden */
  16674. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16675. if (faceIndex === void 0) { faceIndex = 0; }
  16676. if (lod === void 0) { lod = 0; }
  16677. var gl = this._gl;
  16678. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16679. this._bindTextureDirectly(bindTarget, texture, true);
  16680. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16681. this._bindTextureDirectly(bindTarget, null, true);
  16682. };
  16683. /** @hidden */
  16684. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16685. if (faceIndex === void 0) { faceIndex = 0; }
  16686. if (lod === void 0) { lod = 0; }
  16687. var gl = this._gl;
  16688. var textureType = this._getWebGLTextureType(texture.type);
  16689. var format = this._getInternalFormat(texture.format);
  16690. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16691. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16692. this._bindTextureDirectly(bindTarget, texture, true);
  16693. this._unpackFlipY(texture.invertY);
  16694. var target = gl.TEXTURE_2D;
  16695. if (texture.isCube) {
  16696. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16697. }
  16698. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16699. this._bindTextureDirectly(bindTarget, null, true);
  16700. };
  16701. /**
  16702. * Creates a new render target cube texture
  16703. * @param size defines the size of the texture
  16704. * @param options defines the options used to create the texture
  16705. * @returns a new render target cube texture stored in an InternalTexture
  16706. */
  16707. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16708. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16709. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16710. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16711. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16712. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16713. }
  16714. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16715. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16716. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16717. }
  16718. var gl = this._gl;
  16719. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16720. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16721. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16722. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16723. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16724. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16725. }
  16726. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16727. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16728. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16729. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16730. for (var face = 0; face < 6; face++) {
  16731. 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);
  16732. }
  16733. // Create the framebuffer
  16734. var framebuffer = gl.createFramebuffer();
  16735. this.bindUnboundFramebuffer(framebuffer);
  16736. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16737. // MipMaps
  16738. if (fullOptions.generateMipMaps) {
  16739. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16740. }
  16741. // Unbind
  16742. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16743. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16744. this.bindUnboundFramebuffer(null);
  16745. texture._framebuffer = framebuffer;
  16746. texture.width = size;
  16747. texture.height = size;
  16748. texture.isReady = true;
  16749. texture.isCube = true;
  16750. texture.samples = 1;
  16751. texture.generateMipMaps = fullOptions.generateMipMaps;
  16752. texture.samplingMode = fullOptions.samplingMode;
  16753. texture.type = fullOptions.type;
  16754. texture.format = fullOptions.format;
  16755. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16756. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16757. this._internalTexturesCache.push(texture);
  16758. return texture;
  16759. };
  16760. /**
  16761. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16762. * @param rootUrl defines the url where the file to load is located
  16763. * @param scene defines the current scene
  16764. * @param lodScale defines scale to apply to the mip map selection
  16765. * @param lodOffset defines offset to apply to the mip map selection
  16766. * @param onLoad defines an optional callback raised when the texture is loaded
  16767. * @param onError defines an optional callback raised if there is an issue to load the texture
  16768. * @param format defines the format of the data
  16769. * @param forcedExtension defines the extension to use to pick the right loader
  16770. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16771. * @returns the cube texture as an InternalTexture
  16772. */
  16773. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16774. var _this = this;
  16775. if (onLoad === void 0) { onLoad = null; }
  16776. if (onError === void 0) { onError = null; }
  16777. if (forcedExtension === void 0) { forcedExtension = null; }
  16778. if (createPolynomials === void 0) { createPolynomials = true; }
  16779. var callback = function (loadData) {
  16780. if (!loadData) {
  16781. if (onLoad) {
  16782. onLoad(null);
  16783. }
  16784. return;
  16785. }
  16786. var texture = loadData.texture;
  16787. if (!createPolynomials) {
  16788. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16789. }
  16790. else if (loadData.info.sphericalPolynomial) {
  16791. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16792. }
  16793. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16794. if (_this._caps.textureLOD) {
  16795. // Do not add extra process if texture lod is supported.
  16796. if (onLoad) {
  16797. onLoad(texture);
  16798. }
  16799. return;
  16800. }
  16801. var mipSlices = 3;
  16802. var gl = _this._gl;
  16803. var width = loadData.width;
  16804. if (!width) {
  16805. return;
  16806. }
  16807. var textures = [];
  16808. for (var i = 0; i < mipSlices; i++) {
  16809. //compute LOD from even spacing in smoothness (matching shader calculation)
  16810. var smoothness = i / (mipSlices - 1);
  16811. var roughness = 1 - smoothness;
  16812. var minLODIndex = lodOffset; // roughness = 0
  16813. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16814. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16815. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16816. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16817. glTextureFromLod.type = texture.type;
  16818. glTextureFromLod.format = texture.format;
  16819. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16820. glTextureFromLod.height = glTextureFromLod.width;
  16821. glTextureFromLod.isCube = true;
  16822. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16823. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16824. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16825. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16826. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16827. if (loadData.isDDS) {
  16828. var info = loadData.info;
  16829. var data = loadData.data;
  16830. _this._unpackFlipY(info.isCompressed);
  16831. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16832. }
  16833. else {
  16834. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16835. }
  16836. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16837. // Wrap in a base texture for easy binding.
  16838. var lodTexture = new BABYLON.BaseTexture(scene);
  16839. lodTexture.isCube = true;
  16840. lodTexture._texture = glTextureFromLod;
  16841. glTextureFromLod.isReady = true;
  16842. textures.push(lodTexture);
  16843. }
  16844. texture._lodTextureHigh = textures[2];
  16845. texture._lodTextureMid = textures[1];
  16846. texture._lodTextureLow = textures[0];
  16847. if (onLoad) {
  16848. onLoad(texture);
  16849. }
  16850. };
  16851. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16852. };
  16853. /**
  16854. * Creates a cube texture
  16855. * @param rootUrl defines the url where the files to load is located
  16856. * @param scene defines the current scene
  16857. * @param files defines the list of files to load (1 per face)
  16858. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16859. * @param onLoad defines an optional callback raised when the texture is loaded
  16860. * @param onError defines an optional callback raised if there is an issue to load the texture
  16861. * @param format defines the format of the data
  16862. * @param forcedExtension defines the extension to use to pick the right loader
  16863. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16864. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16865. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16866. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16867. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16868. * @returns the cube texture as an InternalTexture
  16869. */
  16870. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16871. var _this = this;
  16872. if (onLoad === void 0) { onLoad = null; }
  16873. if (onError === void 0) { onError = null; }
  16874. if (forcedExtension === void 0) { forcedExtension = null; }
  16875. if (createPolynomials === void 0) { createPolynomials = false; }
  16876. if (lodScale === void 0) { lodScale = 0; }
  16877. if (lodOffset === void 0) { lodOffset = 0; }
  16878. if (fallback === void 0) { fallback = null; }
  16879. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16880. var gl = this._gl;
  16881. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16882. texture.isCube = true;
  16883. texture.url = rootUrl;
  16884. texture.generateMipMaps = !noMipmap;
  16885. texture._lodGenerationScale = lodScale;
  16886. texture._lodGenerationOffset = lodOffset;
  16887. if (!this._doNotHandleContextLost) {
  16888. texture._extension = forcedExtension;
  16889. texture._files = files;
  16890. }
  16891. var lastDot = rootUrl.lastIndexOf('.');
  16892. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16893. var loader = null;
  16894. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16895. var availableLoader = _a[_i];
  16896. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16897. loader = availableLoader;
  16898. break;
  16899. }
  16900. }
  16901. var onInternalError = function (request, exception) {
  16902. if (loader) {
  16903. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16904. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16905. if (fallbackUrl) {
  16906. excludeLoaders.push(loader);
  16907. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16908. return;
  16909. }
  16910. }
  16911. if (onError && request) {
  16912. onError(request.status + " " + request.statusText, exception);
  16913. }
  16914. };
  16915. if (loader) {
  16916. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16917. var onloaddata = function (data) {
  16918. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16919. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16920. };
  16921. if (files && files.length === 6) {
  16922. if (loader.supportCascades) {
  16923. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16924. }
  16925. else if (onError) {
  16926. onError("Textures type does not support cascades.");
  16927. }
  16928. }
  16929. else {
  16930. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16931. }
  16932. }
  16933. else {
  16934. if (!files) {
  16935. throw new Error("Cannot load cubemap because files were not defined");
  16936. }
  16937. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16938. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16939. var height = width;
  16940. _this._prepareWorkingCanvas();
  16941. if (!_this._workingCanvas || !_this._workingContext) {
  16942. return;
  16943. }
  16944. _this._workingCanvas.width = width;
  16945. _this._workingCanvas.height = height;
  16946. var faces = [
  16947. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16948. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16949. ];
  16950. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16951. _this._unpackFlipY(false);
  16952. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16953. for (var index = 0; index < faces.length; index++) {
  16954. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16955. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16956. }
  16957. if (!noMipmap) {
  16958. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16959. }
  16960. _this._setCubeMapTextureParams(!noMipmap);
  16961. texture.width = width;
  16962. texture.height = height;
  16963. texture.isReady = true;
  16964. if (format) {
  16965. texture.format = format;
  16966. }
  16967. texture.onLoadedObservable.notifyObservers(texture);
  16968. texture.onLoadedObservable.clear();
  16969. if (onLoad) {
  16970. onLoad();
  16971. }
  16972. }, files, onError);
  16973. }
  16974. this._internalTexturesCache.push(texture);
  16975. return texture;
  16976. };
  16977. /**
  16978. * @hidden
  16979. */
  16980. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16981. var gl = this._gl;
  16982. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16983. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16984. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16985. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16986. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16987. // this.resetTextureCache();
  16988. };
  16989. /**
  16990. * Update a raw cube texture
  16991. * @param texture defines the texture to udpdate
  16992. * @param data defines the data to store
  16993. * @param format defines the data format
  16994. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16995. * @param invertY defines if data must be stored with Y axis inverted
  16996. * @param compression defines the compression used (null by default)
  16997. * @param level defines which level of the texture to update
  16998. */
  16999. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17000. if (compression === void 0) { compression = null; }
  17001. if (level === void 0) { level = 0; }
  17002. texture._bufferViewArray = data;
  17003. texture.format = format;
  17004. texture.type = type;
  17005. texture.invertY = invertY;
  17006. texture._compression = compression;
  17007. var gl = this._gl;
  17008. var textureType = this._getWebGLTextureType(type);
  17009. var internalFormat = this._getInternalFormat(format);
  17010. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17011. var needConversion = false;
  17012. if (internalFormat === gl.RGB) {
  17013. internalFormat = gl.RGBA;
  17014. needConversion = true;
  17015. }
  17016. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17017. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17018. if (texture.width % 4 !== 0) {
  17019. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17020. }
  17021. // Data are known to be in +X +Y +Z -X -Y -Z
  17022. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17023. var faceData = data[faceIndex];
  17024. if (compression) {
  17025. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17026. }
  17027. else {
  17028. if (needConversion) {
  17029. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17030. }
  17031. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17032. }
  17033. }
  17034. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17035. if (isPot && texture.generateMipMaps && level === 0) {
  17036. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17037. }
  17038. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17039. // this.resetTextureCache();
  17040. texture.isReady = true;
  17041. };
  17042. /**
  17043. * Creates a new raw cube texture
  17044. * @param data defines the array of data to use to create each face
  17045. * @param size defines the size of the textures
  17046. * @param format defines the format of the data
  17047. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17048. * @param generateMipMaps defines if the engine should generate the mip levels
  17049. * @param invertY defines if data must be stored with Y axis inverted
  17050. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17051. * @param compression defines the compression used (null by default)
  17052. * @returns the cube texture as an InternalTexture
  17053. */
  17054. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17055. if (compression === void 0) { compression = null; }
  17056. var gl = this._gl;
  17057. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17058. texture.isCube = true;
  17059. texture.format = format;
  17060. texture.type = type;
  17061. if (!this._doNotHandleContextLost) {
  17062. texture._bufferViewArray = data;
  17063. }
  17064. var textureType = this._getWebGLTextureType(type);
  17065. var internalFormat = this._getInternalFormat(format);
  17066. if (internalFormat === gl.RGB) {
  17067. internalFormat = gl.RGBA;
  17068. }
  17069. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17070. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17071. generateMipMaps = false;
  17072. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17073. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17074. }
  17075. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17076. generateMipMaps = false;
  17077. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17078. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17079. }
  17080. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17081. generateMipMaps = false;
  17082. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17083. }
  17084. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17085. generateMipMaps = false;
  17086. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17087. }
  17088. var width = size;
  17089. var height = width;
  17090. texture.width = width;
  17091. texture.height = height;
  17092. // Double check on POT to generate Mips.
  17093. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17094. if (!isPot) {
  17095. generateMipMaps = false;
  17096. }
  17097. // Upload data if needed. The texture won't be ready until then.
  17098. if (data) {
  17099. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17100. }
  17101. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17102. // Filters
  17103. if (data && generateMipMaps) {
  17104. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17105. }
  17106. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17107. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17108. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17109. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17110. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17111. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17112. texture.generateMipMaps = generateMipMaps;
  17113. return texture;
  17114. };
  17115. /**
  17116. * Creates a new raw cube texture from a specified url
  17117. * @param url defines the url where the data is located
  17118. * @param scene defines the current scene
  17119. * @param size defines the size of the textures
  17120. * @param format defines the format of the data
  17121. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17122. * @param noMipmap defines if the engine should avoid generating the mip levels
  17123. * @param callback defines a callback used to extract texture data from loaded data
  17124. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17125. * @param onLoad defines a callback called when texture is loaded
  17126. * @param onError defines a callback called if there is an error
  17127. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17128. * @param invertY defines if data must be stored with Y axis inverted
  17129. * @returns the cube texture as an InternalTexture
  17130. */
  17131. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17132. var _this = this;
  17133. if (onLoad === void 0) { onLoad = null; }
  17134. if (onError === void 0) { onError = null; }
  17135. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17136. if (invertY === void 0) { invertY = false; }
  17137. var gl = this._gl;
  17138. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17139. scene._addPendingData(texture);
  17140. texture.url = url;
  17141. this._internalTexturesCache.push(texture);
  17142. var onerror = function (request, exception) {
  17143. scene._removePendingData(texture);
  17144. if (onError && request) {
  17145. onError(request.status + " " + request.statusText, exception);
  17146. }
  17147. };
  17148. var internalCallback = function (data) {
  17149. var width = texture.width;
  17150. var faceDataArrays = callback(data);
  17151. if (!faceDataArrays) {
  17152. return;
  17153. }
  17154. if (mipmapGenerator) {
  17155. var textureType = _this._getWebGLTextureType(type);
  17156. var internalFormat = _this._getInternalFormat(format);
  17157. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17158. var needConversion = false;
  17159. if (internalFormat === gl.RGB) {
  17160. internalFormat = gl.RGBA;
  17161. needConversion = true;
  17162. }
  17163. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17164. _this._unpackFlipY(false);
  17165. var mipData = mipmapGenerator(faceDataArrays);
  17166. for (var level = 0; level < mipData.length; level++) {
  17167. var mipSize = width >> level;
  17168. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17169. var mipFaceData = mipData[level][faceIndex];
  17170. if (needConversion) {
  17171. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17172. }
  17173. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17174. }
  17175. }
  17176. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17177. }
  17178. else {
  17179. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17180. }
  17181. texture.isReady = true;
  17182. // this.resetTextureCache();
  17183. scene._removePendingData(texture);
  17184. if (onLoad) {
  17185. onLoad();
  17186. }
  17187. };
  17188. this._loadFile(url, function (data) {
  17189. internalCallback(data);
  17190. }, undefined, scene.offlineProvider, true, onerror);
  17191. return texture;
  17192. };
  17193. /**
  17194. * Update a raw 3D texture
  17195. * @param texture defines the texture to update
  17196. * @param data defines the data to store
  17197. * @param format defines the data format
  17198. * @param invertY defines if data must be stored with Y axis inverted
  17199. * @param compression defines the used compression (can be null)
  17200. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17201. */
  17202. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17203. if (compression === void 0) { compression = null; }
  17204. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17205. var internalType = this._getWebGLTextureType(textureType);
  17206. var internalFormat = this._getInternalFormat(format);
  17207. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17208. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17209. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17210. if (!this._doNotHandleContextLost) {
  17211. texture._bufferView = data;
  17212. texture.format = format;
  17213. texture.invertY = invertY;
  17214. texture._compression = compression;
  17215. }
  17216. if (texture.width % 4 !== 0) {
  17217. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17218. }
  17219. if (compression && data) {
  17220. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17221. }
  17222. else {
  17223. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17224. }
  17225. if (texture.generateMipMaps) {
  17226. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17227. }
  17228. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17229. // this.resetTextureCache();
  17230. texture.isReady = true;
  17231. };
  17232. /**
  17233. * Creates a new raw 3D texture
  17234. * @param data defines the data used to create the texture
  17235. * @param width defines the width of the texture
  17236. * @param height defines the height of the texture
  17237. * @param depth defines the depth of the texture
  17238. * @param format defines the format of the texture
  17239. * @param generateMipMaps defines if the engine must generate mip levels
  17240. * @param invertY defines if data must be stored with Y axis inverted
  17241. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17242. * @param compression defines the compressed used (can be null)
  17243. * @param textureType defines the compressed used (can be null)
  17244. * @returns a new raw 3D texture (stored in an InternalTexture)
  17245. */
  17246. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17247. if (compression === void 0) { compression = null; }
  17248. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17249. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17250. texture.baseWidth = width;
  17251. texture.baseHeight = height;
  17252. texture.baseDepth = depth;
  17253. texture.width = width;
  17254. texture.height = height;
  17255. texture.depth = depth;
  17256. texture.format = format;
  17257. texture.type = textureType;
  17258. texture.generateMipMaps = generateMipMaps;
  17259. texture.samplingMode = samplingMode;
  17260. texture.is3D = true;
  17261. if (!this._doNotHandleContextLost) {
  17262. texture._bufferView = data;
  17263. }
  17264. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17265. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17266. // Filters
  17267. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17268. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17269. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17270. if (generateMipMaps) {
  17271. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17272. }
  17273. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17274. this._internalTexturesCache.push(texture);
  17275. return texture;
  17276. };
  17277. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17278. var gl = this._gl;
  17279. if (!gl) {
  17280. return;
  17281. }
  17282. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17283. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17284. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17285. if (!noMipmap && !isCompressed) {
  17286. gl.generateMipmap(gl.TEXTURE_2D);
  17287. }
  17288. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17289. // this.resetTextureCache();
  17290. if (scene) {
  17291. scene._removePendingData(texture);
  17292. }
  17293. texture.onLoadedObservable.notifyObservers(texture);
  17294. texture.onLoadedObservable.clear();
  17295. };
  17296. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17297. var _this = this;
  17298. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17299. var maxTextureSize = this.getCaps().maxTextureSize;
  17300. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17301. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17302. var gl = this._gl;
  17303. if (!gl) {
  17304. return;
  17305. }
  17306. if (!texture._webGLTexture) {
  17307. // this.resetTextureCache();
  17308. if (scene) {
  17309. scene._removePendingData(texture);
  17310. }
  17311. return;
  17312. }
  17313. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17314. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17315. texture.baseWidth = width;
  17316. texture.baseHeight = height;
  17317. texture.width = potWidth;
  17318. texture.height = potHeight;
  17319. texture.isReady = true;
  17320. if (processFunction(potWidth, potHeight, function () {
  17321. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17322. })) {
  17323. // Returning as texture needs extra async steps
  17324. return;
  17325. }
  17326. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17327. };
  17328. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17329. // Create new RGBA data container.
  17330. var rgbaData;
  17331. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17332. rgbaData = new Float32Array(width * height * 4);
  17333. }
  17334. else {
  17335. rgbaData = new Uint32Array(width * height * 4);
  17336. }
  17337. // Convert each pixel.
  17338. for (var x = 0; x < width; x++) {
  17339. for (var y = 0; y < height; y++) {
  17340. var index = (y * width + x) * 3;
  17341. var newIndex = (y * width + x) * 4;
  17342. // Map Old Value to new value.
  17343. rgbaData[newIndex + 0] = rgbData[index + 0];
  17344. rgbaData[newIndex + 1] = rgbData[index + 1];
  17345. rgbaData[newIndex + 2] = rgbData[index + 2];
  17346. // Add fully opaque alpha channel.
  17347. rgbaData[newIndex + 3] = 1;
  17348. }
  17349. }
  17350. return rgbaData;
  17351. };
  17352. /** @hidden */
  17353. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17354. var gl = this._gl;
  17355. if (texture._framebuffer) {
  17356. gl.deleteFramebuffer(texture._framebuffer);
  17357. texture._framebuffer = null;
  17358. }
  17359. if (texture._depthStencilBuffer) {
  17360. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17361. texture._depthStencilBuffer = null;
  17362. }
  17363. if (texture._MSAAFramebuffer) {
  17364. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17365. texture._MSAAFramebuffer = null;
  17366. }
  17367. if (texture._MSAARenderBuffer) {
  17368. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17369. texture._MSAARenderBuffer = null;
  17370. }
  17371. };
  17372. /** @hidden */
  17373. Engine.prototype._releaseTexture = function (texture) {
  17374. var gl = this._gl;
  17375. this._releaseFramebufferObjects(texture);
  17376. gl.deleteTexture(texture._webGLTexture);
  17377. // Unbind channels
  17378. this.unbindAllTextures();
  17379. var index = this._internalTexturesCache.indexOf(texture);
  17380. if (index !== -1) {
  17381. this._internalTexturesCache.splice(index, 1);
  17382. }
  17383. // Integrated fixed lod samplers.
  17384. if (texture._lodTextureHigh) {
  17385. texture._lodTextureHigh.dispose();
  17386. }
  17387. if (texture._lodTextureMid) {
  17388. texture._lodTextureMid.dispose();
  17389. }
  17390. if (texture._lodTextureLow) {
  17391. texture._lodTextureLow.dispose();
  17392. }
  17393. // Set output texture of post process to null if the texture has been released/disposed
  17394. this.scenes.forEach(function (scene) {
  17395. scene.postProcesses.forEach(function (postProcess) {
  17396. if (postProcess._outputTexture == texture) {
  17397. postProcess._outputTexture = null;
  17398. }
  17399. });
  17400. scene.cameras.forEach(function (camera) {
  17401. camera._postProcesses.forEach(function (postProcess) {
  17402. if (postProcess) {
  17403. if (postProcess._outputTexture == texture) {
  17404. postProcess._outputTexture = null;
  17405. }
  17406. }
  17407. });
  17408. });
  17409. });
  17410. };
  17411. Engine.prototype.setProgram = function (program) {
  17412. if (this._currentProgram !== program) {
  17413. this._gl.useProgram(program);
  17414. this._currentProgram = program;
  17415. }
  17416. };
  17417. /**
  17418. * Binds an effect to the webGL context
  17419. * @param effect defines the effect to bind
  17420. */
  17421. Engine.prototype.bindSamplers = function (effect) {
  17422. this.setProgram(effect.getProgram());
  17423. var samplers = effect.getSamplers();
  17424. for (var index = 0; index < samplers.length; index++) {
  17425. var uniform = effect.getUniform(samplers[index]);
  17426. if (uniform) {
  17427. this._boundUniforms[index] = uniform;
  17428. }
  17429. }
  17430. this._currentEffect = null;
  17431. };
  17432. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17433. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17434. return;
  17435. }
  17436. // Remove
  17437. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17438. // Bind last to it
  17439. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17440. // Bind to dummy
  17441. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17442. };
  17443. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17444. if (!internalTexture) {
  17445. return -1;
  17446. }
  17447. internalTexture._initialSlot = channel;
  17448. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17449. if (channel !== internalTexture._designatedSlot) {
  17450. this._textureCollisions.addCount(1, false);
  17451. }
  17452. }
  17453. else {
  17454. if (channel !== internalTexture._designatedSlot) {
  17455. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17456. return internalTexture._designatedSlot;
  17457. }
  17458. else {
  17459. // No slot for this texture, let's pick a new one (if we find a free slot)
  17460. if (this._nextFreeTextureSlots.length) {
  17461. return this._nextFreeTextureSlots[0];
  17462. }
  17463. // We need to recycle the oldest bound texture, sorry.
  17464. this._textureCollisions.addCount(1, false);
  17465. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17466. }
  17467. }
  17468. }
  17469. return channel;
  17470. };
  17471. Engine.prototype._linkTrackers = function (previous, next) {
  17472. previous.next = next;
  17473. next.previous = previous;
  17474. };
  17475. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17476. var currentSlot = internalTexture._designatedSlot;
  17477. if (currentSlot === -1) {
  17478. return -1;
  17479. }
  17480. internalTexture._designatedSlot = -1;
  17481. if (this.disableTextureBindingOptimization) {
  17482. return -1;
  17483. }
  17484. // Remove from bound list
  17485. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17486. // Free the slot
  17487. this._boundTexturesCache[currentSlot] = null;
  17488. this._nextFreeTextureSlots.push(currentSlot);
  17489. return currentSlot;
  17490. };
  17491. Engine.prototype._activateCurrentTexture = function () {
  17492. if (this._currentTextureChannel !== this._activeChannel) {
  17493. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17494. this._currentTextureChannel = this._activeChannel;
  17495. }
  17496. };
  17497. /** @hidden */
  17498. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17499. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17500. if (force === void 0) { force = false; }
  17501. var wasPreviouslyBound = false;
  17502. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17503. this._activeChannel = texture._designatedSlot;
  17504. }
  17505. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17506. var isTextureForRendering = texture && texture._initialSlot > -1;
  17507. if (currentTextureBound !== texture || force) {
  17508. if (currentTextureBound) {
  17509. this._removeDesignatedSlot(currentTextureBound);
  17510. }
  17511. this._activateCurrentTexture();
  17512. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17513. this._boundTexturesCache[this._activeChannel] = texture;
  17514. if (texture) {
  17515. if (!this.disableTextureBindingOptimization) {
  17516. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17517. if (slotIndex > -1) {
  17518. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17519. }
  17520. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17521. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17522. }
  17523. texture._designatedSlot = this._activeChannel;
  17524. }
  17525. }
  17526. else if (forTextureDataUpdate) {
  17527. wasPreviouslyBound = true;
  17528. this._activateCurrentTexture();
  17529. }
  17530. if (isTextureForRendering && !forTextureDataUpdate) {
  17531. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17532. }
  17533. return wasPreviouslyBound;
  17534. };
  17535. /** @hidden */
  17536. Engine.prototype._bindTexture = function (channel, texture) {
  17537. if (channel < 0) {
  17538. return;
  17539. }
  17540. if (texture) {
  17541. channel = this._getCorrectTextureChannel(channel, texture);
  17542. }
  17543. this._activeChannel = channel;
  17544. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17545. };
  17546. /**
  17547. * Sets a texture to the webGL context from a postprocess
  17548. * @param channel defines the channel to use
  17549. * @param postProcess defines the source postprocess
  17550. */
  17551. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17552. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17553. };
  17554. /**
  17555. * Binds the output of the passed in post process to the texture channel specified
  17556. * @param channel The channel the texture should be bound to
  17557. * @param postProcess The post process which's output should be bound
  17558. */
  17559. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17560. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17561. };
  17562. /**
  17563. * Unbind all textures from the webGL context
  17564. */
  17565. Engine.prototype.unbindAllTextures = function () {
  17566. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17567. this._activeChannel = channel;
  17568. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17569. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17570. if (this.webGLVersion > 1) {
  17571. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17572. }
  17573. }
  17574. };
  17575. /**
  17576. * Sets a texture to the according uniform.
  17577. * @param channel The texture channel
  17578. * @param uniform The uniform to set
  17579. * @param texture The texture to apply
  17580. */
  17581. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17582. if (channel < 0) {
  17583. return;
  17584. }
  17585. if (uniform) {
  17586. this._boundUniforms[channel] = uniform;
  17587. }
  17588. this._setTexture(channel, texture);
  17589. };
  17590. /**
  17591. * Sets a depth stencil texture from a render target to the according uniform.
  17592. * @param channel The texture channel
  17593. * @param uniform The uniform to set
  17594. * @param texture The render target texture containing the depth stencil texture to apply
  17595. */
  17596. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17597. if (channel < 0) {
  17598. return;
  17599. }
  17600. if (uniform) {
  17601. this._boundUniforms[channel] = uniform;
  17602. }
  17603. if (!texture || !texture.depthStencilTexture) {
  17604. this._setTexture(channel, null);
  17605. }
  17606. else {
  17607. this._setTexture(channel, texture, false, true);
  17608. }
  17609. };
  17610. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17611. var uniform = this._boundUniforms[sourceSlot];
  17612. if (uniform._currentState === destination) {
  17613. return;
  17614. }
  17615. this._gl.uniform1i(uniform, destination);
  17616. uniform._currentState = destination;
  17617. };
  17618. Engine.prototype._getTextureWrapMode = function (mode) {
  17619. switch (mode) {
  17620. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17621. return this._gl.REPEAT;
  17622. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17623. return this._gl.CLAMP_TO_EDGE;
  17624. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17625. return this._gl.MIRRORED_REPEAT;
  17626. }
  17627. return this._gl.REPEAT;
  17628. };
  17629. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17630. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17631. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17632. // Not ready?
  17633. if (!texture) {
  17634. if (this._boundTexturesCache[channel] != null) {
  17635. this._activeChannel = channel;
  17636. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17637. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17638. if (this.webGLVersion > 1) {
  17639. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17640. }
  17641. }
  17642. return false;
  17643. }
  17644. // Video
  17645. if (texture.video) {
  17646. this._activeChannel = channel;
  17647. texture.update();
  17648. }
  17649. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17650. texture.delayLoad();
  17651. return false;
  17652. }
  17653. var internalTexture;
  17654. if (depthStencilTexture) {
  17655. internalTexture = texture.depthStencilTexture;
  17656. }
  17657. else if (texture.isReady()) {
  17658. internalTexture = texture.getInternalTexture();
  17659. }
  17660. else if (texture.isCube) {
  17661. internalTexture = this.emptyCubeTexture;
  17662. }
  17663. else if (texture.is3D) {
  17664. internalTexture = this.emptyTexture3D;
  17665. }
  17666. else {
  17667. internalTexture = this.emptyTexture;
  17668. }
  17669. if (!isPartOfTextureArray) {
  17670. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17671. }
  17672. var needToBind = true;
  17673. if (this._boundTexturesCache[channel] === internalTexture) {
  17674. this._moveBoundTextureOnTop(internalTexture);
  17675. if (!isPartOfTextureArray) {
  17676. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17677. }
  17678. needToBind = false;
  17679. }
  17680. this._activeChannel = channel;
  17681. if (internalTexture && internalTexture.is3D) {
  17682. if (needToBind) {
  17683. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17684. }
  17685. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17686. internalTexture._cachedWrapU = texture.wrapU;
  17687. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17688. }
  17689. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17690. internalTexture._cachedWrapV = texture.wrapV;
  17691. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17692. }
  17693. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17694. internalTexture._cachedWrapR = texture.wrapR;
  17695. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17696. }
  17697. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17698. }
  17699. else if (internalTexture && internalTexture.isCube) {
  17700. if (needToBind) {
  17701. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17702. }
  17703. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17704. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17705. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17706. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17707. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17708. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17709. }
  17710. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17711. }
  17712. else {
  17713. if (needToBind) {
  17714. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17715. }
  17716. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17717. internalTexture._cachedWrapU = texture.wrapU;
  17718. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17719. }
  17720. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17721. internalTexture._cachedWrapV = texture.wrapV;
  17722. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17723. }
  17724. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17725. }
  17726. return true;
  17727. };
  17728. /**
  17729. * Sets an array of texture to the webGL context
  17730. * @param channel defines the channel where the texture array must be set
  17731. * @param uniform defines the associated uniform location
  17732. * @param textures defines the array of textures to bind
  17733. */
  17734. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17735. if (channel < 0 || !uniform) {
  17736. return;
  17737. }
  17738. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17739. this._textureUnits = new Int32Array(textures.length);
  17740. }
  17741. for (var i = 0; i < textures.length; i++) {
  17742. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17743. }
  17744. this._gl.uniform1iv(uniform, this._textureUnits);
  17745. for (var index = 0; index < textures.length; index++) {
  17746. this._setTexture(this._textureUnits[index], textures[index], true);
  17747. }
  17748. };
  17749. /** @hidden */
  17750. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17751. var internalTexture = texture.getInternalTexture();
  17752. if (!internalTexture) {
  17753. return;
  17754. }
  17755. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17756. var value = texture.anisotropicFilteringLevel;
  17757. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17758. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17759. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17760. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17761. }
  17762. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17763. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17764. internalTexture._cachedAnisotropicFilteringLevel = value;
  17765. }
  17766. };
  17767. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17768. this._bindTextureDirectly(target, texture, true, true);
  17769. this._gl.texParameterf(target, parameter, value);
  17770. };
  17771. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17772. if (texture) {
  17773. this._bindTextureDirectly(target, texture, true, true);
  17774. }
  17775. this._gl.texParameteri(target, parameter, value);
  17776. };
  17777. /**
  17778. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17779. * @param x defines the x coordinate of the rectangle where pixels must be read
  17780. * @param y defines the y coordinate of the rectangle where pixels must be read
  17781. * @param width defines the width of the rectangle where pixels must be read
  17782. * @param height defines the height of the rectangle where pixels must be read
  17783. * @returns a Uint8Array containing RGBA colors
  17784. */
  17785. Engine.prototype.readPixels = function (x, y, width, height) {
  17786. var data = new Uint8Array(height * width * 4);
  17787. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17788. return data;
  17789. };
  17790. /**
  17791. * Add an externaly attached data from its key.
  17792. * This method call will fail and return false, if such key already exists.
  17793. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17794. * @param key the unique key that identifies the data
  17795. * @param data the data object to associate to the key for this Engine instance
  17796. * @return true if no such key were already present and the data was added successfully, false otherwise
  17797. */
  17798. Engine.prototype.addExternalData = function (key, data) {
  17799. if (!this._externalData) {
  17800. this._externalData = new BABYLON.StringDictionary();
  17801. }
  17802. return this._externalData.add(key, data);
  17803. };
  17804. /**
  17805. * Get an externaly attached data from its key
  17806. * @param key the unique key that identifies the data
  17807. * @return the associated data, if present (can be null), or undefined if not present
  17808. */
  17809. Engine.prototype.getExternalData = function (key) {
  17810. if (!this._externalData) {
  17811. this._externalData = new BABYLON.StringDictionary();
  17812. }
  17813. return this._externalData.get(key);
  17814. };
  17815. /**
  17816. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17817. * @param key the unique key that identifies the data
  17818. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17819. * @return the associated data, can be null if the factory returned null.
  17820. */
  17821. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17822. if (!this._externalData) {
  17823. this._externalData = new BABYLON.StringDictionary();
  17824. }
  17825. return this._externalData.getOrAddWithFactory(key, factory);
  17826. };
  17827. /**
  17828. * Remove an externaly attached data from the Engine instance
  17829. * @param key the unique key that identifies the data
  17830. * @return true if the data was successfully removed, false if it doesn't exist
  17831. */
  17832. Engine.prototype.removeExternalData = function (key) {
  17833. if (!this._externalData) {
  17834. this._externalData = new BABYLON.StringDictionary();
  17835. }
  17836. return this._externalData.remove(key);
  17837. };
  17838. /**
  17839. * Unbind all vertex attributes from the webGL context
  17840. */
  17841. Engine.prototype.unbindAllAttributes = function () {
  17842. if (this._mustWipeVertexAttributes) {
  17843. this._mustWipeVertexAttributes = false;
  17844. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17845. this._gl.disableVertexAttribArray(i);
  17846. this._vertexAttribArraysEnabled[i] = false;
  17847. this._currentBufferPointers[i].active = false;
  17848. }
  17849. return;
  17850. }
  17851. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17852. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17853. continue;
  17854. }
  17855. this._gl.disableVertexAttribArray(i);
  17856. this._vertexAttribArraysEnabled[i] = false;
  17857. this._currentBufferPointers[i].active = false;
  17858. }
  17859. };
  17860. /**
  17861. * 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
  17862. */
  17863. Engine.prototype.releaseEffects = function () {
  17864. for (var name in this._compiledEffects) {
  17865. this._deleteProgram(this._compiledEffects[name]._program);
  17866. }
  17867. this._compiledEffects = {};
  17868. };
  17869. /**
  17870. * Dispose and release all associated resources
  17871. */
  17872. Engine.prototype.dispose = function () {
  17873. this.hideLoadingUI();
  17874. this.stopRenderLoop();
  17875. this.onNewSceneAddedObservable.clear();
  17876. // Release postProcesses
  17877. while (this.postProcesses.length) {
  17878. this.postProcesses[0].dispose();
  17879. }
  17880. // Empty texture
  17881. if (this._emptyTexture) {
  17882. this._releaseTexture(this._emptyTexture);
  17883. this._emptyTexture = null;
  17884. }
  17885. if (this._emptyCubeTexture) {
  17886. this._releaseTexture(this._emptyCubeTexture);
  17887. this._emptyCubeTexture = null;
  17888. }
  17889. // Rescale PP
  17890. if (this._rescalePostProcess) {
  17891. this._rescalePostProcess.dispose();
  17892. }
  17893. // Release scenes
  17894. while (this.scenes.length) {
  17895. this.scenes[0].dispose();
  17896. }
  17897. // Release audio engine
  17898. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17899. Engine.audioEngine.dispose();
  17900. }
  17901. // Release effects
  17902. this.releaseEffects();
  17903. // Unbind
  17904. this.unbindAllAttributes();
  17905. this._boundUniforms = [];
  17906. if (this._dummyFramebuffer) {
  17907. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17908. }
  17909. //WebVR
  17910. this.disableVR();
  17911. // Events
  17912. if (BABYLON.Tools.IsWindowObjectExist()) {
  17913. window.removeEventListener("blur", this._onBlur);
  17914. window.removeEventListener("focus", this._onFocus);
  17915. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17916. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17917. if (this._renderingCanvas) {
  17918. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17919. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17920. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17921. if (!this._doNotHandleContextLost) {
  17922. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17923. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17924. }
  17925. }
  17926. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17927. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17928. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17929. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17930. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17931. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17932. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17933. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17934. if (this._onVrDisplayConnect) {
  17935. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17936. if (this._onVrDisplayDisconnect) {
  17937. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17938. }
  17939. if (this._onVrDisplayPresentChange) {
  17940. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17941. }
  17942. this._onVrDisplayConnect = null;
  17943. this._onVrDisplayDisconnect = null;
  17944. }
  17945. }
  17946. // Remove from Instances
  17947. var index = Engine.Instances.indexOf(this);
  17948. if (index >= 0) {
  17949. Engine.Instances.splice(index, 1);
  17950. }
  17951. this._workingCanvas = null;
  17952. this._workingContext = null;
  17953. this._currentBufferPointers = [];
  17954. this._renderingCanvas = null;
  17955. this._currentProgram = null;
  17956. this._bindedRenderFunction = null;
  17957. this.onResizeObservable.clear();
  17958. this.onCanvasBlurObservable.clear();
  17959. this.onCanvasFocusObservable.clear();
  17960. this.onCanvasPointerOutObservable.clear();
  17961. this.onBeginFrameObservable.clear();
  17962. this.onEndFrameObservable.clear();
  17963. BABYLON.Effect.ResetCache();
  17964. // Abort active requests
  17965. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17966. var request = _a[_i];
  17967. request.abort();
  17968. }
  17969. };
  17970. // Loading screen
  17971. /**
  17972. * Display the loading screen
  17973. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17974. */
  17975. Engine.prototype.displayLoadingUI = function () {
  17976. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17977. return;
  17978. }
  17979. var loadingScreen = this.loadingScreen;
  17980. if (loadingScreen) {
  17981. loadingScreen.displayLoadingUI();
  17982. }
  17983. };
  17984. /**
  17985. * Hide the loading screen
  17986. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17987. */
  17988. Engine.prototype.hideLoadingUI = function () {
  17989. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17990. return;
  17991. }
  17992. var loadingScreen = this.loadingScreen;
  17993. if (loadingScreen) {
  17994. loadingScreen.hideLoadingUI();
  17995. }
  17996. };
  17997. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17998. /**
  17999. * Gets the current loading screen object
  18000. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18001. */
  18002. get: function () {
  18003. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18004. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18005. }
  18006. return this._loadingScreen;
  18007. },
  18008. /**
  18009. * Sets the current loading screen object
  18010. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18011. */
  18012. set: function (loadingScreen) {
  18013. this._loadingScreen = loadingScreen;
  18014. },
  18015. enumerable: true,
  18016. configurable: true
  18017. });
  18018. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18019. /**
  18020. * Sets the current loading screen text
  18021. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18022. */
  18023. set: function (text) {
  18024. this.loadingScreen.loadingUIText = text;
  18025. },
  18026. enumerable: true,
  18027. configurable: true
  18028. });
  18029. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18030. /**
  18031. * Sets the current loading screen background color
  18032. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18033. */
  18034. set: function (color) {
  18035. this.loadingScreen.loadingUIBackgroundColor = color;
  18036. },
  18037. enumerable: true,
  18038. configurable: true
  18039. });
  18040. /**
  18041. * Attach a new callback raised when context lost event is fired
  18042. * @param callback defines the callback to call
  18043. */
  18044. Engine.prototype.attachContextLostEvent = function (callback) {
  18045. if (this._renderingCanvas) {
  18046. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18047. }
  18048. };
  18049. /**
  18050. * Attach a new callback raised when context restored event is fired
  18051. * @param callback defines the callback to call
  18052. */
  18053. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18054. if (this._renderingCanvas) {
  18055. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18056. }
  18057. };
  18058. /**
  18059. * Gets the source code of the vertex shader associated with a specific webGL program
  18060. * @param program defines the program to use
  18061. * @returns a string containing the source code of the vertex shader associated with the program
  18062. */
  18063. Engine.prototype.getVertexShaderSource = function (program) {
  18064. var shaders = this._gl.getAttachedShaders(program);
  18065. if (!shaders) {
  18066. return null;
  18067. }
  18068. return this._gl.getShaderSource(shaders[0]);
  18069. };
  18070. /**
  18071. * Gets the source code of the fragment shader associated with a specific webGL program
  18072. * @param program defines the program to use
  18073. * @returns a string containing the source code of the fragment shader associated with the program
  18074. */
  18075. Engine.prototype.getFragmentShaderSource = function (program) {
  18076. var shaders = this._gl.getAttachedShaders(program);
  18077. if (!shaders) {
  18078. return null;
  18079. }
  18080. return this._gl.getShaderSource(shaders[1]);
  18081. };
  18082. /**
  18083. * Get the current error code of the webGL context
  18084. * @returns the error code
  18085. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18086. */
  18087. Engine.prototype.getError = function () {
  18088. return this._gl.getError();
  18089. };
  18090. // FPS
  18091. /**
  18092. * Gets the current framerate
  18093. * @returns a number representing the framerate
  18094. */
  18095. Engine.prototype.getFps = function () {
  18096. return this._fps;
  18097. };
  18098. /**
  18099. * Gets the time spent between current and previous frame
  18100. * @returns a number representing the delta time in ms
  18101. */
  18102. Engine.prototype.getDeltaTime = function () {
  18103. return this._deltaTime;
  18104. };
  18105. Engine.prototype._measureFps = function () {
  18106. this._performanceMonitor.sampleFrame();
  18107. this._fps = this._performanceMonitor.averageFPS;
  18108. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18109. };
  18110. /** @hidden */
  18111. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18112. if (faceIndex === void 0) { faceIndex = -1; }
  18113. if (level === void 0) { level = 0; }
  18114. if (buffer === void 0) { buffer = null; }
  18115. var gl = this._gl;
  18116. if (!this._dummyFramebuffer) {
  18117. var dummy = gl.createFramebuffer();
  18118. if (!dummy) {
  18119. throw new Error("Unable to create dummy framebuffer");
  18120. }
  18121. this._dummyFramebuffer = dummy;
  18122. }
  18123. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18124. if (faceIndex > -1) {
  18125. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18126. }
  18127. else {
  18128. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18129. }
  18130. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18131. switch (readType) {
  18132. case gl.UNSIGNED_BYTE:
  18133. if (!buffer) {
  18134. buffer = new Uint8Array(4 * width * height);
  18135. }
  18136. readType = gl.UNSIGNED_BYTE;
  18137. break;
  18138. default:
  18139. if (!buffer) {
  18140. buffer = new Float32Array(4 * width * height);
  18141. }
  18142. readType = gl.FLOAT;
  18143. break;
  18144. }
  18145. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18146. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18147. return buffer;
  18148. };
  18149. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18150. if (this._webGLVersion > 1) {
  18151. return this._caps.colorBufferFloat;
  18152. }
  18153. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18154. };
  18155. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18156. if (this._webGLVersion > 1) {
  18157. return this._caps.colorBufferFloat;
  18158. }
  18159. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18160. };
  18161. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18162. Engine.prototype._canRenderToFramebuffer = function (type) {
  18163. var gl = this._gl;
  18164. //clear existing errors
  18165. while (gl.getError() !== gl.NO_ERROR) { }
  18166. var successful = true;
  18167. var texture = gl.createTexture();
  18168. gl.bindTexture(gl.TEXTURE_2D, texture);
  18169. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18170. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18171. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18172. var fb = gl.createFramebuffer();
  18173. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18174. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18175. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18176. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18177. successful = successful && (gl.getError() === gl.NO_ERROR);
  18178. //try render by clearing frame buffer's color buffer
  18179. if (successful) {
  18180. gl.clear(gl.COLOR_BUFFER_BIT);
  18181. successful = successful && (gl.getError() === gl.NO_ERROR);
  18182. }
  18183. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18184. if (successful) {
  18185. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18186. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18187. var readFormat = gl.RGBA;
  18188. var readType = gl.UNSIGNED_BYTE;
  18189. var buffer = new Uint8Array(4);
  18190. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18191. successful = successful && (gl.getError() === gl.NO_ERROR);
  18192. }
  18193. //clean up
  18194. gl.deleteTexture(texture);
  18195. gl.deleteFramebuffer(fb);
  18196. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18197. //clear accumulated errors
  18198. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18199. return successful;
  18200. };
  18201. /** @hidden */
  18202. Engine.prototype._getWebGLTextureType = function (type) {
  18203. if (this._webGLVersion === 1) {
  18204. switch (type) {
  18205. case Engine.TEXTURETYPE_FLOAT:
  18206. return this._gl.FLOAT;
  18207. case Engine.TEXTURETYPE_HALF_FLOAT:
  18208. return this._gl.HALF_FLOAT_OES;
  18209. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18210. return this._gl.UNSIGNED_BYTE;
  18211. }
  18212. return this._gl.UNSIGNED_BYTE;
  18213. }
  18214. switch (type) {
  18215. case Engine.TEXTURETYPE_BYTE:
  18216. return this._gl.BYTE;
  18217. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18218. return this._gl.UNSIGNED_BYTE;
  18219. case Engine.TEXTURETYPE_SHORT:
  18220. return this._gl.SHORT;
  18221. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18222. return this._gl.UNSIGNED_SHORT;
  18223. case Engine.TEXTURETYPE_INT:
  18224. return this._gl.INT;
  18225. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18226. return this._gl.UNSIGNED_INT;
  18227. case Engine.TEXTURETYPE_FLOAT:
  18228. return this._gl.FLOAT;
  18229. case Engine.TEXTURETYPE_HALF_FLOAT:
  18230. return this._gl.HALF_FLOAT;
  18231. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18232. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18233. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18234. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18235. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18236. return this._gl.UNSIGNED_SHORT_5_6_5;
  18237. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18238. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18239. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18240. return this._gl.UNSIGNED_INT_24_8;
  18241. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18242. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18243. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18244. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18245. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18246. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18247. }
  18248. return this._gl.UNSIGNED_BYTE;
  18249. };
  18250. Engine.prototype._getInternalFormat = function (format) {
  18251. var internalFormat = this._gl.RGBA;
  18252. switch (format) {
  18253. case Engine.TEXTUREFORMAT_ALPHA:
  18254. internalFormat = this._gl.ALPHA;
  18255. break;
  18256. case Engine.TEXTUREFORMAT_LUMINANCE:
  18257. internalFormat = this._gl.LUMINANCE;
  18258. break;
  18259. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18260. internalFormat = this._gl.LUMINANCE_ALPHA;
  18261. break;
  18262. case Engine.TEXTUREFORMAT_RED:
  18263. internalFormat = this._gl.RED;
  18264. break;
  18265. case Engine.TEXTUREFORMAT_RG:
  18266. internalFormat = this._gl.RG;
  18267. break;
  18268. case Engine.TEXTUREFORMAT_RGB:
  18269. internalFormat = this._gl.RGB;
  18270. break;
  18271. case Engine.TEXTUREFORMAT_RGBA:
  18272. internalFormat = this._gl.RGBA;
  18273. break;
  18274. }
  18275. if (this._webGLVersion > 1) {
  18276. switch (format) {
  18277. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18278. internalFormat = this._gl.RED_INTEGER;
  18279. break;
  18280. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18281. internalFormat = this._gl.RG_INTEGER;
  18282. break;
  18283. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18284. internalFormat = this._gl.RGB_INTEGER;
  18285. break;
  18286. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18287. internalFormat = this._gl.RGBA_INTEGER;
  18288. break;
  18289. }
  18290. }
  18291. return internalFormat;
  18292. };
  18293. /** @hidden */
  18294. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18295. if (this._webGLVersion === 1) {
  18296. if (format !== undefined) {
  18297. switch (format) {
  18298. case Engine.TEXTUREFORMAT_ALPHA:
  18299. return this._gl.ALPHA;
  18300. case Engine.TEXTUREFORMAT_LUMINANCE:
  18301. return this._gl.LUMINANCE;
  18302. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18303. return this._gl.LUMINANCE_ALPHA;
  18304. }
  18305. }
  18306. return this._gl.RGBA;
  18307. }
  18308. switch (type) {
  18309. case Engine.TEXTURETYPE_BYTE:
  18310. switch (format) {
  18311. case Engine.TEXTUREFORMAT_RED:
  18312. return this._gl.R8_SNORM;
  18313. case Engine.TEXTUREFORMAT_RG:
  18314. return this._gl.RG8_SNORM;
  18315. case Engine.TEXTUREFORMAT_RGB:
  18316. return this._gl.RGB8_SNORM;
  18317. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18318. return this._gl.R8I;
  18319. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18320. return this._gl.RG8I;
  18321. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18322. return this._gl.RGB8I;
  18323. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18324. return this._gl.RGBA8I;
  18325. default:
  18326. return this._gl.RGBA8_SNORM;
  18327. }
  18328. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18329. switch (format) {
  18330. case Engine.TEXTUREFORMAT_RED:
  18331. return this._gl.R8;
  18332. case Engine.TEXTUREFORMAT_RG:
  18333. return this._gl.RG8;
  18334. case Engine.TEXTUREFORMAT_RGB:
  18335. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18336. case Engine.TEXTUREFORMAT_RGBA:
  18337. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18338. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18339. return this._gl.R8UI;
  18340. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18341. return this._gl.RG8UI;
  18342. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18343. return this._gl.RGB8UI;
  18344. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18345. return this._gl.RGBA8UI;
  18346. default:
  18347. return this._gl.RGBA8;
  18348. }
  18349. case Engine.TEXTURETYPE_SHORT:
  18350. switch (format) {
  18351. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18352. return this._gl.R16I;
  18353. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18354. return this._gl.RG16I;
  18355. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18356. return this._gl.RGB16I;
  18357. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18358. return this._gl.RGBA16I;
  18359. default:
  18360. return this._gl.RGBA16I;
  18361. }
  18362. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18363. switch (format) {
  18364. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18365. return this._gl.R16UI;
  18366. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18367. return this._gl.RG16UI;
  18368. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18369. return this._gl.RGB16UI;
  18370. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18371. return this._gl.RGBA16UI;
  18372. default:
  18373. return this._gl.RGBA16UI;
  18374. }
  18375. case Engine.TEXTURETYPE_INT:
  18376. switch (format) {
  18377. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18378. return this._gl.R32I;
  18379. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18380. return this._gl.RG32I;
  18381. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18382. return this._gl.RGB32I;
  18383. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18384. return this._gl.RGBA32I;
  18385. default:
  18386. return this._gl.RGBA32I;
  18387. }
  18388. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18389. switch (format) {
  18390. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18391. return this._gl.R32UI;
  18392. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18393. return this._gl.RG32UI;
  18394. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18395. return this._gl.RGB32UI;
  18396. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18397. return this._gl.RGBA32UI;
  18398. default:
  18399. return this._gl.RGBA32UI;
  18400. }
  18401. case Engine.TEXTURETYPE_FLOAT:
  18402. switch (format) {
  18403. case Engine.TEXTUREFORMAT_RED:
  18404. return this._gl.R32F; // By default. Other possibility is R16F.
  18405. case Engine.TEXTUREFORMAT_RG:
  18406. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18407. case Engine.TEXTUREFORMAT_RGB:
  18408. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18409. case Engine.TEXTUREFORMAT_RGBA:
  18410. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18411. default:
  18412. return this._gl.RGBA32F;
  18413. }
  18414. case Engine.TEXTURETYPE_HALF_FLOAT:
  18415. switch (format) {
  18416. case Engine.TEXTUREFORMAT_RED:
  18417. return this._gl.R16F;
  18418. case Engine.TEXTUREFORMAT_RG:
  18419. return this._gl.RG16F;
  18420. case Engine.TEXTUREFORMAT_RGB:
  18421. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18422. case Engine.TEXTUREFORMAT_RGBA:
  18423. return this._gl.RGBA16F;
  18424. default:
  18425. return this._gl.RGBA16F;
  18426. }
  18427. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18428. return this._gl.RGB565;
  18429. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18430. return this._gl.R11F_G11F_B10F;
  18431. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18432. return this._gl.RGB9_E5;
  18433. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18434. return this._gl.RGBA4;
  18435. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18436. return this._gl.RGB5_A1;
  18437. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18438. switch (format) {
  18439. case Engine.TEXTUREFORMAT_RGBA:
  18440. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18441. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18442. return this._gl.RGB10_A2UI;
  18443. default:
  18444. return this._gl.RGB10_A2;
  18445. }
  18446. }
  18447. return this._gl.RGBA8;
  18448. };
  18449. /** @hidden */
  18450. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18451. if (type === Engine.TEXTURETYPE_FLOAT) {
  18452. return this._gl.RGBA32F;
  18453. }
  18454. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18455. return this._gl.RGBA16F;
  18456. }
  18457. return this._gl.RGBA8;
  18458. };
  18459. /** @hidden */
  18460. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18461. var _this = this;
  18462. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18463. this._activeRequests.push(request);
  18464. request.onCompleteObservable.add(function (request) {
  18465. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18466. });
  18467. return request;
  18468. };
  18469. /** @hidden */
  18470. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18471. var _this = this;
  18472. return new Promise(function (resolve, reject) {
  18473. _this._loadFile(url, function (data) {
  18474. resolve(data);
  18475. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18476. reject(exception);
  18477. });
  18478. });
  18479. };
  18480. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18481. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18482. var onload = function (data) {
  18483. loadedFiles[index] = data;
  18484. loadedFiles._internalCount++;
  18485. if (loadedFiles._internalCount === 6) {
  18486. onfinish(loadedFiles);
  18487. }
  18488. };
  18489. var onerror = function (request, exception) {
  18490. if (onErrorCallBack && request) {
  18491. onErrorCallBack(request.status + " " + request.statusText, exception);
  18492. }
  18493. };
  18494. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18495. };
  18496. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18497. if (onError === void 0) { onError = null; }
  18498. var loadedFiles = [];
  18499. loadedFiles._internalCount = 0;
  18500. for (var index = 0; index < 6; index++) {
  18501. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18502. }
  18503. };
  18504. // Statics
  18505. /**
  18506. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18507. * @returns true if the engine can be created
  18508. * @ignorenaming
  18509. */
  18510. Engine.isSupported = function () {
  18511. try {
  18512. var tempcanvas = document.createElement("canvas");
  18513. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18514. return gl != null && !!window.WebGLRenderingContext;
  18515. }
  18516. catch (e) {
  18517. return false;
  18518. }
  18519. };
  18520. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18521. Engine.ExceptionList = [
  18522. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18523. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18524. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18525. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18526. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18527. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18528. ];
  18529. /** Gets the list of created engines */
  18530. Engine.Instances = new Array();
  18531. /**
  18532. * Hidden
  18533. */
  18534. Engine._TextureLoaders = [];
  18535. // Const statics
  18536. /** Defines that alpha blending is disabled */
  18537. Engine.ALPHA_DISABLE = 0;
  18538. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18539. Engine.ALPHA_ADD = 1;
  18540. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18541. Engine.ALPHA_COMBINE = 2;
  18542. /** Defines that alpha blending to DEST - SRC * DEST */
  18543. Engine.ALPHA_SUBTRACT = 3;
  18544. /** Defines that alpha blending to SRC * DEST */
  18545. Engine.ALPHA_MULTIPLY = 4;
  18546. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18547. Engine.ALPHA_MAXIMIZED = 5;
  18548. /** Defines that alpha blending to SRC + DEST */
  18549. Engine.ALPHA_ONEONE = 6;
  18550. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18551. Engine.ALPHA_PREMULTIPLIED = 7;
  18552. /**
  18553. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18554. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18555. */
  18556. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18557. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18558. Engine.ALPHA_INTERPOLATE = 9;
  18559. /**
  18560. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18561. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18562. */
  18563. Engine.ALPHA_SCREENMODE = 10;
  18564. /** Defines that the ressource is not delayed*/
  18565. Engine.DELAYLOADSTATE_NONE = 0;
  18566. /** Defines that the ressource was successfully delay loaded */
  18567. Engine.DELAYLOADSTATE_LOADED = 1;
  18568. /** Defines that the ressource is currently delay loading */
  18569. Engine.DELAYLOADSTATE_LOADING = 2;
  18570. /** Defines that the ressource is delayed and has not started loading */
  18571. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18572. // Depht or Stencil test Constants.
  18573. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18574. Engine.NEVER = 0x0200;
  18575. /** 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 */
  18576. Engine.ALWAYS = 0x0207;
  18577. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18578. Engine.LESS = 0x0201;
  18579. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18580. Engine.EQUAL = 0x0202;
  18581. /** 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 */
  18582. Engine.LEQUAL = 0x0203;
  18583. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18584. Engine.GREATER = 0x0204;
  18585. /** 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 */
  18586. Engine.GEQUAL = 0x0206;
  18587. /** 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 */
  18588. Engine.NOTEQUAL = 0x0205;
  18589. // Stencil Actions Constants.
  18590. /** Passed to stencilOperation to specify that stencil value must be kept */
  18591. Engine.KEEP = 0x1E00;
  18592. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18593. Engine.REPLACE = 0x1E01;
  18594. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18595. Engine.INCR = 0x1E02;
  18596. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18597. Engine.DECR = 0x1E03;
  18598. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18599. Engine.INVERT = 0x150A;
  18600. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18601. Engine.INCR_WRAP = 0x8507;
  18602. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18603. Engine.DECR_WRAP = 0x8508;
  18604. /** Texture is not repeating outside of 0..1 UVs */
  18605. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18606. /** Texture is repeating outside of 0..1 UVs */
  18607. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18608. /** Texture is repeating and mirrored */
  18609. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18610. /** ALPHA */
  18611. Engine.TEXTUREFORMAT_ALPHA = 0;
  18612. /** LUMINANCE */
  18613. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18614. /** LUMINANCE_ALPHA */
  18615. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18616. /** RGB */
  18617. Engine.TEXTUREFORMAT_RGB = 4;
  18618. /** RGBA */
  18619. Engine.TEXTUREFORMAT_RGBA = 5;
  18620. /** RED */
  18621. Engine.TEXTUREFORMAT_RED = 6;
  18622. /** RED (2nd reference) */
  18623. Engine.TEXTUREFORMAT_R = 6;
  18624. /** RG */
  18625. Engine.TEXTUREFORMAT_RG = 7;
  18626. /** RED_INTEGER */
  18627. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18628. /** RED_INTEGER (2nd reference) */
  18629. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18630. /** RG_INTEGER */
  18631. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18632. /** RGB_INTEGER */
  18633. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18634. /** RGBA_INTEGER */
  18635. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18636. /** UNSIGNED_BYTE */
  18637. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18638. /** UNSIGNED_BYTE (2nd reference) */
  18639. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18640. /** FLOAT */
  18641. Engine.TEXTURETYPE_FLOAT = 1;
  18642. /** HALF_FLOAT */
  18643. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18644. /** BYTE */
  18645. Engine.TEXTURETYPE_BYTE = 3;
  18646. /** SHORT */
  18647. Engine.TEXTURETYPE_SHORT = 4;
  18648. /** UNSIGNED_SHORT */
  18649. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18650. /** INT */
  18651. Engine.TEXTURETYPE_INT = 6;
  18652. /** UNSIGNED_INT */
  18653. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18654. /** UNSIGNED_SHORT_4_4_4_4 */
  18655. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18656. /** UNSIGNED_SHORT_5_5_5_1 */
  18657. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18658. /** UNSIGNED_SHORT_5_6_5 */
  18659. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18660. /** UNSIGNED_INT_2_10_10_10_REV */
  18661. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18662. /** UNSIGNED_INT_24_8 */
  18663. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18664. /** UNSIGNED_INT_10F_11F_11F_REV */
  18665. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18666. /** UNSIGNED_INT_5_9_9_9_REV */
  18667. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18668. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18669. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18670. /** nearest is mag = nearest and min = nearest and mip = linear */
  18671. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18672. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18673. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18674. /** Trilinear is mag = linear and min = linear and mip = linear */
  18675. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18676. /** nearest is mag = nearest and min = nearest and mip = linear */
  18677. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18678. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18679. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18680. /** Trilinear is mag = linear and min = linear and mip = linear */
  18681. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18682. /** mag = nearest and min = nearest and mip = nearest */
  18683. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18684. /** mag = nearest and min = linear and mip = nearest */
  18685. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18686. /** mag = nearest and min = linear and mip = linear */
  18687. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18688. /** mag = nearest and min = linear and mip = none */
  18689. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18690. /** mag = nearest and min = nearest and mip = none */
  18691. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18692. /** mag = linear and min = nearest and mip = nearest */
  18693. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18694. /** mag = linear and min = nearest and mip = linear */
  18695. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18696. /** mag = linear and min = linear and mip = none */
  18697. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18698. /** mag = linear and min = nearest and mip = none */
  18699. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18700. /** Explicit coordinates mode */
  18701. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18702. /** Spherical coordinates mode */
  18703. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18704. /** Planar coordinates mode */
  18705. Engine.TEXTURE_PLANAR_MODE = 2;
  18706. /** Cubic coordinates mode */
  18707. Engine.TEXTURE_CUBIC_MODE = 3;
  18708. /** Projection coordinates mode */
  18709. Engine.TEXTURE_PROJECTION_MODE = 4;
  18710. /** Skybox coordinates mode */
  18711. Engine.TEXTURE_SKYBOX_MODE = 5;
  18712. /** Inverse Cubic coordinates mode */
  18713. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18714. /** Equirectangular coordinates mode */
  18715. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18716. /** Equirectangular Fixed coordinates mode */
  18717. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18718. /** Equirectangular Fixed Mirrored coordinates mode */
  18719. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18720. // Texture rescaling mode
  18721. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18722. Engine.SCALEMODE_FLOOR = 1;
  18723. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18724. Engine.SCALEMODE_NEAREST = 2;
  18725. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18726. Engine.SCALEMODE_CEILING = 3;
  18727. // Updatable statics so stick with vars here
  18728. /**
  18729. * Gets or sets the epsilon value used by collision engine
  18730. */
  18731. Engine.CollisionsEpsilon = 0.001;
  18732. /**
  18733. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18734. */
  18735. Engine.CodeRepository = "src/";
  18736. /**
  18737. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18738. */
  18739. Engine.ShadersRepository = "src/Shaders/";
  18740. return Engine;
  18741. }());
  18742. BABYLON.Engine = Engine;
  18743. })(BABYLON || (BABYLON = {}));
  18744. //# sourceMappingURL=babylon.engine.js.map
  18745. var BABYLON;
  18746. (function (BABYLON) {
  18747. /**
  18748. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18749. */
  18750. var Node = /** @class */ (function () {
  18751. /**
  18752. * Creates a new Node
  18753. * @param name the name and id to be given to this node
  18754. * @param scene the scene this node will be added to
  18755. * @param addToRootNodes the node will be added to scene.rootNodes
  18756. */
  18757. function Node(name, scene, addToRootNodes) {
  18758. if (scene === void 0) { scene = null; }
  18759. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18760. /**
  18761. * Gets or sets a string used to store user defined state for the node
  18762. */
  18763. this.state = "";
  18764. /**
  18765. * Gets or sets an object used to store user defined information for the node
  18766. */
  18767. this.metadata = null;
  18768. /**
  18769. * Gets or sets a boolean used to define if the node must be serialized
  18770. */
  18771. this.doNotSerialize = false;
  18772. /** @hidden */
  18773. this._isDisposed = false;
  18774. /**
  18775. * Gets a list of Animations associated with the node
  18776. */
  18777. this.animations = new Array();
  18778. this._ranges = {};
  18779. this._isEnabled = true;
  18780. this._isParentEnabled = true;
  18781. this._isReady = true;
  18782. /** @hidden */
  18783. this._currentRenderId = -1;
  18784. this._parentRenderId = -1;
  18785. this._childRenderId = -1;
  18786. /** @hidden */
  18787. this._worldMatrix = BABYLON.Matrix.Identity();
  18788. /** @hidden */
  18789. this._worldMatrixDeterminant = 0;
  18790. /** @hidden */
  18791. this._sceneRootNodesIndex = -1;
  18792. this._animationPropertiesOverride = null;
  18793. /**
  18794. * An event triggered when the mesh is disposed
  18795. */
  18796. this.onDisposeObservable = new BABYLON.Observable();
  18797. // Behaviors
  18798. this._behaviors = new Array();
  18799. this.name = name;
  18800. this.id = name;
  18801. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18802. this.uniqueId = this._scene.getUniqueId();
  18803. this._initCache();
  18804. if (addToRootNodes) {
  18805. this.addToSceneRootNodes();
  18806. }
  18807. }
  18808. /**
  18809. * Add a new node constructor
  18810. * @param type defines the type name of the node to construct
  18811. * @param constructorFunc defines the constructor function
  18812. */
  18813. Node.AddNodeConstructor = function (type, constructorFunc) {
  18814. this._NodeConstructors[type] = constructorFunc;
  18815. };
  18816. /**
  18817. * Returns a node constructor based on type name
  18818. * @param type defines the type name
  18819. * @param name defines the new node name
  18820. * @param scene defines the hosting scene
  18821. * @param options defines optional options to transmit to constructors
  18822. * @returns the new constructor or null
  18823. */
  18824. Node.Construct = function (type, name, scene, options) {
  18825. var constructorFunc = this._NodeConstructors[type];
  18826. if (!constructorFunc) {
  18827. return null;
  18828. }
  18829. return constructorFunc(name, scene, options);
  18830. };
  18831. /**
  18832. * Gets a boolean indicating if the node has been disposed
  18833. * @returns true if the node was disposed
  18834. */
  18835. Node.prototype.isDisposed = function () {
  18836. return this._isDisposed;
  18837. };
  18838. Object.defineProperty(Node.prototype, "parent", {
  18839. get: function () {
  18840. return this._parentNode;
  18841. },
  18842. /**
  18843. * Gets or sets the parent of the node
  18844. */
  18845. set: function (parent) {
  18846. if (this._parentNode === parent) {
  18847. return;
  18848. }
  18849. var previousParentNode = this._parentNode;
  18850. // Remove self from list of children of parent
  18851. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18852. var index = this._parentNode._children.indexOf(this);
  18853. if (index !== -1) {
  18854. this._parentNode._children.splice(index, 1);
  18855. }
  18856. if (!parent) {
  18857. this.addToSceneRootNodes();
  18858. }
  18859. }
  18860. // Store new parent
  18861. this._parentNode = parent;
  18862. // Add as child to new parent
  18863. if (this._parentNode) {
  18864. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18865. this._parentNode._children = new Array();
  18866. }
  18867. this._parentNode._children.push(this);
  18868. if (!previousParentNode) {
  18869. this.removeFromSceneRootNodes();
  18870. }
  18871. }
  18872. // Enabled state
  18873. this._syncParentEnabledState();
  18874. },
  18875. enumerable: true,
  18876. configurable: true
  18877. });
  18878. Node.prototype.addToSceneRootNodes = function () {
  18879. if (this._sceneRootNodesIndex === -1) {
  18880. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18881. this._scene.rootNodes.push(this);
  18882. }
  18883. };
  18884. Node.prototype.removeFromSceneRootNodes = function () {
  18885. if (this._sceneRootNodesIndex !== -1) {
  18886. var rootNodes = this._scene.rootNodes;
  18887. var lastIdx = rootNodes.length - 1;
  18888. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18889. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18890. this._scene.rootNodes.pop();
  18891. this._sceneRootNodesIndex = -1;
  18892. }
  18893. };
  18894. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18895. /**
  18896. * Gets or sets the animation properties override
  18897. */
  18898. get: function () {
  18899. if (!this._animationPropertiesOverride) {
  18900. return this._scene.animationPropertiesOverride;
  18901. }
  18902. return this._animationPropertiesOverride;
  18903. },
  18904. set: function (value) {
  18905. this._animationPropertiesOverride = value;
  18906. },
  18907. enumerable: true,
  18908. configurable: true
  18909. });
  18910. /**
  18911. * Gets a string idenfifying the name of the class
  18912. * @returns "Node" string
  18913. */
  18914. Node.prototype.getClassName = function () {
  18915. return "Node";
  18916. };
  18917. Object.defineProperty(Node.prototype, "onDispose", {
  18918. /**
  18919. * Sets a callback that will be raised when the node will be disposed
  18920. */
  18921. set: function (callback) {
  18922. if (this._onDisposeObserver) {
  18923. this.onDisposeObservable.remove(this._onDisposeObserver);
  18924. }
  18925. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18926. },
  18927. enumerable: true,
  18928. configurable: true
  18929. });
  18930. /**
  18931. * Gets the scene of the node
  18932. * @returns a scene
  18933. */
  18934. Node.prototype.getScene = function () {
  18935. return this._scene;
  18936. };
  18937. /**
  18938. * Gets the engine of the node
  18939. * @returns a Engine
  18940. */
  18941. Node.prototype.getEngine = function () {
  18942. return this._scene.getEngine();
  18943. };
  18944. /**
  18945. * Attach a behavior to the node
  18946. * @see http://doc.babylonjs.com/features/behaviour
  18947. * @param behavior defines the behavior to attach
  18948. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18949. * @returns the current Node
  18950. */
  18951. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18952. var _this = this;
  18953. if (attachImmediately === void 0) { attachImmediately = false; }
  18954. var index = this._behaviors.indexOf(behavior);
  18955. if (index !== -1) {
  18956. return this;
  18957. }
  18958. behavior.init();
  18959. if (this._scene.isLoading && !attachImmediately) {
  18960. // We defer the attach when the scene will be loaded
  18961. this._scene.onDataLoadedObservable.addOnce(function () {
  18962. behavior.attach(_this);
  18963. });
  18964. }
  18965. else {
  18966. behavior.attach(this);
  18967. }
  18968. this._behaviors.push(behavior);
  18969. return this;
  18970. };
  18971. /**
  18972. * Remove an attached behavior
  18973. * @see http://doc.babylonjs.com/features/behaviour
  18974. * @param behavior defines the behavior to attach
  18975. * @returns the current Node
  18976. */
  18977. Node.prototype.removeBehavior = function (behavior) {
  18978. var index = this._behaviors.indexOf(behavior);
  18979. if (index === -1) {
  18980. return this;
  18981. }
  18982. this._behaviors[index].detach();
  18983. this._behaviors.splice(index, 1);
  18984. return this;
  18985. };
  18986. Object.defineProperty(Node.prototype, "behaviors", {
  18987. /**
  18988. * Gets the list of attached behaviors
  18989. * @see http://doc.babylonjs.com/features/behaviour
  18990. */
  18991. get: function () {
  18992. return this._behaviors;
  18993. },
  18994. enumerable: true,
  18995. configurable: true
  18996. });
  18997. /**
  18998. * Gets an attached behavior by name
  18999. * @param name defines the name of the behavior to look for
  19000. * @see http://doc.babylonjs.com/features/behaviour
  19001. * @returns null if behavior was not found else the requested behavior
  19002. */
  19003. Node.prototype.getBehaviorByName = function (name) {
  19004. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19005. var behavior = _a[_i];
  19006. if (behavior.name === name) {
  19007. return behavior;
  19008. }
  19009. }
  19010. return null;
  19011. };
  19012. /**
  19013. * Returns the latest update of the World matrix
  19014. * @returns a Matrix
  19015. */
  19016. Node.prototype.getWorldMatrix = function () {
  19017. if (this._currentRenderId !== this._scene.getRenderId()) {
  19018. this.computeWorldMatrix();
  19019. }
  19020. return this._worldMatrix;
  19021. };
  19022. /** @hidden */
  19023. Node.prototype._getWorldMatrixDeterminant = function () {
  19024. return this._worldMatrixDeterminant;
  19025. };
  19026. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19027. /**
  19028. * Returns directly the latest state of the mesh World matrix.
  19029. * A Matrix is returned.
  19030. */
  19031. get: function () {
  19032. return this._worldMatrix;
  19033. },
  19034. enumerable: true,
  19035. configurable: true
  19036. });
  19037. // override it in derived class if you add new variables to the cache
  19038. // and call the parent class method
  19039. /** @hidden */
  19040. Node.prototype._initCache = function () {
  19041. this._cache = {};
  19042. this._cache.parent = undefined;
  19043. };
  19044. /** @hidden */
  19045. Node.prototype.updateCache = function (force) {
  19046. if (!force && this.isSynchronized()) {
  19047. return;
  19048. }
  19049. this._cache.parent = this.parent;
  19050. this._updateCache();
  19051. };
  19052. // override it in derived class if you add new variables to the cache
  19053. // and call the parent class method if !ignoreParentClass
  19054. /** @hidden */
  19055. Node.prototype._updateCache = function (ignoreParentClass) {
  19056. };
  19057. // override it in derived class if you add new variables to the cache
  19058. /** @hidden */
  19059. Node.prototype._isSynchronized = function () {
  19060. return true;
  19061. };
  19062. /** @hidden */
  19063. Node.prototype._markSyncedWithParent = function () {
  19064. if (this._parentNode) {
  19065. this._parentRenderId = this._parentNode._childRenderId;
  19066. }
  19067. };
  19068. /** @hidden */
  19069. Node.prototype.isSynchronizedWithParent = function () {
  19070. if (!this._parentNode) {
  19071. return true;
  19072. }
  19073. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19074. return false;
  19075. }
  19076. return this._parentNode.isSynchronized();
  19077. };
  19078. /** @hidden */
  19079. Node.prototype.isSynchronized = function () {
  19080. if (this._cache.parent != this._parentNode) {
  19081. this._cache.parent = this._parentNode;
  19082. return false;
  19083. }
  19084. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19085. return false;
  19086. }
  19087. return this._isSynchronized();
  19088. };
  19089. /**
  19090. * Is this node ready to be used/rendered
  19091. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19092. * @return true if the node is ready
  19093. */
  19094. Node.prototype.isReady = function (completeCheck) {
  19095. if (completeCheck === void 0) { completeCheck = false; }
  19096. return this._isReady;
  19097. };
  19098. /**
  19099. * Is this node enabled?
  19100. * 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
  19101. * @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
  19102. * @return whether this node (and its parent) is enabled
  19103. */
  19104. Node.prototype.isEnabled = function (checkAncestors) {
  19105. if (checkAncestors === void 0) { checkAncestors = true; }
  19106. if (checkAncestors === false) {
  19107. return this._isEnabled;
  19108. }
  19109. if (!this._isEnabled) {
  19110. return false;
  19111. }
  19112. return this._isParentEnabled;
  19113. };
  19114. /** @hidden */
  19115. Node.prototype._syncParentEnabledState = function () {
  19116. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19117. if (this._children) {
  19118. this._children.forEach(function (c) {
  19119. c._syncParentEnabledState(); // Force children to update accordingly
  19120. });
  19121. }
  19122. };
  19123. /**
  19124. * Set the enabled state of this node
  19125. * @param value defines the new enabled state
  19126. */
  19127. Node.prototype.setEnabled = function (value) {
  19128. this._isEnabled = value;
  19129. this._syncParentEnabledState();
  19130. };
  19131. /**
  19132. * Is this node a descendant of the given node?
  19133. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19134. * @param ancestor defines the parent node to inspect
  19135. * @returns a boolean indicating if this node is a descendant of the given node
  19136. */
  19137. Node.prototype.isDescendantOf = function (ancestor) {
  19138. if (this.parent) {
  19139. if (this.parent === ancestor) {
  19140. return true;
  19141. }
  19142. return this.parent.isDescendantOf(ancestor);
  19143. }
  19144. return false;
  19145. };
  19146. /** @hidden */
  19147. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19148. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19149. if (!this._children) {
  19150. return;
  19151. }
  19152. for (var index = 0; index < this._children.length; index++) {
  19153. var item = this._children[index];
  19154. if (!predicate || predicate(item)) {
  19155. results.push(item);
  19156. }
  19157. if (!directDescendantsOnly) {
  19158. item._getDescendants(results, false, predicate);
  19159. }
  19160. }
  19161. };
  19162. /**
  19163. * Will return all nodes that have this node as ascendant
  19164. * @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
  19165. * @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
  19166. * @return all children nodes of all types
  19167. */
  19168. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19169. var results = new Array();
  19170. this._getDescendants(results, directDescendantsOnly, predicate);
  19171. return results;
  19172. };
  19173. /**
  19174. * Get all child-meshes of this node
  19175. * @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
  19176. * @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
  19177. * @returns an array of AbstractMesh
  19178. */
  19179. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19180. var results = [];
  19181. this._getDescendants(results, directDescendantsOnly, function (node) {
  19182. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19183. });
  19184. return results;
  19185. };
  19186. /**
  19187. * Get all child-transformNodes of this node
  19188. * @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
  19189. * @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
  19190. * @returns an array of TransformNode
  19191. */
  19192. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19193. var results = [];
  19194. this._getDescendants(results, directDescendantsOnly, function (node) {
  19195. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19196. });
  19197. return results;
  19198. };
  19199. /**
  19200. * Get all direct children of this node
  19201. * @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
  19202. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19203. * @returns an array of Node
  19204. */
  19205. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19206. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19207. return this.getDescendants(directDescendantsOnly, predicate);
  19208. };
  19209. /** @hidden */
  19210. Node.prototype._setReady = function (state) {
  19211. if (state === this._isReady) {
  19212. return;
  19213. }
  19214. if (!state) {
  19215. this._isReady = false;
  19216. return;
  19217. }
  19218. if (this.onReady) {
  19219. this.onReady(this);
  19220. }
  19221. this._isReady = true;
  19222. };
  19223. /**
  19224. * Get an animation by name
  19225. * @param name defines the name of the animation to look for
  19226. * @returns null if not found else the requested animation
  19227. */
  19228. Node.prototype.getAnimationByName = function (name) {
  19229. for (var i = 0; i < this.animations.length; i++) {
  19230. var animation = this.animations[i];
  19231. if (animation.name === name) {
  19232. return animation;
  19233. }
  19234. }
  19235. return null;
  19236. };
  19237. /**
  19238. * Creates an animation range for this node
  19239. * @param name defines the name of the range
  19240. * @param from defines the starting key
  19241. * @param to defines the end key
  19242. */
  19243. Node.prototype.createAnimationRange = function (name, from, to) {
  19244. // check name not already in use
  19245. if (!this._ranges[name]) {
  19246. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19247. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19248. if (this.animations[i]) {
  19249. this.animations[i].createRange(name, from, to);
  19250. }
  19251. }
  19252. }
  19253. };
  19254. /**
  19255. * Delete a specific animation range
  19256. * @param name defines the name of the range to delete
  19257. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19258. */
  19259. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19260. if (deleteFrames === void 0) { deleteFrames = true; }
  19261. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19262. if (this.animations[i]) {
  19263. this.animations[i].deleteRange(name, deleteFrames);
  19264. }
  19265. }
  19266. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19267. };
  19268. /**
  19269. * Get an animation range by name
  19270. * @param name defines the name of the animation range to look for
  19271. * @returns null if not found else the requested animation range
  19272. */
  19273. Node.prototype.getAnimationRange = function (name) {
  19274. return this._ranges[name];
  19275. };
  19276. /**
  19277. * Will start the animation sequence
  19278. * @param name defines the range frames for animation sequence
  19279. * @param loop defines if the animation should loop (false by default)
  19280. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19281. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19282. * @returns the object created for this animation. If range does not exist, it will return null
  19283. */
  19284. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19285. var range = this.getAnimationRange(name);
  19286. if (!range) {
  19287. return null;
  19288. }
  19289. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19290. };
  19291. /**
  19292. * Serialize animation ranges into a JSON compatible object
  19293. * @returns serialization object
  19294. */
  19295. Node.prototype.serializeAnimationRanges = function () {
  19296. var serializationRanges = [];
  19297. for (var name in this._ranges) {
  19298. var localRange = this._ranges[name];
  19299. if (!localRange) {
  19300. continue;
  19301. }
  19302. var range = {};
  19303. range.name = name;
  19304. range.from = localRange.from;
  19305. range.to = localRange.to;
  19306. serializationRanges.push(range);
  19307. }
  19308. return serializationRanges;
  19309. };
  19310. /**
  19311. * Computes the world matrix of the node
  19312. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19313. * @returns the world matrix
  19314. */
  19315. Node.prototype.computeWorldMatrix = function (force) {
  19316. if (!this._worldMatrix) {
  19317. this._worldMatrix = BABYLON.Matrix.Identity();
  19318. }
  19319. return this._worldMatrix;
  19320. };
  19321. /**
  19322. * Releases resources associated with this node.
  19323. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19324. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19325. */
  19326. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19327. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19328. if (!doNotRecurse) {
  19329. var nodes = this.getDescendants(true);
  19330. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19331. var node = nodes_1[_i];
  19332. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19333. }
  19334. }
  19335. else {
  19336. var transformNodes = this.getChildTransformNodes(true);
  19337. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19338. var transformNode = transformNodes_1[_a];
  19339. transformNode.parent = null;
  19340. transformNode.computeWorldMatrix(true);
  19341. }
  19342. }
  19343. if (!this.parent) {
  19344. this.removeFromSceneRootNodes();
  19345. }
  19346. else {
  19347. this.parent = null;
  19348. }
  19349. // Callback
  19350. this.onDisposeObservable.notifyObservers(this);
  19351. this.onDisposeObservable.clear();
  19352. // Behaviors
  19353. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19354. var behavior = _c[_b];
  19355. behavior.detach();
  19356. }
  19357. this._behaviors = [];
  19358. this._isDisposed = true;
  19359. };
  19360. /**
  19361. * Parse animation range data from a serialization object and store them into a given node
  19362. * @param node defines where to store the animation ranges
  19363. * @param parsedNode defines the serialization object to read data from
  19364. * @param scene defines the hosting scene
  19365. */
  19366. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19367. if (parsedNode.ranges) {
  19368. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19369. var data = parsedNode.ranges[index];
  19370. node.createAnimationRange(data.name, data.from, data.to);
  19371. }
  19372. }
  19373. };
  19374. Node._NodeConstructors = {};
  19375. __decorate([
  19376. BABYLON.serialize()
  19377. ], Node.prototype, "name", void 0);
  19378. __decorate([
  19379. BABYLON.serialize()
  19380. ], Node.prototype, "id", void 0);
  19381. __decorate([
  19382. BABYLON.serialize()
  19383. ], Node.prototype, "uniqueId", void 0);
  19384. __decorate([
  19385. BABYLON.serialize()
  19386. ], Node.prototype, "state", void 0);
  19387. __decorate([
  19388. BABYLON.serialize()
  19389. ], Node.prototype, "metadata", void 0);
  19390. return Node;
  19391. }());
  19392. BABYLON.Node = Node;
  19393. })(BABYLON || (BABYLON = {}));
  19394. //# sourceMappingURL=babylon.node.js.map
  19395. var BABYLON;
  19396. (function (BABYLON) {
  19397. /**
  19398. * Class used to store bounding sphere information
  19399. */
  19400. var BoundingSphere = /** @class */ (function () {
  19401. /**
  19402. * Creates a new bounding sphere
  19403. * @param min defines the minimum vector (in local space)
  19404. * @param max defines the maximum vector (in local space)
  19405. * @param worldMatrix defines the new world matrix
  19406. */
  19407. function BoundingSphere(min, max, worldMatrix) {
  19408. /**
  19409. * Gets the center of the bounding sphere in local space
  19410. */
  19411. this.center = BABYLON.Vector3.Zero();
  19412. /**
  19413. * Gets the center of the bounding sphere in world space
  19414. */
  19415. this.centerWorld = BABYLON.Vector3.Zero();
  19416. /**
  19417. * Gets the minimum vector in local space
  19418. */
  19419. this.minimum = BABYLON.Vector3.Zero();
  19420. /**
  19421. * Gets the maximum vector in local space
  19422. */
  19423. this.maximum = BABYLON.Vector3.Zero();
  19424. this.reConstruct(min, max, worldMatrix);
  19425. }
  19426. /**
  19427. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19428. * @param min defines the new minimum vector (in local space)
  19429. * @param max defines the new maximum vector (in local space)
  19430. * @param worldMatrix defines the new world matrix
  19431. */
  19432. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19433. this.minimum.copyFrom(min);
  19434. this.maximum.copyFrom(max);
  19435. var distance = BABYLON.Vector3.Distance(min, max);
  19436. max.addToRef(min, this.center).scaleInPlace(0.5);
  19437. this.radius = distance * 0.5;
  19438. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19439. };
  19440. /**
  19441. * Scale the current bounding sphere by applying a scale factor
  19442. * @param factor defines the scale factor to apply
  19443. * @returns the current bounding box
  19444. */
  19445. BoundingSphere.prototype.scale = function (factor) {
  19446. var newRadius = this.radius * factor;
  19447. var tmpVectors = BoundingSphere.TmpVector3;
  19448. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19449. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19450. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19451. this.reConstruct(min, max, this._worldMatrix);
  19452. return this;
  19453. };
  19454. /**
  19455. * Gets the world matrix of the bounding box
  19456. * @returns a matrix
  19457. */
  19458. BoundingSphere.prototype.getWorldMatrix = function () {
  19459. return this._worldMatrix;
  19460. };
  19461. // Methods
  19462. /** @hidden */
  19463. BoundingSphere.prototype._update = function (worldMatrix) {
  19464. if (!worldMatrix.isIdentity()) {
  19465. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19466. var tempVector = BoundingSphere.TmpVector3[0];
  19467. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19468. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19469. }
  19470. else {
  19471. this.centerWorld.copyFrom(this.center);
  19472. this.radiusWorld = this.radius;
  19473. }
  19474. };
  19475. /**
  19476. * Tests if the bounding sphere is intersecting the frustum planes
  19477. * @param frustumPlanes defines the frustum planes to test
  19478. * @returns true if there is an intersection
  19479. */
  19480. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19481. for (var i = 0; i < 6; i++) {
  19482. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19483. return false;
  19484. }
  19485. }
  19486. return true;
  19487. };
  19488. /**
  19489. * Tests if a point is inside the bounding sphere
  19490. * @param point defines the point to test
  19491. * @returns true if the point is inside the bounding sphere
  19492. */
  19493. BoundingSphere.prototype.intersectsPoint = function (point) {
  19494. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19495. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19496. return false;
  19497. }
  19498. return true;
  19499. };
  19500. // Statics
  19501. /**
  19502. * Checks if two sphere intersct
  19503. * @param sphere0 sphere 0
  19504. * @param sphere1 sphere 1
  19505. * @returns true if the speres intersect
  19506. */
  19507. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19508. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19509. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19510. if (radiusSum * radiusSum < squareDistance) {
  19511. return false;
  19512. }
  19513. return true;
  19514. };
  19515. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19516. return BoundingSphere;
  19517. }());
  19518. BABYLON.BoundingSphere = BoundingSphere;
  19519. })(BABYLON || (BABYLON = {}));
  19520. //# sourceMappingURL=babylon.boundingSphere.js.map
  19521. var BABYLON;
  19522. (function (BABYLON) {
  19523. /**
  19524. * Class used to store bounding box information
  19525. */
  19526. var BoundingBox = /** @class */ (function () {
  19527. /**
  19528. * Creates a new bounding box
  19529. * @param min defines the minimum vector (in local space)
  19530. * @param max defines the maximum vector (in local space)
  19531. * @param worldMatrix defines the new world matrix
  19532. */
  19533. function BoundingBox(min, max, worldMatrix) {
  19534. /**
  19535. * Gets the 8 vectors representing the bounding box in local space
  19536. */
  19537. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19538. /**
  19539. * Gets the center of the bounding box in local space
  19540. */
  19541. this.center = BABYLON.Vector3.Zero();
  19542. /**
  19543. * Gets the center of the bounding box in world space
  19544. */
  19545. this.centerWorld = BABYLON.Vector3.Zero();
  19546. /**
  19547. * Gets the extend size in local space
  19548. */
  19549. this.extendSize = BABYLON.Vector3.Zero();
  19550. /**
  19551. * Gets the extend size in world space
  19552. */
  19553. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19554. /**
  19555. * Gets the OBB (object bounding box) directions
  19556. */
  19557. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19558. /**
  19559. * Gets the 8 vectors representing the bounding box in world space
  19560. */
  19561. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19562. /**
  19563. * Gets the minimum vector in world space
  19564. */
  19565. this.minimumWorld = BABYLON.Vector3.Zero();
  19566. /**
  19567. * Gets the maximum vector in world space
  19568. */
  19569. this.maximumWorld = BABYLON.Vector3.Zero();
  19570. /**
  19571. * Gets the minimum vector in local space
  19572. */
  19573. this.minimum = BABYLON.Vector3.Zero();
  19574. /**
  19575. * Gets the maximum vector in local space
  19576. */
  19577. this.maximum = BABYLON.Vector3.Zero();
  19578. this.reConstruct(min, max, worldMatrix);
  19579. }
  19580. // Methods
  19581. /**
  19582. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19583. * @param min defines the new minimum vector (in local space)
  19584. * @param max defines the new maximum vector (in local space)
  19585. * @param worldMatrix defines the new world matrix
  19586. */
  19587. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19588. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19589. var vectors = this.vectors;
  19590. this.minimum.copyFromFloats(minX, minY, minZ);
  19591. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19592. vectors[0].copyFromFloats(minX, minY, minZ);
  19593. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19594. vectors[2].copyFromFloats(maxX, minY, minZ);
  19595. vectors[3].copyFromFloats(minX, maxY, minZ);
  19596. vectors[4].copyFromFloats(minX, minY, maxZ);
  19597. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19598. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19599. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19600. // OBB
  19601. max.addToRef(min, this.center).scaleInPlace(0.5);
  19602. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19603. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19604. };
  19605. /**
  19606. * Scale the current bounding box by applying a scale factor
  19607. * @param factor defines the scale factor to apply
  19608. * @returns the current bounding box
  19609. */
  19610. BoundingBox.prototype.scale = function (factor) {
  19611. var tmpVectors = BoundingBox.TmpVector3;
  19612. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19613. var len = diff.length();
  19614. diff.normalizeFromLength(len);
  19615. var distance = len * factor;
  19616. var newRadius = diff.scaleInPlace(distance * 0.5);
  19617. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19618. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19619. this.reConstruct(min, max, this._worldMatrix);
  19620. return this;
  19621. };
  19622. /**
  19623. * Gets the world matrix of the bounding box
  19624. * @returns a matrix
  19625. */
  19626. BoundingBox.prototype.getWorldMatrix = function () {
  19627. return this._worldMatrix;
  19628. };
  19629. /** @hidden */
  19630. BoundingBox.prototype._update = function (world) {
  19631. var minWorld = this.minimumWorld;
  19632. var maxWorld = this.maximumWorld;
  19633. var directions = this.directions;
  19634. var vectorsWorld = this.vectorsWorld;
  19635. var vectors = this.vectors;
  19636. if (!world.isIdentity()) {
  19637. minWorld.setAll(Number.MAX_VALUE);
  19638. maxWorld.setAll(-Number.MAX_VALUE);
  19639. for (var index = 0; index < 8; ++index) {
  19640. var v = vectorsWorld[index];
  19641. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19642. minWorld.minimizeInPlace(v);
  19643. maxWorld.maximizeInPlace(v);
  19644. }
  19645. // Extend
  19646. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19647. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19648. }
  19649. else {
  19650. minWorld.copyFrom(this.minimum);
  19651. maxWorld.copyFrom(this.maximum);
  19652. for (var index = 0; index < 8; ++index) {
  19653. vectorsWorld[index].copyFrom(vectors[index]);
  19654. }
  19655. // Extend
  19656. this.extendSizeWorld.copyFrom(this.extendSize);
  19657. this.centerWorld.copyFrom(this.center);
  19658. }
  19659. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19660. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19661. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19662. this._worldMatrix = world;
  19663. };
  19664. /**
  19665. * Tests if the bounding box is intersecting the frustum planes
  19666. * @param frustumPlanes defines the frustum planes to test
  19667. * @returns true if there is an intersection
  19668. */
  19669. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19670. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19671. };
  19672. /**
  19673. * Tests if the bounding box is entirely inside the frustum planes
  19674. * @param frustumPlanes defines the frustum planes to test
  19675. * @returns true if there is an inclusion
  19676. */
  19677. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19678. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19679. };
  19680. /**
  19681. * Tests if a point is inside the bounding box
  19682. * @param point defines the point to test
  19683. * @returns true if the point is inside the bounding box
  19684. */
  19685. BoundingBox.prototype.intersectsPoint = function (point) {
  19686. var min = this.minimumWorld;
  19687. var max = this.maximumWorld;
  19688. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19689. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19690. var delta = -BABYLON.Epsilon;
  19691. if (maxX - pointX < delta || delta > pointX - minX) {
  19692. return false;
  19693. }
  19694. if (maxY - pointY < delta || delta > pointY - minY) {
  19695. return false;
  19696. }
  19697. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19698. return false;
  19699. }
  19700. return true;
  19701. };
  19702. /**
  19703. * Tests if the bounding box intersects with a bounding sphere
  19704. * @param sphere defines the sphere to test
  19705. * @returns true if there is an intersection
  19706. */
  19707. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19708. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19709. };
  19710. /**
  19711. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19712. * @param min defines the min vector to use
  19713. * @param max defines the max vector to use
  19714. * @returns true if there is an intersection
  19715. */
  19716. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19717. var myMin = this.minimumWorld;
  19718. var myMax = this.maximumWorld;
  19719. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19720. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19721. if (myMaxX < minX || myMinX > maxX) {
  19722. return false;
  19723. }
  19724. if (myMaxY < minY || myMinY > maxY) {
  19725. return false;
  19726. }
  19727. if (myMaxZ < minZ || myMinZ > maxZ) {
  19728. return false;
  19729. }
  19730. return true;
  19731. };
  19732. // Statics
  19733. /**
  19734. * Tests if two bounding boxes are intersections
  19735. * @param box0 defines the first box to test
  19736. * @param box1 defines the second box to test
  19737. * @returns true if there is an intersection
  19738. */
  19739. BoundingBox.Intersects = function (box0, box1) {
  19740. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19741. };
  19742. /**
  19743. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19744. * @param minPoint defines the minimum vector of the bounding box
  19745. * @param maxPoint defines the maximum vector of the bounding box
  19746. * @param sphereCenter defines the sphere center
  19747. * @param sphereRadius defines the sphere radius
  19748. * @returns true if there is an intersection
  19749. */
  19750. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19751. var vector = BoundingBox.TmpVector3[0];
  19752. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19753. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19754. return (num <= (sphereRadius * sphereRadius));
  19755. };
  19756. /**
  19757. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19758. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19759. * @param frustumPlanes defines the frustum planes to test
  19760. * @return true if there is an inclusion
  19761. */
  19762. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19763. for (var p = 0; p < 6; ++p) {
  19764. var frustumPlane = frustumPlanes[p];
  19765. for (var i = 0; i < 8; ++i) {
  19766. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19767. return false;
  19768. }
  19769. }
  19770. }
  19771. return true;
  19772. };
  19773. /**
  19774. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19775. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19776. * @param frustumPlanes defines the frustum planes to test
  19777. * @return true if there is an intersection
  19778. */
  19779. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19780. for (var p = 0; p < 6; ++p) {
  19781. var canReturnFalse = true;
  19782. var frustumPlane = frustumPlanes[p];
  19783. for (var i = 0; i < 8; ++i) {
  19784. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19785. canReturnFalse = false;
  19786. break;
  19787. }
  19788. }
  19789. if (canReturnFalse) {
  19790. return false;
  19791. }
  19792. }
  19793. return true;
  19794. };
  19795. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19796. return BoundingBox;
  19797. }());
  19798. BABYLON.BoundingBox = BoundingBox;
  19799. })(BABYLON || (BABYLON = {}));
  19800. //# sourceMappingURL=babylon.boundingBox.js.map
  19801. var BABYLON;
  19802. (function (BABYLON) {
  19803. var _result0 = { min: 0, max: 0 };
  19804. var _result1 = { min: 0, max: 0 };
  19805. var computeBoxExtents = function (axis, box, result) {
  19806. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19807. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19808. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19809. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19810. var r = r0 + r1 + r2;
  19811. result.min = p - r;
  19812. result.max = p + r;
  19813. };
  19814. var axisOverlap = function (axis, box0, box1) {
  19815. computeBoxExtents(axis, box0, _result0);
  19816. computeBoxExtents(axis, box1, _result1);
  19817. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19818. };
  19819. /**
  19820. * Info for a bounding data of a mesh
  19821. */
  19822. var BoundingInfo = /** @class */ (function () {
  19823. /**
  19824. * Constructs bounding info
  19825. * @param minimum min vector of the bounding box/sphere
  19826. * @param maximum max vector of the bounding box/sphere
  19827. * @param worldMatrix defines the new world matrix
  19828. */
  19829. function BoundingInfo(minimum, maximum, worldMatrix) {
  19830. this._isLocked = false;
  19831. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19832. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19833. }
  19834. /**
  19835. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19836. * @param min defines the new minimum vector (in local space)
  19837. * @param max defines the new maximum vector (in local space)
  19838. * @param worldMatrix defines the new world matrix
  19839. */
  19840. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19841. this.boundingBox.reConstruct(min, max, worldMatrix);
  19842. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19843. };
  19844. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19845. /**
  19846. * min vector of the bounding box/sphere
  19847. */
  19848. get: function () {
  19849. return this.boundingBox.minimum;
  19850. },
  19851. enumerable: true,
  19852. configurable: true
  19853. });
  19854. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19855. /**
  19856. * max vector of the bounding box/sphere
  19857. */
  19858. get: function () {
  19859. return this.boundingBox.maximum;
  19860. },
  19861. enumerable: true,
  19862. configurable: true
  19863. });
  19864. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19865. /**
  19866. * If the info is locked and won't be updated to avoid perf overhead
  19867. */
  19868. get: function () {
  19869. return this._isLocked;
  19870. },
  19871. set: function (value) {
  19872. this._isLocked = value;
  19873. },
  19874. enumerable: true,
  19875. configurable: true
  19876. });
  19877. // Methods
  19878. /**
  19879. * Updates the bounding sphere and box
  19880. * @param world world matrix to be used to update
  19881. */
  19882. BoundingInfo.prototype.update = function (world) {
  19883. if (this._isLocked) {
  19884. return;
  19885. }
  19886. this.boundingBox._update(world);
  19887. this.boundingSphere._update(world);
  19888. };
  19889. /**
  19890. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19891. * @param center New center of the bounding info
  19892. * @param extend New extend of the bounding info
  19893. * @returns the current bounding info
  19894. */
  19895. BoundingInfo.prototype.centerOn = function (center, extend) {
  19896. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19897. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19898. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19899. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19900. return this;
  19901. };
  19902. /**
  19903. * Scale the current bounding info by applying a scale factor
  19904. * @param factor defines the scale factor to apply
  19905. * @returns the current bounding info
  19906. */
  19907. BoundingInfo.prototype.scale = function (factor) {
  19908. this.boundingBox.scale(factor);
  19909. this.boundingSphere.scale(factor);
  19910. return this;
  19911. };
  19912. /**
  19913. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19914. * @param frustumPlanes defines the frustum to test
  19915. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19916. * @returns true if the bounding info is in the frustum planes
  19917. */
  19918. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19919. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19920. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19921. return false;
  19922. }
  19923. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19924. return true;
  19925. }
  19926. return this.boundingBox.isInFrustum(frustumPlanes);
  19927. };
  19928. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19929. /**
  19930. * Gets the world distance between the min and max points of the bounding box
  19931. */
  19932. get: function () {
  19933. var boundingBox = this.boundingBox;
  19934. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19935. return diag.length();
  19936. },
  19937. enumerable: true,
  19938. configurable: true
  19939. });
  19940. /**
  19941. * Checks if a cullable object (mesh...) is in the camera frustum
  19942. * Unlike isInFrustum this cheks the full bounding box
  19943. * @param frustumPlanes Camera near/planes
  19944. * @returns true if the object is in frustum otherwise false
  19945. */
  19946. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19947. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19948. };
  19949. /** @hidden */
  19950. BoundingInfo.prototype._checkCollision = function (collider) {
  19951. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19952. };
  19953. /**
  19954. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19955. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19956. * @param point the point to check intersection with
  19957. * @returns if the point intersects
  19958. */
  19959. BoundingInfo.prototype.intersectsPoint = function (point) {
  19960. if (!this.boundingSphere.centerWorld) {
  19961. return false;
  19962. }
  19963. if (!this.boundingSphere.intersectsPoint(point)) {
  19964. return false;
  19965. }
  19966. if (!this.boundingBox.intersectsPoint(point)) {
  19967. return false;
  19968. }
  19969. return true;
  19970. };
  19971. /**
  19972. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19973. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19974. * @param boundingInfo the bounding info to check intersection with
  19975. * @param precise if the intersection should be done using OBB
  19976. * @returns if the bounding info intersects
  19977. */
  19978. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19979. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19980. return false;
  19981. }
  19982. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19983. return false;
  19984. }
  19985. if (!precise) {
  19986. return true;
  19987. }
  19988. var box0 = this.boundingBox;
  19989. var box1 = boundingInfo.boundingBox;
  19990. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19991. return false;
  19992. }
  19993. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19994. return false;
  19995. }
  19996. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19997. return false;
  19998. }
  19999. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20000. return false;
  20001. }
  20002. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20003. return false;
  20004. }
  20005. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20006. return false;
  20007. }
  20008. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20009. return false;
  20010. }
  20011. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20012. return false;
  20013. }
  20014. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20015. return false;
  20016. }
  20017. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20018. return false;
  20019. }
  20020. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20021. return false;
  20022. }
  20023. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20024. return false;
  20025. }
  20026. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20027. return false;
  20028. }
  20029. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20030. return false;
  20031. }
  20032. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20033. return false;
  20034. }
  20035. return true;
  20036. };
  20037. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20038. return BoundingInfo;
  20039. }());
  20040. BABYLON.BoundingInfo = BoundingInfo;
  20041. })(BABYLON || (BABYLON = {}));
  20042. //# sourceMappingURL=babylon.boundingInfo.js.map
  20043. var BABYLON;
  20044. (function (BABYLON) {
  20045. /**
  20046. * 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.
  20047. * @see https://doc.babylonjs.com/how_to/transformnode
  20048. */
  20049. var TransformNode = /** @class */ (function (_super) {
  20050. __extends(TransformNode, _super);
  20051. function TransformNode(name, scene, isPure) {
  20052. if (scene === void 0) { scene = null; }
  20053. if (isPure === void 0) { isPure = true; }
  20054. var _this = _super.call(this, name, scene) || this;
  20055. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20056. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20057. _this._up = new BABYLON.Vector3(0, 1, 0);
  20058. _this._right = new BABYLON.Vector3(1, 0, 0);
  20059. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20060. // Properties
  20061. _this._position = BABYLON.Vector3.Zero();
  20062. _this._rotation = BABYLON.Vector3.Zero();
  20063. _this._scaling = BABYLON.Vector3.One();
  20064. _this._isDirty = false;
  20065. /**
  20066. * Set the billboard mode. Default is 0.
  20067. *
  20068. * | Value | Type | Description |
  20069. * | --- | --- | --- |
  20070. * | 0 | BILLBOARDMODE_NONE | |
  20071. * | 1 | BILLBOARDMODE_X | |
  20072. * | 2 | BILLBOARDMODE_Y | |
  20073. * | 4 | BILLBOARDMODE_Z | |
  20074. * | 7 | BILLBOARDMODE_ALL | |
  20075. *
  20076. */
  20077. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20078. /**
  20079. * 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
  20080. */
  20081. _this.scalingDeterminant = 1;
  20082. /**
  20083. * Sets the distance of the object to max, often used by skybox
  20084. */
  20085. _this.infiniteDistance = false;
  20086. /**
  20087. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20088. * By default the system will update normals to compensate
  20089. */
  20090. _this.ignoreNonUniformScaling = false;
  20091. _this._localWorld = BABYLON.Matrix.Zero();
  20092. _this._absolutePosition = BABYLON.Vector3.Zero();
  20093. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20094. _this._postMultiplyPivotMatrix = false;
  20095. _this._isWorldMatrixFrozen = false;
  20096. /** @hidden */
  20097. _this._indexInSceneTransformNodesArray = -1;
  20098. /**
  20099. * An event triggered after the world matrix is updated
  20100. */
  20101. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20102. _this._nonUniformScaling = false;
  20103. if (isPure) {
  20104. _this.getScene().addTransformNode(_this);
  20105. }
  20106. return _this;
  20107. }
  20108. /**
  20109. * Gets a string identifying the name of the class
  20110. * @returns "TransformNode" string
  20111. */
  20112. TransformNode.prototype.getClassName = function () {
  20113. return "TransformNode";
  20114. };
  20115. Object.defineProperty(TransformNode.prototype, "position", {
  20116. /**
  20117. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20118. */
  20119. get: function () {
  20120. return this._position;
  20121. },
  20122. set: function (newPosition) {
  20123. this._position = newPosition;
  20124. this._isDirty = true;
  20125. },
  20126. enumerable: true,
  20127. configurable: true
  20128. });
  20129. Object.defineProperty(TransformNode.prototype, "rotation", {
  20130. /**
  20131. * 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)).
  20132. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20133. */
  20134. get: function () {
  20135. return this._rotation;
  20136. },
  20137. set: function (newRotation) {
  20138. this._rotation = newRotation;
  20139. this._isDirty = true;
  20140. },
  20141. enumerable: true,
  20142. configurable: true
  20143. });
  20144. Object.defineProperty(TransformNode.prototype, "scaling", {
  20145. /**
  20146. * 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)).
  20147. */
  20148. get: function () {
  20149. return this._scaling;
  20150. },
  20151. set: function (newScaling) {
  20152. this._scaling = newScaling;
  20153. this._isDirty = true;
  20154. },
  20155. enumerable: true,
  20156. configurable: true
  20157. });
  20158. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20159. /**
  20160. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20161. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20162. */
  20163. get: function () {
  20164. return this._rotationQuaternion;
  20165. },
  20166. set: function (quaternion) {
  20167. this._rotationQuaternion = quaternion;
  20168. //reset the rotation vector.
  20169. if (quaternion) {
  20170. this.rotation.setAll(0.0);
  20171. }
  20172. },
  20173. enumerable: true,
  20174. configurable: true
  20175. });
  20176. Object.defineProperty(TransformNode.prototype, "forward", {
  20177. /**
  20178. * The forward direction of that transform in world space.
  20179. */
  20180. get: function () {
  20181. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20182. },
  20183. enumerable: true,
  20184. configurable: true
  20185. });
  20186. Object.defineProperty(TransformNode.prototype, "up", {
  20187. /**
  20188. * The up direction of that transform in world space.
  20189. */
  20190. get: function () {
  20191. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20192. },
  20193. enumerable: true,
  20194. configurable: true
  20195. });
  20196. Object.defineProperty(TransformNode.prototype, "right", {
  20197. /**
  20198. * The right direction of that transform in world space.
  20199. */
  20200. get: function () {
  20201. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20202. },
  20203. enumerable: true,
  20204. configurable: true
  20205. });
  20206. /**
  20207. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20208. * @param matrix the matrix to copy the pose from
  20209. * @returns this TransformNode.
  20210. */
  20211. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20212. this._poseMatrix.copyFrom(matrix);
  20213. return this;
  20214. };
  20215. /**
  20216. * Returns the mesh Pose matrix.
  20217. * @returns the pose matrix
  20218. */
  20219. TransformNode.prototype.getPoseMatrix = function () {
  20220. return this._poseMatrix;
  20221. };
  20222. /** @hidden */
  20223. TransformNode.prototype._isSynchronized = function () {
  20224. if (this._isDirty) {
  20225. return false;
  20226. }
  20227. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20228. return false;
  20229. }
  20230. if (this._cache.pivotMatrixUpdated) {
  20231. return false;
  20232. }
  20233. if (this.infiniteDistance !== this._cache.infiniteDistance) {
  20234. return false;
  20235. }
  20236. if (!this._cache.position.equals(this._position)) {
  20237. return false;
  20238. }
  20239. if (this._rotationQuaternion) {
  20240. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20241. return false;
  20242. }
  20243. }
  20244. if (!this._cache.rotation.equals(this._rotation)) {
  20245. return false;
  20246. }
  20247. if (!this._cache.scaling.equals(this._scaling)) {
  20248. return false;
  20249. }
  20250. return true;
  20251. };
  20252. /** @hidden */
  20253. TransformNode.prototype._initCache = function () {
  20254. _super.prototype._initCache.call(this);
  20255. this._cache.localMatrixUpdated = false;
  20256. this._cache.position = BABYLON.Vector3.Zero();
  20257. this._cache.scaling = BABYLON.Vector3.Zero();
  20258. this._cache.rotation = BABYLON.Vector3.Zero();
  20259. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20260. this._cache.billboardMode = -1;
  20261. this._cache.infiniteDistance = false;
  20262. };
  20263. /**
  20264. * Flag the transform node as dirty (Forcing it to update everything)
  20265. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20266. * @returns this transform node
  20267. */
  20268. TransformNode.prototype.markAsDirty = function (property) {
  20269. if (property === "rotation") {
  20270. this.rotationQuaternion = null;
  20271. }
  20272. this._currentRenderId = Number.MAX_VALUE;
  20273. this._isDirty = true;
  20274. return this;
  20275. };
  20276. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20277. /**
  20278. * Returns the current mesh absolute position.
  20279. * Returns a Vector3.
  20280. */
  20281. get: function () {
  20282. return this._absolutePosition;
  20283. },
  20284. enumerable: true,
  20285. configurable: true
  20286. });
  20287. /**
  20288. * Sets a new matrix to apply before all other transformation
  20289. * @param matrix defines the transform matrix
  20290. * @returns the current TransformNode
  20291. */
  20292. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20293. return this.setPivotMatrix(matrix, false);
  20294. };
  20295. /**
  20296. * Sets a new pivot matrix to the current node
  20297. * @param matrix defines the new pivot matrix to use
  20298. * @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
  20299. * @returns the current TransformNode
  20300. */
  20301. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20302. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20303. this._pivotMatrix.copyFrom(matrix);
  20304. this._cache.pivotMatrixUpdated = true;
  20305. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20306. if (this._postMultiplyPivotMatrix) {
  20307. if (!this._pivotMatrixInverse) {
  20308. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20309. }
  20310. else {
  20311. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20312. }
  20313. }
  20314. return this;
  20315. };
  20316. /**
  20317. * Returns the mesh pivot matrix.
  20318. * Default : Identity.
  20319. * @returns the matrix
  20320. */
  20321. TransformNode.prototype.getPivotMatrix = function () {
  20322. return this._pivotMatrix;
  20323. };
  20324. /**
  20325. * Prevents the World matrix to be computed any longer.
  20326. * @returns the TransformNode.
  20327. */
  20328. TransformNode.prototype.freezeWorldMatrix = function () {
  20329. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20330. this.computeWorldMatrix(true);
  20331. this._isWorldMatrixFrozen = true;
  20332. return this;
  20333. };
  20334. /**
  20335. * Allows back the World matrix computation.
  20336. * @returns the TransformNode.
  20337. */
  20338. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20339. this._isWorldMatrixFrozen = false;
  20340. this.computeWorldMatrix(true);
  20341. return this;
  20342. };
  20343. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20344. /**
  20345. * True if the World matrix has been frozen.
  20346. */
  20347. get: function () {
  20348. return this._isWorldMatrixFrozen;
  20349. },
  20350. enumerable: true,
  20351. configurable: true
  20352. });
  20353. /**
  20354. * Retuns the mesh absolute position in the World.
  20355. * @returns a Vector3.
  20356. */
  20357. TransformNode.prototype.getAbsolutePosition = function () {
  20358. this.computeWorldMatrix();
  20359. return this._absolutePosition;
  20360. };
  20361. /**
  20362. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20363. * @param absolutePosition the absolute position to set
  20364. * @returns the TransformNode.
  20365. */
  20366. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20367. if (!absolutePosition) {
  20368. return this;
  20369. }
  20370. var absolutePositionX;
  20371. var absolutePositionY;
  20372. var absolutePositionZ;
  20373. if (absolutePosition.x === undefined) {
  20374. if (arguments.length < 3) {
  20375. return this;
  20376. }
  20377. absolutePositionX = arguments[0];
  20378. absolutePositionY = arguments[1];
  20379. absolutePositionZ = arguments[2];
  20380. }
  20381. else {
  20382. absolutePositionX = absolutePosition.x;
  20383. absolutePositionY = absolutePosition.y;
  20384. absolutePositionZ = absolutePosition.z;
  20385. }
  20386. if (this.parent) {
  20387. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20388. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20389. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20390. }
  20391. else {
  20392. this.position.x = absolutePositionX;
  20393. this.position.y = absolutePositionY;
  20394. this.position.z = absolutePositionZ;
  20395. }
  20396. return this;
  20397. };
  20398. /**
  20399. * Sets the mesh position in its local space.
  20400. * @param vector3 the position to set in localspace
  20401. * @returns the TransformNode.
  20402. */
  20403. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20404. this.computeWorldMatrix();
  20405. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20406. return this;
  20407. };
  20408. /**
  20409. * Returns the mesh position in the local space from the current World matrix values.
  20410. * @returns a new Vector3.
  20411. */
  20412. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20413. this.computeWorldMatrix();
  20414. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20415. this._localWorld.invertToRef(invLocalWorldMatrix);
  20416. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20417. };
  20418. /**
  20419. * Translates the mesh along the passed Vector3 in its local space.
  20420. * @param vector3 the distance to translate in localspace
  20421. * @returns the TransformNode.
  20422. */
  20423. TransformNode.prototype.locallyTranslate = function (vector3) {
  20424. this.computeWorldMatrix(true);
  20425. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20426. return this;
  20427. };
  20428. /**
  20429. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20430. * @param targetPoint the position (must be in same space as current mesh) to look at
  20431. * @param yawCor optional yaw (y-axis) correction in radians
  20432. * @param pitchCor optional pitch (x-axis) correction in radians
  20433. * @param rollCor optional roll (z-axis) correction in radians
  20434. * @param space the choosen space of the target
  20435. * @returns the TransformNode.
  20436. */
  20437. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20438. if (yawCor === void 0) { yawCor = 0; }
  20439. if (pitchCor === void 0) { pitchCor = 0; }
  20440. if (rollCor === void 0) { rollCor = 0; }
  20441. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20442. var dv = TransformNode._lookAtVectorCache;
  20443. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20444. targetPoint.subtractToRef(pos, dv);
  20445. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20446. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20447. var pitch = Math.atan2(dv.y, len);
  20448. if (this.rotationQuaternion) {
  20449. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20450. }
  20451. else {
  20452. this.rotation.x = pitch + pitchCor;
  20453. this.rotation.y = yaw + yawCor;
  20454. this.rotation.z = rollCor;
  20455. }
  20456. // Correct for parent's rotation offset
  20457. if (space === BABYLON.Space.WORLD && this.parent) {
  20458. if (this.rotationQuaternion) {
  20459. // Get local rotation matrix of the looking object
  20460. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20461. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20462. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20463. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20464. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20465. parentRotationMatrix.invert();
  20466. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20467. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20468. }
  20469. else {
  20470. // Get local rotation matrix of the looking object
  20471. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20472. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20473. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20474. quaternionRotation.toRotationMatrix(rotationMatrix);
  20475. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20476. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20477. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20478. parentRotationMatrix.invert();
  20479. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20480. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20481. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20482. }
  20483. }
  20484. return this;
  20485. };
  20486. /**
  20487. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20488. * This Vector3 is expressed in the World space.
  20489. * @param localAxis axis to rotate
  20490. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20491. */
  20492. TransformNode.prototype.getDirection = function (localAxis) {
  20493. var result = BABYLON.Vector3.Zero();
  20494. this.getDirectionToRef(localAxis, result);
  20495. return result;
  20496. };
  20497. /**
  20498. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20499. * localAxis is expressed in the mesh local space.
  20500. * result is computed in the Wordl space from the mesh World matrix.
  20501. * @param localAxis axis to rotate
  20502. * @param result the resulting transformnode
  20503. * @returns this TransformNode.
  20504. */
  20505. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20506. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20507. return this;
  20508. };
  20509. /**
  20510. * Sets a new pivot point to the current node
  20511. * @param point defines the new pivot point to use
  20512. * @param space defines if the point is in world or local space (local by default)
  20513. * @returns the current TransformNode
  20514. */
  20515. TransformNode.prototype.setPivotPoint = function (point, space) {
  20516. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20517. if (this.getScene().getRenderId() == 0) {
  20518. this.computeWorldMatrix(true);
  20519. }
  20520. var wm = this.getWorldMatrix();
  20521. if (space == BABYLON.Space.WORLD) {
  20522. var tmat = BABYLON.Tmp.Matrix[0];
  20523. wm.invertToRef(tmat);
  20524. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20525. }
  20526. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20527. };
  20528. /**
  20529. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20530. * @returns the pivot point
  20531. */
  20532. TransformNode.prototype.getPivotPoint = function () {
  20533. var point = BABYLON.Vector3.Zero();
  20534. this.getPivotPointToRef(point);
  20535. return point;
  20536. };
  20537. /**
  20538. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20539. * @param result the vector3 to store the result
  20540. * @returns this TransformNode.
  20541. */
  20542. TransformNode.prototype.getPivotPointToRef = function (result) {
  20543. result.x = -this._pivotMatrix.m[12];
  20544. result.y = -this._pivotMatrix.m[13];
  20545. result.z = -this._pivotMatrix.m[14];
  20546. return this;
  20547. };
  20548. /**
  20549. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20550. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20551. */
  20552. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20553. var point = BABYLON.Vector3.Zero();
  20554. this.getAbsolutePivotPointToRef(point);
  20555. return point;
  20556. };
  20557. /**
  20558. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20559. * @param result vector3 to store the result
  20560. * @returns this TransformNode.
  20561. */
  20562. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20563. result.x = this._pivotMatrix.m[12];
  20564. result.y = this._pivotMatrix.m[13];
  20565. result.z = this._pivotMatrix.m[14];
  20566. this.getPivotPointToRef(result);
  20567. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20568. return this;
  20569. };
  20570. /**
  20571. * Defines the passed node as the parent of the current node.
  20572. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20573. * @param node the node ot set as the parent
  20574. * @returns this TransformNode.
  20575. */
  20576. TransformNode.prototype.setParent = function (node) {
  20577. if (!node && !this.parent) {
  20578. return this;
  20579. }
  20580. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20581. var position = BABYLON.Tmp.Vector3[0];
  20582. var scale = BABYLON.Tmp.Vector3[1];
  20583. if (!node) {
  20584. if (this.parent && this.parent.computeWorldMatrix) {
  20585. this.parent.computeWorldMatrix(true);
  20586. }
  20587. this.computeWorldMatrix(true);
  20588. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20589. }
  20590. else {
  20591. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20592. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20593. this.computeWorldMatrix(true);
  20594. node.computeWorldMatrix(true);
  20595. node.getWorldMatrix().invertToRef(invParentMatrix);
  20596. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20597. diffMatrix.decompose(scale, quatRotation, position);
  20598. }
  20599. if (this.rotationQuaternion) {
  20600. this.rotationQuaternion.copyFrom(quatRotation);
  20601. }
  20602. else {
  20603. quatRotation.toEulerAnglesToRef(this.rotation);
  20604. }
  20605. this.scaling.copyFrom(scale);
  20606. this.position.copyFrom(position);
  20607. this.parent = node;
  20608. return this;
  20609. };
  20610. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20611. /**
  20612. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20613. */
  20614. get: function () {
  20615. return this._nonUniformScaling;
  20616. },
  20617. enumerable: true,
  20618. configurable: true
  20619. });
  20620. /** @hidden */
  20621. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20622. if (this._nonUniformScaling === value) {
  20623. return false;
  20624. }
  20625. this._nonUniformScaling = value;
  20626. return true;
  20627. };
  20628. /**
  20629. * Attach the current TransformNode to another TransformNode associated with a bone
  20630. * @param bone Bone affecting the TransformNode
  20631. * @param affectedTransformNode TransformNode associated with the bone
  20632. * @returns this object
  20633. */
  20634. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20635. this._transformToBoneReferal = affectedTransformNode;
  20636. this.parent = bone;
  20637. if (bone.getWorldMatrix().determinant() < 0) {
  20638. this.scalingDeterminant *= -1;
  20639. }
  20640. return this;
  20641. };
  20642. /**
  20643. * Detach the transform node if its associated with a bone
  20644. * @returns this object
  20645. */
  20646. TransformNode.prototype.detachFromBone = function () {
  20647. if (!this.parent) {
  20648. return this;
  20649. }
  20650. if (this.parent.getWorldMatrix().determinant() < 0) {
  20651. this.scalingDeterminant *= -1;
  20652. }
  20653. this._transformToBoneReferal = null;
  20654. this.parent = null;
  20655. return this;
  20656. };
  20657. /**
  20658. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20659. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20660. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20661. * The passed axis is also normalized.
  20662. * @param axis the axis to rotate around
  20663. * @param amount the amount to rotate in radians
  20664. * @param space Space to rotate in (Default: local)
  20665. * @returns the TransformNode.
  20666. */
  20667. TransformNode.prototype.rotate = function (axis, amount, space) {
  20668. axis.normalize();
  20669. if (!this.rotationQuaternion) {
  20670. this.rotationQuaternion = this.rotation.toQuaternion();
  20671. this.rotation.setAll(0);
  20672. }
  20673. var rotationQuaternion;
  20674. if (!space || space === BABYLON.Space.LOCAL) {
  20675. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20676. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20677. }
  20678. else {
  20679. if (this.parent) {
  20680. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20681. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20682. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20683. }
  20684. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20685. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20686. }
  20687. return this;
  20688. };
  20689. /**
  20690. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20691. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20692. * The passed axis is also normalized. .
  20693. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20694. * @param point the point to rotate around
  20695. * @param axis the axis to rotate around
  20696. * @param amount the amount to rotate in radians
  20697. * @returns the TransformNode
  20698. */
  20699. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20700. axis.normalize();
  20701. if (!this.rotationQuaternion) {
  20702. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20703. this.rotation.setAll(0);
  20704. }
  20705. var tmpVector = BABYLON.Tmp.Vector3[0];
  20706. var finalScale = BABYLON.Tmp.Vector3[1];
  20707. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20708. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20709. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20710. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20711. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20712. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20713. point.subtractToRef(this.position, tmpVector);
  20714. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20715. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20716. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20717. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20718. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20719. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20720. this.position.addInPlace(finalTranslation);
  20721. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20722. return this;
  20723. };
  20724. /**
  20725. * Translates the mesh along the axis vector for the passed distance in the given space.
  20726. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20727. * @param axis the axis to translate in
  20728. * @param distance the distance to translate
  20729. * @param space Space to rotate in (Default: local)
  20730. * @returns the TransformNode.
  20731. */
  20732. TransformNode.prototype.translate = function (axis, distance, space) {
  20733. var displacementVector = axis.scale(distance);
  20734. if (!space || space === BABYLON.Space.LOCAL) {
  20735. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20736. this.setPositionWithLocalVector(tempV3);
  20737. }
  20738. else {
  20739. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20740. }
  20741. return this;
  20742. };
  20743. /**
  20744. * Adds a rotation step to the mesh current rotation.
  20745. * x, y, z are Euler angles expressed in radians.
  20746. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20747. * This means this rotation is made in the mesh local space only.
  20748. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20749. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20750. * ```javascript
  20751. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20752. * ```
  20753. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20754. * 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.
  20755. * @param x Rotation to add
  20756. * @param y Rotation to add
  20757. * @param z Rotation to add
  20758. * @returns the TransformNode.
  20759. */
  20760. TransformNode.prototype.addRotation = function (x, y, z) {
  20761. var rotationQuaternion;
  20762. if (this.rotationQuaternion) {
  20763. rotationQuaternion = this.rotationQuaternion;
  20764. }
  20765. else {
  20766. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20767. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20768. }
  20769. var accumulation = BABYLON.Tmp.Quaternion[0];
  20770. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20771. rotationQuaternion.multiplyInPlace(accumulation);
  20772. if (!this.rotationQuaternion) {
  20773. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20774. }
  20775. return this;
  20776. };
  20777. /**
  20778. * Computes the world matrix of the node
  20779. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20780. * @returns the world matrix
  20781. */
  20782. TransformNode.prototype.computeWorldMatrix = function (force) {
  20783. if (this._isWorldMatrixFrozen) {
  20784. return this._worldMatrix;
  20785. }
  20786. if (!force && this.isSynchronized()) {
  20787. this._currentRenderId = this.getScene().getRenderId();
  20788. return this._worldMatrix;
  20789. }
  20790. this._updateCache();
  20791. this._cache.position.copyFrom(this.position);
  20792. this._cache.scaling.copyFrom(this.scaling);
  20793. this._cache.pivotMatrixUpdated = false;
  20794. this._cache.billboardMode = this.billboardMode;
  20795. this._cache.infiniteDistance = this.infiniteDistance;
  20796. this._currentRenderId = this.getScene().getRenderId();
  20797. this._childRenderId = this.getScene().getRenderId();
  20798. this._isDirty = false;
  20799. // Scaling
  20800. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20801. // Rotation
  20802. //rotate, if quaternion is set and rotation was used
  20803. if (this.rotationQuaternion) {
  20804. var len = this.rotation.length();
  20805. if (len) {
  20806. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20807. this.rotation.copyFromFloats(0, 0, 0);
  20808. }
  20809. }
  20810. if (this.rotationQuaternion) {
  20811. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20812. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20813. }
  20814. else {
  20815. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20816. this._cache.rotation.copyFrom(this.rotation);
  20817. }
  20818. // Translation
  20819. var camera = this.getScene().activeCamera;
  20820. if (this.infiniteDistance && !this.parent && camera) {
  20821. var cameraWorldMatrix = camera.getWorldMatrix();
  20822. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20823. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20824. }
  20825. else {
  20826. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20827. }
  20828. // Composing transformations
  20829. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20830. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20831. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20832. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20833. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20834. // Need to decompose each rotation here
  20835. var currentPosition = BABYLON.Tmp.Vector3[3];
  20836. if (this.parent && this.parent.getWorldMatrix) {
  20837. if (this._transformToBoneReferal) {
  20838. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20839. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20840. }
  20841. else {
  20842. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20843. }
  20844. }
  20845. else {
  20846. currentPosition.copyFrom(this.position);
  20847. }
  20848. currentPosition.subtractInPlace(camera.globalPosition);
  20849. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20850. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20851. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20852. }
  20853. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20854. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20855. }
  20856. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20857. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20858. }
  20859. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20860. }
  20861. else {
  20862. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20863. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20864. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20865. }
  20866. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20867. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20868. }
  20869. // Post multiply inverse of pivotMatrix
  20870. if (this._postMultiplyPivotMatrix) {
  20871. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20872. }
  20873. // Local world
  20874. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20875. // Parent
  20876. if (this.parent && this.parent.getWorldMatrix) {
  20877. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20878. if (this._transformToBoneReferal) {
  20879. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20880. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20881. }
  20882. else {
  20883. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20884. }
  20885. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20886. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20887. this._worldMatrix.copyFrom(this._localWorld);
  20888. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20889. }
  20890. else {
  20891. if (this._transformToBoneReferal) {
  20892. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20893. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20894. }
  20895. else {
  20896. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20897. }
  20898. }
  20899. this._markSyncedWithParent();
  20900. }
  20901. else {
  20902. this._worldMatrix.copyFrom(this._localWorld);
  20903. }
  20904. // Normal matrix
  20905. if (!this.ignoreNonUniformScaling) {
  20906. if (this.scaling.isNonUniform) {
  20907. this._updateNonUniformScalingState(true);
  20908. }
  20909. else if (this.parent && this.parent._nonUniformScaling) {
  20910. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20911. }
  20912. else {
  20913. this._updateNonUniformScalingState(false);
  20914. }
  20915. }
  20916. else {
  20917. this._updateNonUniformScalingState(false);
  20918. }
  20919. this._afterComputeWorldMatrix();
  20920. // Absolute position
  20921. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20922. // Callbacks
  20923. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20924. if (!this._poseMatrix) {
  20925. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20926. }
  20927. // Cache the determinant
  20928. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20929. return this._worldMatrix;
  20930. };
  20931. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20932. };
  20933. /**
  20934. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20935. * @param func callback function to add
  20936. *
  20937. * @returns the TransformNode.
  20938. */
  20939. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20940. this.onAfterWorldMatrixUpdateObservable.add(func);
  20941. return this;
  20942. };
  20943. /**
  20944. * Removes a registered callback function.
  20945. * @param func callback function to remove
  20946. * @returns the TransformNode.
  20947. */
  20948. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20949. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20950. return this;
  20951. };
  20952. /**
  20953. * Gets the position of the current mesh in camera space
  20954. * @param camera defines the camera to use
  20955. * @returns a position
  20956. */
  20957. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20958. if (camera === void 0) { camera = null; }
  20959. if (!camera) {
  20960. camera = this.getScene().activeCamera;
  20961. }
  20962. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20963. };
  20964. /**
  20965. * Returns the distance from the mesh to the active camera
  20966. * @param camera defines the camera to use
  20967. * @returns the distance
  20968. */
  20969. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20970. if (camera === void 0) { camera = null; }
  20971. if (!camera) {
  20972. camera = this.getScene().activeCamera;
  20973. }
  20974. return this.absolutePosition.subtract(camera.position).length();
  20975. };
  20976. /**
  20977. * Clone the current transform node
  20978. * @param name Name of the new clone
  20979. * @param newParent New parent for the clone
  20980. * @param doNotCloneChildren Do not clone children hierarchy
  20981. * @returns the new transform node
  20982. */
  20983. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20984. var _this = this;
  20985. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20986. result.name = name;
  20987. result.id = name;
  20988. if (newParent) {
  20989. result.parent = newParent;
  20990. }
  20991. if (!doNotCloneChildren) {
  20992. // Children
  20993. var directDescendants = this.getDescendants(true);
  20994. for (var index = 0; index < directDescendants.length; index++) {
  20995. var child = directDescendants[index];
  20996. if (child.clone) {
  20997. child.clone(name + "." + child.name, result);
  20998. }
  20999. }
  21000. }
  21001. return result;
  21002. };
  21003. /**
  21004. * Serializes the objects information.
  21005. * @param currentSerializationObject defines the object to serialize in
  21006. * @returns the serialized object
  21007. */
  21008. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21009. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21010. serializationObject.type = this.getClassName();
  21011. // Parent
  21012. if (this.parent) {
  21013. serializationObject.parentId = this.parent.id;
  21014. }
  21015. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21016. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21017. }
  21018. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21019. serializationObject.isEnabled = this.isEnabled();
  21020. // Parent
  21021. if (this.parent) {
  21022. serializationObject.parentId = this.parent.id;
  21023. }
  21024. return serializationObject;
  21025. };
  21026. // Statics
  21027. /**
  21028. * Returns a new TransformNode object parsed from the source provided.
  21029. * @param parsedTransformNode is the source.
  21030. * @param scene the scne the object belongs to
  21031. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21032. * @returns a new TransformNode object parsed from the source provided.
  21033. */
  21034. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21035. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21036. if (BABYLON.Tags) {
  21037. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21038. }
  21039. if (parsedTransformNode.localMatrix) {
  21040. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21041. }
  21042. else if (parsedTransformNode.pivotMatrix) {
  21043. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21044. }
  21045. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21046. // Parent
  21047. if (parsedTransformNode.parentId) {
  21048. transformNode._waitingParentId = parsedTransformNode.parentId;
  21049. }
  21050. return transformNode;
  21051. };
  21052. /**
  21053. * Releases resources associated with this transform node.
  21054. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21055. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21056. */
  21057. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21058. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21059. // Animations
  21060. this.getScene().stopAnimation(this);
  21061. // Remove from scene
  21062. this.getScene().removeTransformNode(this);
  21063. this.onAfterWorldMatrixUpdateObservable.clear();
  21064. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21065. };
  21066. // Statics
  21067. /**
  21068. * Object will not rotate to face the camera
  21069. */
  21070. TransformNode.BILLBOARDMODE_NONE = 0;
  21071. /**
  21072. * Object will rotate to face the camera but only on the x axis
  21073. */
  21074. TransformNode.BILLBOARDMODE_X = 1;
  21075. /**
  21076. * Object will rotate to face the camera but only on the y axis
  21077. */
  21078. TransformNode.BILLBOARDMODE_Y = 2;
  21079. /**
  21080. * Object will rotate to face the camera but only on the z axis
  21081. */
  21082. TransformNode.BILLBOARDMODE_Z = 4;
  21083. /**
  21084. * Object will rotate to face the camera
  21085. */
  21086. TransformNode.BILLBOARDMODE_ALL = 7;
  21087. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21088. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21089. __decorate([
  21090. BABYLON.serializeAsVector3("position")
  21091. ], TransformNode.prototype, "_position", void 0);
  21092. __decorate([
  21093. BABYLON.serializeAsVector3("rotation")
  21094. ], TransformNode.prototype, "_rotation", void 0);
  21095. __decorate([
  21096. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21097. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21098. __decorate([
  21099. BABYLON.serializeAsVector3("scaling")
  21100. ], TransformNode.prototype, "_scaling", void 0);
  21101. __decorate([
  21102. BABYLON.serialize()
  21103. ], TransformNode.prototype, "billboardMode", void 0);
  21104. __decorate([
  21105. BABYLON.serialize()
  21106. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21107. __decorate([
  21108. BABYLON.serialize()
  21109. ], TransformNode.prototype, "infiniteDistance", void 0);
  21110. __decorate([
  21111. BABYLON.serialize()
  21112. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21113. return TransformNode;
  21114. }(BABYLON.Node));
  21115. BABYLON.TransformNode = TransformNode;
  21116. })(BABYLON || (BABYLON = {}));
  21117. //# sourceMappingURL=babylon.transformNode.js.map
  21118. var BABYLON;
  21119. (function (BABYLON) {
  21120. /** @hidden */
  21121. var _FacetDataStorage = /** @class */ (function () {
  21122. function _FacetDataStorage() {
  21123. this.facetNb = 0; // facet number
  21124. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21125. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21126. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21127. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21128. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21129. this.subDiv = {
  21130. max: 1,
  21131. X: 1,
  21132. Y: 1,
  21133. Z: 1
  21134. };
  21135. this.facetDepthSort = false; // is the facet depth sort to be computed
  21136. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21137. }
  21138. return _FacetDataStorage;
  21139. }());
  21140. /**
  21141. * Class used to store all common mesh properties
  21142. */
  21143. var AbstractMesh = /** @class */ (function (_super) {
  21144. __extends(AbstractMesh, _super);
  21145. // Constructor
  21146. /**
  21147. * Creates a new AbstractMesh
  21148. * @param name defines the name of the mesh
  21149. * @param scene defines the hosting scene
  21150. */
  21151. function AbstractMesh(name, scene) {
  21152. if (scene === void 0) { scene = null; }
  21153. var _this = _super.call(this, name, scene, false) || this;
  21154. _this._facetData = new _FacetDataStorage();
  21155. /** Gets ot sets the culling strategy to use to find visible meshes */
  21156. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21157. // Events
  21158. /**
  21159. * An event triggered when this mesh collides with another one
  21160. */
  21161. _this.onCollideObservable = new BABYLON.Observable();
  21162. /**
  21163. * An event triggered when the collision's position changes
  21164. */
  21165. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21166. /**
  21167. * An event triggered when material is changed
  21168. */
  21169. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21170. // Properties
  21171. /**
  21172. * Gets or sets the orientation for POV movement & rotation
  21173. */
  21174. _this.definedFacingForward = true;
  21175. _this._visibility = 1.0;
  21176. /** Gets or sets the alpha index used to sort transparent meshes
  21177. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21178. */
  21179. _this.alphaIndex = Number.MAX_VALUE;
  21180. /**
  21181. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21182. */
  21183. _this.isVisible = true;
  21184. /**
  21185. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21186. */
  21187. _this.isPickable = true;
  21188. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21189. _this.showSubMeshesBoundingBox = false;
  21190. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21191. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21192. */
  21193. _this.isBlocker = false;
  21194. /**
  21195. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21196. */
  21197. _this.enablePointerMoveEvents = false;
  21198. /**
  21199. * Specifies the rendering group id for this mesh (0 by default)
  21200. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21201. */
  21202. _this.renderingGroupId = 0;
  21203. _this._receiveShadows = false;
  21204. /** Defines color to use when rendering outline */
  21205. _this.outlineColor = BABYLON.Color3.Red();
  21206. /** Define width to use when rendering outline */
  21207. _this.outlineWidth = 0.02;
  21208. /** Defines color to use when rendering overlay */
  21209. _this.overlayColor = BABYLON.Color3.Red();
  21210. /** Defines alpha to use when rendering overlay */
  21211. _this.overlayAlpha = 0.5;
  21212. _this._hasVertexAlpha = false;
  21213. _this._useVertexColors = true;
  21214. _this._computeBonesUsingShaders = true;
  21215. _this._numBoneInfluencers = 4;
  21216. _this._applyFog = true;
  21217. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21218. _this.useOctreeForRenderingSelection = true;
  21219. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21220. _this.useOctreeForPicking = true;
  21221. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21222. _this.useOctreeForCollisions = true;
  21223. _this._layerMask = 0x0FFFFFFF;
  21224. /**
  21225. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21226. */
  21227. _this.alwaysSelectAsActiveMesh = false;
  21228. /**
  21229. * Gets or sets the current action manager
  21230. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21231. */
  21232. _this.actionManager = null;
  21233. // Collisions
  21234. _this._checkCollisions = false;
  21235. _this._collisionMask = -1;
  21236. _this._collisionGroup = -1;
  21237. /**
  21238. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21239. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21240. */
  21241. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21242. /**
  21243. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21244. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21245. */
  21246. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21247. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21248. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21249. // Edges
  21250. /**
  21251. * Defines edge width used when edgesRenderer is enabled
  21252. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21253. */
  21254. _this.edgesWidth = 1;
  21255. /**
  21256. * Defines edge color used when edgesRenderer is enabled
  21257. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21258. */
  21259. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21260. /** @hidden */
  21261. _this._renderId = 0;
  21262. /** @hidden */
  21263. _this._intersectionsInProgress = new Array();
  21264. /** @hidden */
  21265. _this._unIndexed = false;
  21266. /** @hidden */
  21267. _this._lightSources = new Array();
  21268. /**
  21269. * An event triggered when the mesh is rebuilt.
  21270. */
  21271. _this.onRebuildObservable = new BABYLON.Observable();
  21272. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21273. if (collidedMesh === void 0) { collidedMesh = null; }
  21274. //TODO move this to the collision coordinator!
  21275. if (_this.getScene().workerCollisions) {
  21276. newPosition.multiplyInPlace(_this._collider._radius);
  21277. }
  21278. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21279. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21280. _this.position.addInPlace(_this._diffPositionForCollisions);
  21281. }
  21282. if (collidedMesh) {
  21283. _this.onCollideObservable.notifyObservers(collidedMesh);
  21284. }
  21285. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21286. };
  21287. _this.getScene().addMesh(_this);
  21288. _this._resyncLightSources();
  21289. return _this;
  21290. }
  21291. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21292. /**
  21293. * No billboard
  21294. */
  21295. get: function () {
  21296. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21297. },
  21298. enumerable: true,
  21299. configurable: true
  21300. });
  21301. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21302. /** Billboard on X axis */
  21303. get: function () {
  21304. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21305. },
  21306. enumerable: true,
  21307. configurable: true
  21308. });
  21309. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21310. /** Billboard on Y axis */
  21311. get: function () {
  21312. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21313. },
  21314. enumerable: true,
  21315. configurable: true
  21316. });
  21317. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21318. /** Billboard on Z axis */
  21319. get: function () {
  21320. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21321. },
  21322. enumerable: true,
  21323. configurable: true
  21324. });
  21325. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21326. /** Billboard on all axes */
  21327. get: function () {
  21328. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21329. },
  21330. enumerable: true,
  21331. configurable: true
  21332. });
  21333. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21334. /**
  21335. * Gets the number of facets in the mesh
  21336. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21337. */
  21338. get: function () {
  21339. return this._facetData.facetNb;
  21340. },
  21341. enumerable: true,
  21342. configurable: true
  21343. });
  21344. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21345. /**
  21346. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21347. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21348. */
  21349. get: function () {
  21350. return this._facetData.partitioningSubdivisions;
  21351. },
  21352. set: function (nb) {
  21353. this._facetData.partitioningSubdivisions = nb;
  21354. },
  21355. enumerable: true,
  21356. configurable: true
  21357. });
  21358. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21359. /**
  21360. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21361. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21362. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21363. */
  21364. get: function () {
  21365. return this._facetData.partitioningBBoxRatio;
  21366. },
  21367. set: function (ratio) {
  21368. this._facetData.partitioningBBoxRatio = ratio;
  21369. },
  21370. enumerable: true,
  21371. configurable: true
  21372. });
  21373. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21374. /**
  21375. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21376. * Works only for updatable meshes.
  21377. * Doesn't work with multi-materials
  21378. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21379. */
  21380. get: function () {
  21381. return this._facetData.facetDepthSort;
  21382. },
  21383. set: function (sort) {
  21384. this._facetData.facetDepthSort = sort;
  21385. },
  21386. enumerable: true,
  21387. configurable: true
  21388. });
  21389. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21390. /**
  21391. * The location (Vector3) where the facet depth sort must be computed from.
  21392. * By default, the active camera position.
  21393. * Used only when facet depth sort is enabled
  21394. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21395. */
  21396. get: function () {
  21397. return this._facetData.facetDepthSortFrom;
  21398. },
  21399. set: function (location) {
  21400. this._facetData.facetDepthSortFrom = location;
  21401. },
  21402. enumerable: true,
  21403. configurable: true
  21404. });
  21405. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21406. /**
  21407. * gets a boolean indicating if facetData is enabled
  21408. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21409. */
  21410. get: function () {
  21411. return this._facetData.facetDataEnabled;
  21412. },
  21413. enumerable: true,
  21414. configurable: true
  21415. });
  21416. /** @hidden */
  21417. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21418. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21419. return false;
  21420. }
  21421. this._markSubMeshesAsMiscDirty();
  21422. return true;
  21423. };
  21424. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21425. /** Set a function to call when this mesh collides with another one */
  21426. set: function (callback) {
  21427. if (this._onCollideObserver) {
  21428. this.onCollideObservable.remove(this._onCollideObserver);
  21429. }
  21430. this._onCollideObserver = this.onCollideObservable.add(callback);
  21431. },
  21432. enumerable: true,
  21433. configurable: true
  21434. });
  21435. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21436. /** Set a function to call when the collision's position changes */
  21437. set: function (callback) {
  21438. if (this._onCollisionPositionChangeObserver) {
  21439. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21440. }
  21441. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21442. },
  21443. enumerable: true,
  21444. configurable: true
  21445. });
  21446. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21447. /**
  21448. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21449. */
  21450. get: function () {
  21451. return this._visibility;
  21452. },
  21453. /**
  21454. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21455. */
  21456. set: function (value) {
  21457. if (this._visibility === value) {
  21458. return;
  21459. }
  21460. this._visibility = value;
  21461. this._markSubMeshesAsMiscDirty();
  21462. },
  21463. enumerable: true,
  21464. configurable: true
  21465. });
  21466. Object.defineProperty(AbstractMesh.prototype, "material", {
  21467. /** Gets or sets current material */
  21468. get: function () {
  21469. return this._material;
  21470. },
  21471. set: function (value) {
  21472. if (this._material === value) {
  21473. return;
  21474. }
  21475. // remove from material mesh map id needed
  21476. if (this._material && this._material.meshMap) {
  21477. this._material.meshMap[this.uniqueId] = undefined;
  21478. }
  21479. this._material = value;
  21480. if (value && value.meshMap) {
  21481. value.meshMap[this.uniqueId] = this;
  21482. }
  21483. if (this.onMaterialChangedObservable.hasObservers) {
  21484. this.onMaterialChangedObservable.notifyObservers(this);
  21485. }
  21486. if (!this.subMeshes) {
  21487. return;
  21488. }
  21489. this._unBindEffect();
  21490. },
  21491. enumerable: true,
  21492. configurable: true
  21493. });
  21494. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21495. /**
  21496. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21497. * @see http://doc.babylonjs.com/babylon101/shadows
  21498. */
  21499. get: function () {
  21500. return this._receiveShadows;
  21501. },
  21502. set: function (value) {
  21503. if (this._receiveShadows === value) {
  21504. return;
  21505. }
  21506. this._receiveShadows = value;
  21507. this._markSubMeshesAsLightDirty();
  21508. },
  21509. enumerable: true,
  21510. configurable: true
  21511. });
  21512. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21513. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21514. get: function () {
  21515. return this._hasVertexAlpha;
  21516. },
  21517. set: function (value) {
  21518. if (this._hasVertexAlpha === value) {
  21519. return;
  21520. }
  21521. this._hasVertexAlpha = value;
  21522. this._markSubMeshesAsAttributesDirty();
  21523. this._markSubMeshesAsMiscDirty();
  21524. },
  21525. enumerable: true,
  21526. configurable: true
  21527. });
  21528. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21529. /** 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) */
  21530. get: function () {
  21531. return this._useVertexColors;
  21532. },
  21533. set: function (value) {
  21534. if (this._useVertexColors === value) {
  21535. return;
  21536. }
  21537. this._useVertexColors = value;
  21538. this._markSubMeshesAsAttributesDirty();
  21539. },
  21540. enumerable: true,
  21541. configurable: true
  21542. });
  21543. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21544. /**
  21545. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21546. */
  21547. get: function () {
  21548. return this._computeBonesUsingShaders;
  21549. },
  21550. set: function (value) {
  21551. if (this._computeBonesUsingShaders === value) {
  21552. return;
  21553. }
  21554. this._computeBonesUsingShaders = value;
  21555. this._markSubMeshesAsAttributesDirty();
  21556. },
  21557. enumerable: true,
  21558. configurable: true
  21559. });
  21560. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21561. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21562. get: function () {
  21563. return this._numBoneInfluencers;
  21564. },
  21565. set: function (value) {
  21566. if (this._numBoneInfluencers === value) {
  21567. return;
  21568. }
  21569. this._numBoneInfluencers = value;
  21570. this._markSubMeshesAsAttributesDirty();
  21571. },
  21572. enumerable: true,
  21573. configurable: true
  21574. });
  21575. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21576. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21577. get: function () {
  21578. return this._applyFog;
  21579. },
  21580. set: function (value) {
  21581. if (this._applyFog === value) {
  21582. return;
  21583. }
  21584. this._applyFog = value;
  21585. this._markSubMeshesAsMiscDirty();
  21586. },
  21587. enumerable: true,
  21588. configurable: true
  21589. });
  21590. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21591. /**
  21592. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21593. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21594. */
  21595. get: function () {
  21596. return this._layerMask;
  21597. },
  21598. set: function (value) {
  21599. if (value === this._layerMask) {
  21600. return;
  21601. }
  21602. this._layerMask = value;
  21603. this._resyncLightSources();
  21604. },
  21605. enumerable: true,
  21606. configurable: true
  21607. });
  21608. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21609. /**
  21610. * Gets or sets a collision mask used to mask collisions (default is -1).
  21611. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21612. */
  21613. get: function () {
  21614. return this._collisionMask;
  21615. },
  21616. set: function (mask) {
  21617. this._collisionMask = !isNaN(mask) ? mask : -1;
  21618. },
  21619. enumerable: true,
  21620. configurable: true
  21621. });
  21622. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21623. /**
  21624. * Gets or sets the current collision group mask (-1 by default).
  21625. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21626. */
  21627. get: function () {
  21628. return this._collisionGroup;
  21629. },
  21630. set: function (mask) {
  21631. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21632. },
  21633. enumerable: true,
  21634. configurable: true
  21635. });
  21636. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21637. /** @hidden */
  21638. get: function () {
  21639. return null;
  21640. },
  21641. enumerable: true,
  21642. configurable: true
  21643. });
  21644. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21645. get: function () {
  21646. return this._skeleton;
  21647. },
  21648. /**
  21649. * Gets or sets a skeleton to apply skining transformations
  21650. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21651. */
  21652. set: function (value) {
  21653. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21654. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21655. }
  21656. if (value && value.needInitialSkinMatrix) {
  21657. value._registerMeshWithPoseMatrix(this);
  21658. }
  21659. this._skeleton = value;
  21660. if (!this._skeleton) {
  21661. this._bonesTransformMatrices = null;
  21662. }
  21663. this._markSubMeshesAsAttributesDirty();
  21664. },
  21665. enumerable: true,
  21666. configurable: true
  21667. });
  21668. /**
  21669. * Returns the string "AbstractMesh"
  21670. * @returns "AbstractMesh"
  21671. */
  21672. AbstractMesh.prototype.getClassName = function () {
  21673. return "AbstractMesh";
  21674. };
  21675. /**
  21676. * Gets a string representation of the current mesh
  21677. * @param fullDetails defines a boolean indicating if full details must be included
  21678. * @returns a string representation of the current mesh
  21679. */
  21680. AbstractMesh.prototype.toString = function (fullDetails) {
  21681. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21682. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21683. if (this._skeleton) {
  21684. ret += ", skeleton: " + this._skeleton.name;
  21685. }
  21686. if (fullDetails) {
  21687. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21688. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21689. }
  21690. return ret;
  21691. };
  21692. /** @hidden */
  21693. AbstractMesh.prototype._rebuild = function () {
  21694. this.onRebuildObservable.notifyObservers(this);
  21695. if (this._occlusionQuery) {
  21696. this._occlusionQuery = null;
  21697. }
  21698. if (!this.subMeshes) {
  21699. return;
  21700. }
  21701. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21702. var subMesh = _a[_i];
  21703. subMesh._rebuild();
  21704. }
  21705. };
  21706. /** @hidden */
  21707. AbstractMesh.prototype._resyncLightSources = function () {
  21708. this._lightSources.length = 0;
  21709. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21710. var light = _a[_i];
  21711. if (!light.isEnabled()) {
  21712. continue;
  21713. }
  21714. if (light.canAffectMesh(this)) {
  21715. this._lightSources.push(light);
  21716. }
  21717. }
  21718. this._markSubMeshesAsLightDirty();
  21719. };
  21720. /** @hidden */
  21721. AbstractMesh.prototype._resyncLighSource = function (light) {
  21722. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21723. var index = this._lightSources.indexOf(light);
  21724. if (index === -1) {
  21725. if (!isIn) {
  21726. return;
  21727. }
  21728. this._lightSources.push(light);
  21729. }
  21730. else {
  21731. if (isIn) {
  21732. return;
  21733. }
  21734. this._lightSources.splice(index, 1);
  21735. }
  21736. this._markSubMeshesAsLightDirty();
  21737. };
  21738. /** @hidden */
  21739. AbstractMesh.prototype._unBindEffect = function () {
  21740. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21741. var subMesh = _a[_i];
  21742. subMesh.setEffect(null);
  21743. }
  21744. };
  21745. /** @hidden */
  21746. AbstractMesh.prototype._removeLightSource = function (light) {
  21747. var index = this._lightSources.indexOf(light);
  21748. if (index === -1) {
  21749. return;
  21750. }
  21751. this._lightSources.splice(index, 1);
  21752. this._markSubMeshesAsLightDirty();
  21753. };
  21754. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21755. if (!this.subMeshes) {
  21756. return;
  21757. }
  21758. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21759. var subMesh = _a[_i];
  21760. if (subMesh._materialDefines) {
  21761. func(subMesh._materialDefines);
  21762. }
  21763. }
  21764. };
  21765. /** @hidden */
  21766. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21767. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21768. };
  21769. /** @hidden */
  21770. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21771. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21772. };
  21773. /** @hidden */
  21774. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21775. if (!this.subMeshes) {
  21776. return;
  21777. }
  21778. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21779. var subMesh = _a[_i];
  21780. var material = subMesh.getMaterial();
  21781. if (material) {
  21782. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21783. }
  21784. }
  21785. };
  21786. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21787. /**
  21788. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21789. */
  21790. get: function () {
  21791. return this._scaling;
  21792. },
  21793. set: function (newScaling) {
  21794. this._scaling = newScaling;
  21795. if (this.physicsImpostor) {
  21796. this.physicsImpostor.forceUpdate();
  21797. }
  21798. },
  21799. enumerable: true,
  21800. configurable: true
  21801. });
  21802. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21803. // Methods
  21804. /**
  21805. * Returns true if the mesh is blocked. Implemented by child classes
  21806. */
  21807. get: function () {
  21808. return false;
  21809. },
  21810. enumerable: true,
  21811. configurable: true
  21812. });
  21813. /**
  21814. * Returns the mesh itself by default. Implemented by child classes
  21815. * @param camera defines the camera to use to pick the right LOD level
  21816. * @returns the currentAbstractMesh
  21817. */
  21818. AbstractMesh.prototype.getLOD = function (camera) {
  21819. return this;
  21820. };
  21821. /**
  21822. * Returns 0 by default. Implemented by child classes
  21823. * @returns an integer
  21824. */
  21825. AbstractMesh.prototype.getTotalVertices = function () {
  21826. return 0;
  21827. };
  21828. /**
  21829. * Returns a positive integer : the total number of indices in this mesh geometry.
  21830. * @returns the numner of indices or zero if the mesh has no geometry.
  21831. */
  21832. AbstractMesh.prototype.getTotalIndices = function () {
  21833. return 0;
  21834. };
  21835. /**
  21836. * Returns null by default. Implemented by child classes
  21837. * @returns null
  21838. */
  21839. AbstractMesh.prototype.getIndices = function () {
  21840. return null;
  21841. };
  21842. /**
  21843. * Returns the array of the requested vertex data kind. Implemented by child classes
  21844. * @param kind defines the vertex data kind to use
  21845. * @returns null
  21846. */
  21847. AbstractMesh.prototype.getVerticesData = function (kind) {
  21848. return null;
  21849. };
  21850. /**
  21851. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21852. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21853. * Note that a new underlying VertexBuffer object is created each call.
  21854. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21855. * @param kind defines vertex data kind:
  21856. * * BABYLON.VertexBuffer.PositionKind
  21857. * * BABYLON.VertexBuffer.UVKind
  21858. * * BABYLON.VertexBuffer.UV2Kind
  21859. * * BABYLON.VertexBuffer.UV3Kind
  21860. * * BABYLON.VertexBuffer.UV4Kind
  21861. * * BABYLON.VertexBuffer.UV5Kind
  21862. * * BABYLON.VertexBuffer.UV6Kind
  21863. * * BABYLON.VertexBuffer.ColorKind
  21864. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21865. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21866. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21867. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21868. * @param data defines the data source
  21869. * @param updatable defines if the data must be flagged as updatable (or static)
  21870. * @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
  21871. * @returns the current mesh
  21872. */
  21873. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21874. return this;
  21875. };
  21876. /**
  21877. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21878. * If the mesh has no geometry, it is simply returned as it is.
  21879. * @param kind defines vertex data kind:
  21880. * * BABYLON.VertexBuffer.PositionKind
  21881. * * BABYLON.VertexBuffer.UVKind
  21882. * * BABYLON.VertexBuffer.UV2Kind
  21883. * * BABYLON.VertexBuffer.UV3Kind
  21884. * * BABYLON.VertexBuffer.UV4Kind
  21885. * * BABYLON.VertexBuffer.UV5Kind
  21886. * * BABYLON.VertexBuffer.UV6Kind
  21887. * * BABYLON.VertexBuffer.ColorKind
  21888. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21889. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21890. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21891. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21892. * @param data defines the data source
  21893. * @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
  21894. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21895. * @returns the current mesh
  21896. */
  21897. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21898. return this;
  21899. };
  21900. /**
  21901. * Sets the mesh indices,
  21902. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21903. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21904. * @param totalVertices Defines the total number of vertices
  21905. * @returns the current mesh
  21906. */
  21907. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21908. return this;
  21909. };
  21910. /**
  21911. * Gets a boolean indicating if specific vertex data is present
  21912. * @param kind defines the vertex data kind to use
  21913. * @returns true is data kind is present
  21914. */
  21915. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21916. return false;
  21917. };
  21918. /**
  21919. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21920. * @returns a BoundingInfo
  21921. */
  21922. AbstractMesh.prototype.getBoundingInfo = function () {
  21923. if (this._masterMesh) {
  21924. return this._masterMesh.getBoundingInfo();
  21925. }
  21926. if (!this._boundingInfo) {
  21927. // this._boundingInfo is being created here
  21928. this._updateBoundingInfo();
  21929. }
  21930. // cannot be null.
  21931. return this._boundingInfo;
  21932. };
  21933. /**
  21934. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21935. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21936. * @returns the current mesh
  21937. */
  21938. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21939. if (includeDescendants === void 0) { includeDescendants = true; }
  21940. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21941. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21942. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21943. if (maxDimension === 0) {
  21944. return this;
  21945. }
  21946. var scale = 1 / maxDimension;
  21947. this.scaling.scaleInPlace(scale);
  21948. return this;
  21949. };
  21950. /**
  21951. * Overwrite the current bounding info
  21952. * @param boundingInfo defines the new bounding info
  21953. * @returns the current mesh
  21954. */
  21955. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21956. this._boundingInfo = boundingInfo;
  21957. return this;
  21958. };
  21959. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21960. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21961. get: function () {
  21962. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21963. },
  21964. enumerable: true,
  21965. configurable: true
  21966. });
  21967. /** @hidden */
  21968. AbstractMesh.prototype._preActivate = function () {
  21969. };
  21970. /** @hidden */
  21971. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21972. };
  21973. /** @hidden */
  21974. AbstractMesh.prototype._activate = function (renderId) {
  21975. this._renderId = renderId;
  21976. };
  21977. /**
  21978. * Gets the current world matrix
  21979. * @returns a Matrix
  21980. */
  21981. AbstractMesh.prototype.getWorldMatrix = function () {
  21982. if (this._masterMesh) {
  21983. return this._masterMesh.getWorldMatrix();
  21984. }
  21985. return _super.prototype.getWorldMatrix.call(this);
  21986. };
  21987. /** @hidden */
  21988. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21989. if (this._masterMesh) {
  21990. return this._masterMesh._getWorldMatrixDeterminant();
  21991. }
  21992. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21993. };
  21994. // ================================== Point of View Movement =================================
  21995. /**
  21996. * Perform relative position change from the point of view of behind the front of the mesh.
  21997. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21998. * Supports definition of mesh facing forward or backward
  21999. * @param amountRight defines the distance on the right axis
  22000. * @param amountUp defines the distance on the up axis
  22001. * @param amountForward defines the distance on the forward axis
  22002. * @returns the current mesh
  22003. */
  22004. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22005. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22006. return this;
  22007. };
  22008. /**
  22009. * Calculate relative position change from the point of view of behind the front of the mesh.
  22010. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22011. * Supports definition of mesh facing forward or backward
  22012. * @param amountRight defines the distance on the right axis
  22013. * @param amountUp defines the distance on the up axis
  22014. * @param amountForward defines the distance on the forward axis
  22015. * @returns the new displacement vector
  22016. */
  22017. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22018. var rotMatrix = new BABYLON.Matrix();
  22019. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22020. rotQuaternion.toRotationMatrix(rotMatrix);
  22021. var translationDelta = BABYLON.Vector3.Zero();
  22022. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22023. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22024. return translationDelta;
  22025. };
  22026. // ================================== Point of View Rotation =================================
  22027. /**
  22028. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22029. * Supports definition of mesh facing forward or backward
  22030. * @param flipBack defines the flip
  22031. * @param twirlClockwise defines the twirl
  22032. * @param tiltRight defines the tilt
  22033. * @returns the current mesh
  22034. */
  22035. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22036. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22037. return this;
  22038. };
  22039. /**
  22040. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22041. * Supports definition of mesh facing forward or backward.
  22042. * @param flipBack defines the flip
  22043. * @param twirlClockwise defines the twirl
  22044. * @param tiltRight defines the tilt
  22045. * @returns the new rotation vector
  22046. */
  22047. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22048. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22049. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22050. };
  22051. /**
  22052. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22053. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22054. * @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
  22055. * @returns the new bounding vectors
  22056. */
  22057. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22058. if (includeDescendants === void 0) { includeDescendants = true; }
  22059. if (predicate === void 0) { predicate = null; }
  22060. // Ensures that all world matrix will be recomputed.
  22061. this.getScene().incrementRenderId();
  22062. this.computeWorldMatrix(true);
  22063. var min;
  22064. var max;
  22065. var boundingInfo = this.getBoundingInfo();
  22066. if (!this.subMeshes) {
  22067. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22068. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22069. }
  22070. else {
  22071. min = boundingInfo.boundingBox.minimumWorld;
  22072. max = boundingInfo.boundingBox.maximumWorld;
  22073. }
  22074. if (includeDescendants) {
  22075. var descendants = this.getDescendants(false);
  22076. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22077. var descendant = descendants_1[_i];
  22078. var childMesh = descendant;
  22079. childMesh.computeWorldMatrix(true);
  22080. // Filters meshes based on custom predicate function.
  22081. if (predicate && !predicate(childMesh)) {
  22082. continue;
  22083. }
  22084. //make sure we have the needed params to get mix and max
  22085. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22086. continue;
  22087. }
  22088. var childBoundingInfo = childMesh.getBoundingInfo();
  22089. var boundingBox = childBoundingInfo.boundingBox;
  22090. var minBox = boundingBox.minimumWorld;
  22091. var maxBox = boundingBox.maximumWorld;
  22092. BABYLON.Tools.CheckExtends(minBox, min, max);
  22093. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22094. }
  22095. }
  22096. return {
  22097. min: min,
  22098. max: max
  22099. };
  22100. };
  22101. /**
  22102. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22103. * This means the mesh underlying bounding box and sphere are recomputed.
  22104. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22105. * @returns the current mesh
  22106. */
  22107. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22108. if (applySkeleton === void 0) { applySkeleton = false; }
  22109. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22110. return this;
  22111. }
  22112. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22113. return this;
  22114. };
  22115. /** @hidden */
  22116. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22117. if (data) {
  22118. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22119. if (this._boundingInfo) {
  22120. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22121. }
  22122. else {
  22123. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22124. }
  22125. }
  22126. if (this.subMeshes) {
  22127. for (var index = 0; index < this.subMeshes.length; index++) {
  22128. this.subMeshes[index].refreshBoundingInfo();
  22129. }
  22130. }
  22131. this._updateBoundingInfo();
  22132. };
  22133. /** @hidden */
  22134. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22135. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22136. if (data && applySkeleton && this.skeleton) {
  22137. data = BABYLON.Tools.Slice(data);
  22138. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22139. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22140. if (matricesWeightsData && matricesIndicesData) {
  22141. var needExtras = this.numBoneInfluencers > 4;
  22142. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22143. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22144. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22145. var tempVector = BABYLON.Tmp.Vector3[0];
  22146. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22147. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22148. var matWeightIdx = 0;
  22149. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22150. finalMatrix.reset();
  22151. var inf;
  22152. var weight;
  22153. for (inf = 0; inf < 4; inf++) {
  22154. weight = matricesWeightsData[matWeightIdx + inf];
  22155. if (weight > 0) {
  22156. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22157. finalMatrix.addToSelf(tempMatrix);
  22158. }
  22159. }
  22160. if (needExtras) {
  22161. for (inf = 0; inf < 4; inf++) {
  22162. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22163. if (weight > 0) {
  22164. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22165. finalMatrix.addToSelf(tempMatrix);
  22166. }
  22167. }
  22168. }
  22169. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22170. tempVector.toArray(data, index);
  22171. }
  22172. }
  22173. }
  22174. return data;
  22175. };
  22176. /** @hidden */
  22177. AbstractMesh.prototype._updateBoundingInfo = function () {
  22178. if (this._boundingInfo) {
  22179. this._boundingInfo.update(this.worldMatrixFromCache);
  22180. }
  22181. else {
  22182. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22183. }
  22184. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22185. return this;
  22186. };
  22187. /** @hidden */
  22188. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22189. if (!this.subMeshes) {
  22190. return this;
  22191. }
  22192. var count = this.subMeshes.length;
  22193. for (var subIndex = 0; subIndex < count; subIndex++) {
  22194. var subMesh = this.subMeshes[subIndex];
  22195. if (count > 1 || !subMesh.IsGlobal) {
  22196. subMesh.updateBoundingInfo(matrix);
  22197. }
  22198. }
  22199. return this;
  22200. };
  22201. /** @hidden */
  22202. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22203. // Bounding info
  22204. this._updateBoundingInfo();
  22205. };
  22206. /**
  22207. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22208. * A mesh is in the frustum if its bounding box intersects the frustum
  22209. * @param frustumPlanes defines the frustum to test
  22210. * @returns true if the mesh is in the frustum planes
  22211. */
  22212. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22213. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22214. };
  22215. /**
  22216. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22217. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22218. * @param frustumPlanes defines the frustum to test
  22219. * @returns true if the mesh is completely in the frustum planes
  22220. */
  22221. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22222. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22223. };
  22224. /**
  22225. * True if the mesh intersects another mesh or a SolidParticle object
  22226. * @param mesh defines a target mesh or SolidParticle to test
  22227. * @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)
  22228. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22229. * @returns true if there is an intersection
  22230. */
  22231. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22232. if (precise === void 0) { precise = false; }
  22233. if (!this._boundingInfo || !mesh._boundingInfo) {
  22234. return false;
  22235. }
  22236. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22237. return true;
  22238. }
  22239. if (includeDescendants) {
  22240. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22241. var child = _a[_i];
  22242. if (child.intersectsMesh(mesh, precise, true)) {
  22243. return true;
  22244. }
  22245. }
  22246. }
  22247. return false;
  22248. };
  22249. /**
  22250. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22251. * @param point defines the point to test
  22252. * @returns true if there is an intersection
  22253. */
  22254. AbstractMesh.prototype.intersectsPoint = function (point) {
  22255. if (!this._boundingInfo) {
  22256. return false;
  22257. }
  22258. return this._boundingInfo.intersectsPoint(point);
  22259. };
  22260. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22261. // Collisions
  22262. /**
  22263. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22264. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22265. */
  22266. get: function () {
  22267. return this._checkCollisions;
  22268. },
  22269. set: function (collisionEnabled) {
  22270. this._checkCollisions = collisionEnabled;
  22271. if (this.getScene().workerCollisions) {
  22272. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22273. }
  22274. },
  22275. enumerable: true,
  22276. configurable: true
  22277. });
  22278. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22279. /**
  22280. * Gets Collider object used to compute collisions (not physics)
  22281. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22282. */
  22283. get: function () {
  22284. return this._collider;
  22285. },
  22286. enumerable: true,
  22287. configurable: true
  22288. });
  22289. /**
  22290. * Move the mesh using collision engine
  22291. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22292. * @param displacement defines the requested displacement vector
  22293. * @returns the current mesh
  22294. */
  22295. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22296. var globalPosition = this.getAbsolutePosition();
  22297. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22298. if (!this._collider) {
  22299. this._collider = new BABYLON.Collider();
  22300. }
  22301. this._collider._radius = this.ellipsoid;
  22302. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22303. return this;
  22304. };
  22305. // Collisions
  22306. /** @hidden */
  22307. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22308. this._generatePointsArray();
  22309. if (!this._positions) {
  22310. return this;
  22311. }
  22312. // Transformation
  22313. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22314. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22315. subMesh._lastColliderWorldVertices = [];
  22316. subMesh._trianglePlanes = [];
  22317. var start = subMesh.verticesStart;
  22318. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22319. for (var i = start; i < end; i++) {
  22320. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22321. }
  22322. }
  22323. // Collide
  22324. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22325. if (collider.collisionFound) {
  22326. collider.collidedMesh = this;
  22327. }
  22328. return this;
  22329. };
  22330. /** @hidden */
  22331. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22332. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22333. var len = subMeshes.length;
  22334. for (var index = 0; index < len; index++) {
  22335. var subMesh = subMeshes.data[index];
  22336. // Bounding test
  22337. if (len > 1 && !subMesh._checkCollision(collider)) {
  22338. continue;
  22339. }
  22340. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22341. }
  22342. return this;
  22343. };
  22344. /** @hidden */
  22345. AbstractMesh.prototype._checkCollision = function (collider) {
  22346. // Bounding box test
  22347. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22348. return this;
  22349. }
  22350. // Transformation matrix
  22351. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22352. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22353. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22354. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22355. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22356. return this;
  22357. };
  22358. // Picking
  22359. /** @hidden */
  22360. AbstractMesh.prototype._generatePointsArray = function () {
  22361. return false;
  22362. };
  22363. /**
  22364. * Checks if the passed Ray intersects with the mesh
  22365. * @param ray defines the ray to use
  22366. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22367. * @returns the picking info
  22368. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22369. */
  22370. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22371. var pickingInfo = new BABYLON.PickingInfo();
  22372. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22373. var boundingInfo = this._boundingInfo;
  22374. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22375. return pickingInfo;
  22376. }
  22377. if (!this._generatePointsArray()) {
  22378. return pickingInfo;
  22379. }
  22380. var intersectInfo = null;
  22381. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22382. var len = subMeshes.length;
  22383. for (var index = 0; index < len; index++) {
  22384. var subMesh = subMeshes.data[index];
  22385. // Bounding test
  22386. if (len > 1 && !subMesh.canIntersects(ray)) {
  22387. continue;
  22388. }
  22389. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22390. if (currentIntersectInfo) {
  22391. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22392. intersectInfo = currentIntersectInfo;
  22393. intersectInfo.subMeshId = index;
  22394. if (fastCheck) {
  22395. break;
  22396. }
  22397. }
  22398. }
  22399. }
  22400. if (intersectInfo) {
  22401. // Get picked point
  22402. var world = this.getWorldMatrix();
  22403. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22404. var direction = BABYLON.Tmp.Vector3[1];
  22405. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22406. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22407. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22408. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22409. // Return result
  22410. pickingInfo.hit = true;
  22411. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22412. pickingInfo.pickedPoint = pickedPoint;
  22413. pickingInfo.pickedMesh = this;
  22414. pickingInfo.bu = intersectInfo.bu || 0;
  22415. pickingInfo.bv = intersectInfo.bv || 0;
  22416. pickingInfo.faceId = intersectInfo.faceId;
  22417. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22418. return pickingInfo;
  22419. }
  22420. return pickingInfo;
  22421. };
  22422. /**
  22423. * Clones the current mesh
  22424. * @param name defines the mesh name
  22425. * @param newParent defines the new mesh parent
  22426. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22427. * @returns the new mesh
  22428. */
  22429. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22430. return null;
  22431. };
  22432. /**
  22433. * Disposes all the submeshes of the current meshnp
  22434. * @returns the current mesh
  22435. */
  22436. AbstractMesh.prototype.releaseSubMeshes = function () {
  22437. if (this.subMeshes) {
  22438. while (this.subMeshes.length) {
  22439. this.subMeshes[0].dispose();
  22440. }
  22441. }
  22442. else {
  22443. this.subMeshes = new Array();
  22444. }
  22445. return this;
  22446. };
  22447. /**
  22448. * Releases resources associated with this abstract mesh.
  22449. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22450. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22451. */
  22452. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22453. var _this = this;
  22454. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22455. var index;
  22456. // Smart Array Retainers.
  22457. this.getScene().freeActiveMeshes();
  22458. this.getScene().freeRenderingGroups();
  22459. // Action manager
  22460. if (this.actionManager !== undefined && this.actionManager !== null) {
  22461. this.actionManager.dispose();
  22462. this.actionManager = null;
  22463. }
  22464. // Skeleton
  22465. this._skeleton = null;
  22466. // Intersections in progress
  22467. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22468. var other = this._intersectionsInProgress[index];
  22469. var pos = other._intersectionsInProgress.indexOf(this);
  22470. other._intersectionsInProgress.splice(pos, 1);
  22471. }
  22472. this._intersectionsInProgress = [];
  22473. // Lights
  22474. var lights = this.getScene().lights;
  22475. lights.forEach(function (light) {
  22476. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22477. if (meshIndex !== -1) {
  22478. light.includedOnlyMeshes.splice(meshIndex, 1);
  22479. }
  22480. meshIndex = light.excludedMeshes.indexOf(_this);
  22481. if (meshIndex !== -1) {
  22482. light.excludedMeshes.splice(meshIndex, 1);
  22483. }
  22484. // Shadow generators
  22485. var generator = light.getShadowGenerator();
  22486. if (generator) {
  22487. var shadowMap = generator.getShadowMap();
  22488. if (shadowMap && shadowMap.renderList) {
  22489. meshIndex = shadowMap.renderList.indexOf(_this);
  22490. if (meshIndex !== -1) {
  22491. shadowMap.renderList.splice(meshIndex, 1);
  22492. }
  22493. }
  22494. }
  22495. });
  22496. // SubMeshes
  22497. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22498. this.releaseSubMeshes();
  22499. }
  22500. // Query
  22501. var engine = this.getScene().getEngine();
  22502. if (this._occlusionQuery) {
  22503. this.isOcclusionQueryInProgress = false;
  22504. engine.deleteQuery(this._occlusionQuery);
  22505. this._occlusionQuery = null;
  22506. }
  22507. // Engine
  22508. engine.wipeCaches();
  22509. // Remove from scene
  22510. this.getScene().removeMesh(this);
  22511. if (disposeMaterialAndTextures) {
  22512. if (this.material) {
  22513. this.material.dispose(false, true);
  22514. }
  22515. }
  22516. if (!doNotRecurse) {
  22517. // Particles
  22518. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22519. if (this.getScene().particleSystems[index].emitter === this) {
  22520. this.getScene().particleSystems[index].dispose();
  22521. index--;
  22522. }
  22523. }
  22524. }
  22525. // facet data
  22526. if (this._facetData.facetDataEnabled) {
  22527. this.disableFacetData();
  22528. }
  22529. this.onAfterWorldMatrixUpdateObservable.clear();
  22530. this.onCollideObservable.clear();
  22531. this.onCollisionPositionChangeObservable.clear();
  22532. this.onRebuildObservable.clear();
  22533. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22534. };
  22535. /**
  22536. * Adds the passed mesh as a child to the current mesh
  22537. * @param mesh defines the child mesh
  22538. * @returns the current mesh
  22539. */
  22540. AbstractMesh.prototype.addChild = function (mesh) {
  22541. mesh.setParent(this);
  22542. return this;
  22543. };
  22544. /**
  22545. * Removes the passed mesh from the current mesh children list
  22546. * @param mesh defines the child mesh
  22547. * @returns the current mesh
  22548. */
  22549. AbstractMesh.prototype.removeChild = function (mesh) {
  22550. mesh.setParent(null);
  22551. return this;
  22552. };
  22553. // Facet data
  22554. /** @hidden */
  22555. AbstractMesh.prototype._initFacetData = function () {
  22556. var data = this._facetData;
  22557. if (!data.facetNormals) {
  22558. data.facetNormals = new Array();
  22559. }
  22560. if (!data.facetPositions) {
  22561. data.facetPositions = new Array();
  22562. }
  22563. if (!data.facetPartitioning) {
  22564. data.facetPartitioning = new Array();
  22565. }
  22566. data.facetNb = (this.getIndices().length / 3) | 0;
  22567. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22568. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22569. for (var f = 0; f < data.facetNb; f++) {
  22570. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22571. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22572. }
  22573. data.facetDataEnabled = true;
  22574. return this;
  22575. };
  22576. /**
  22577. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22578. * This method can be called within the render loop.
  22579. * 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
  22580. * @returns the current mesh
  22581. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22582. */
  22583. AbstractMesh.prototype.updateFacetData = function () {
  22584. var data = this._facetData;
  22585. if (!data.facetDataEnabled) {
  22586. this._initFacetData();
  22587. }
  22588. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22589. var indices = this.getIndices();
  22590. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22591. var bInfo = this.getBoundingInfo();
  22592. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22593. // init arrays, matrix and sort function on first call
  22594. data.facetDepthSortEnabled = true;
  22595. if (indices instanceof Uint16Array) {
  22596. data.depthSortedIndices = new Uint16Array(indices);
  22597. }
  22598. else if (indices instanceof Uint32Array) {
  22599. data.depthSortedIndices = new Uint32Array(indices);
  22600. }
  22601. else {
  22602. var needs32bits = false;
  22603. for (var i = 0; i < indices.length; i++) {
  22604. if (indices[i] > 65535) {
  22605. needs32bits = true;
  22606. break;
  22607. }
  22608. }
  22609. if (needs32bits) {
  22610. data.depthSortedIndices = new Uint32Array(indices);
  22611. }
  22612. else {
  22613. data.depthSortedIndices = new Uint16Array(indices);
  22614. }
  22615. }
  22616. data.facetDepthSortFunction = function (f1, f2) {
  22617. return (f2.sqDistance - f1.sqDistance);
  22618. };
  22619. if (!data.facetDepthSortFrom) {
  22620. var camera = this.getScene().activeCamera;
  22621. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22622. }
  22623. data.depthSortedFacets = [];
  22624. for (var f = 0; f < data.facetNb; f++) {
  22625. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22626. data.depthSortedFacets.push(depthSortedFacet);
  22627. }
  22628. data.invertedMatrix = BABYLON.Matrix.Identity();
  22629. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22630. }
  22631. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22632. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22633. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22634. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22635. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22636. data.subDiv.max = data.partitioningSubdivisions;
  22637. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22638. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22639. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22640. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22641. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22642. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22643. // set the parameters for ComputeNormals()
  22644. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22645. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22646. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22647. data.facetParameters.bInfo = bInfo;
  22648. data.facetParameters.bbSize = data.bbSize;
  22649. data.facetParameters.subDiv = data.subDiv;
  22650. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22651. data.facetParameters.depthSort = data.facetDepthSort;
  22652. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22653. this.computeWorldMatrix(true);
  22654. this._worldMatrix.invertToRef(data.invertedMatrix);
  22655. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22656. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22657. }
  22658. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22659. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22660. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22661. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22662. var l = (data.depthSortedIndices.length / 3) | 0;
  22663. for (var f = 0; f < l; f++) {
  22664. var sind = data.depthSortedFacets[f].ind;
  22665. data.depthSortedIndices[f * 3] = indices[sind];
  22666. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22667. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22668. }
  22669. this.updateIndices(data.depthSortedIndices);
  22670. }
  22671. return this;
  22672. };
  22673. /**
  22674. * Returns the facetLocalNormals array.
  22675. * The normals are expressed in the mesh local spac
  22676. * @returns an array of Vector3
  22677. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22678. */
  22679. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22680. if (!this._facetData.facetNormals) {
  22681. this.updateFacetData();
  22682. }
  22683. return this._facetData.facetNormals;
  22684. };
  22685. /**
  22686. * Returns the facetLocalPositions array.
  22687. * The facet positions are expressed in the mesh local space
  22688. * @returns an array of Vector3
  22689. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22690. */
  22691. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22692. if (!this._facetData.facetPositions) {
  22693. this.updateFacetData();
  22694. }
  22695. return this._facetData.facetPositions;
  22696. };
  22697. /**
  22698. * Returns the facetLocalPartioning array
  22699. * @returns an array of array of numbers
  22700. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22701. */
  22702. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22703. if (!this._facetData.facetPartitioning) {
  22704. this.updateFacetData();
  22705. }
  22706. return this._facetData.facetPartitioning;
  22707. };
  22708. /**
  22709. * Returns the i-th facet position in the world system.
  22710. * This method allocates a new Vector3 per call
  22711. * @param i defines the facet index
  22712. * @returns a new Vector3
  22713. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22714. */
  22715. AbstractMesh.prototype.getFacetPosition = function (i) {
  22716. var pos = BABYLON.Vector3.Zero();
  22717. this.getFacetPositionToRef(i, pos);
  22718. return pos;
  22719. };
  22720. /**
  22721. * Sets the reference Vector3 with the i-th facet position in the world system
  22722. * @param i defines the facet index
  22723. * @param ref defines the target vector
  22724. * @returns the current mesh
  22725. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22726. */
  22727. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22728. var localPos = (this.getFacetLocalPositions())[i];
  22729. var world = this.getWorldMatrix();
  22730. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22731. return this;
  22732. };
  22733. /**
  22734. * Returns the i-th facet normal in the world system.
  22735. * This method allocates a new Vector3 per call
  22736. * @param i defines the facet index
  22737. * @returns a new Vector3
  22738. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22739. */
  22740. AbstractMesh.prototype.getFacetNormal = function (i) {
  22741. var norm = BABYLON.Vector3.Zero();
  22742. this.getFacetNormalToRef(i, norm);
  22743. return norm;
  22744. };
  22745. /**
  22746. * Sets the reference Vector3 with the i-th facet normal in the world system
  22747. * @param i defines the facet index
  22748. * @param ref defines the target vector
  22749. * @returns the current mesh
  22750. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22751. */
  22752. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22753. var localNorm = (this.getFacetLocalNormals())[i];
  22754. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22755. return this;
  22756. };
  22757. /**
  22758. * 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)
  22759. * @param x defines x coordinate
  22760. * @param y defines y coordinate
  22761. * @param z defines z coordinate
  22762. * @returns the array of facet indexes
  22763. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22764. */
  22765. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22766. var bInfo = this.getBoundingInfo();
  22767. var data = this._facetData;
  22768. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22769. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22770. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22771. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22772. return null;
  22773. }
  22774. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22775. };
  22776. /**
  22777. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22778. * @param projected sets as the (x,y,z) world projection on the facet
  22779. * @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
  22780. * @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
  22781. * @param x defines x coordinate
  22782. * @param y defines y coordinate
  22783. * @param z defines z coordinate
  22784. * @returns the face index if found (or null instead)
  22785. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22786. */
  22787. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22788. if (checkFace === void 0) { checkFace = false; }
  22789. if (facing === void 0) { facing = true; }
  22790. var world = this.getWorldMatrix();
  22791. var invMat = BABYLON.Tmp.Matrix[5];
  22792. world.invertToRef(invMat);
  22793. var invVect = BABYLON.Tmp.Vector3[8];
  22794. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22795. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22796. if (projected) {
  22797. // tranform the local computed projected vector to world coordinates
  22798. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22799. }
  22800. return closest;
  22801. };
  22802. /**
  22803. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22804. * @param projected sets as the (x,y,z) local projection on the facet
  22805. * @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
  22806. * @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
  22807. * @param x defines x coordinate
  22808. * @param y defines y coordinate
  22809. * @param z defines z coordinate
  22810. * @returns the face index if found (or null instead)
  22811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22812. */
  22813. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22814. if (checkFace === void 0) { checkFace = false; }
  22815. if (facing === void 0) { facing = true; }
  22816. var closest = null;
  22817. var tmpx = 0.0;
  22818. var tmpy = 0.0;
  22819. var tmpz = 0.0;
  22820. var d = 0.0; // tmp dot facet normal * facet position
  22821. var t0 = 0.0;
  22822. var projx = 0.0;
  22823. var projy = 0.0;
  22824. var projz = 0.0;
  22825. // Get all the facets in the same partitioning block than (x, y, z)
  22826. var facetPositions = this.getFacetLocalPositions();
  22827. var facetNormals = this.getFacetLocalNormals();
  22828. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22829. if (!facetsInBlock) {
  22830. return null;
  22831. }
  22832. // Get the closest facet to (x, y, z)
  22833. var shortest = Number.MAX_VALUE; // init distance vars
  22834. var tmpDistance = shortest;
  22835. var fib; // current facet in the block
  22836. var norm; // current facet normal
  22837. var p0; // current facet barycenter position
  22838. // loop on all the facets in the current partitioning block
  22839. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22840. fib = facetsInBlock[idx];
  22841. norm = facetNormals[fib];
  22842. p0 = facetPositions[fib];
  22843. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22844. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22845. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22846. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22847. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22848. projx = x + norm.x * t0;
  22849. projy = y + norm.y * t0;
  22850. projz = z + norm.z * t0;
  22851. tmpx = projx - x;
  22852. tmpy = projy - y;
  22853. tmpz = projz - z;
  22854. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22855. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22856. shortest = tmpDistance;
  22857. closest = fib;
  22858. if (projected) {
  22859. projected.x = projx;
  22860. projected.y = projy;
  22861. projected.z = projz;
  22862. }
  22863. }
  22864. }
  22865. }
  22866. return closest;
  22867. };
  22868. /**
  22869. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22870. * @returns the parameters
  22871. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22872. */
  22873. AbstractMesh.prototype.getFacetDataParameters = function () {
  22874. return this._facetData.facetParameters;
  22875. };
  22876. /**
  22877. * Disables the feature FacetData and frees the related memory
  22878. * @returns the current mesh
  22879. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22880. */
  22881. AbstractMesh.prototype.disableFacetData = function () {
  22882. if (this._facetData.facetDataEnabled) {
  22883. this._facetData.facetDataEnabled = false;
  22884. this._facetData.facetPositions = new Array();
  22885. this._facetData.facetNormals = new Array();
  22886. this._facetData.facetPartitioning = new Array();
  22887. this._facetData.facetParameters = null;
  22888. this._facetData.depthSortedIndices = new Uint32Array(0);
  22889. }
  22890. return this;
  22891. };
  22892. /**
  22893. * Updates the AbstractMesh indices array
  22894. * @param indices defines the data source
  22895. * @returns the current mesh
  22896. */
  22897. AbstractMesh.prototype.updateIndices = function (indices) {
  22898. return this;
  22899. };
  22900. /**
  22901. * Creates new normals data for the mesh
  22902. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22903. * @returns the current mesh
  22904. */
  22905. AbstractMesh.prototype.createNormals = function (updatable) {
  22906. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22907. var indices = this.getIndices();
  22908. var normals;
  22909. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22910. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22911. }
  22912. else {
  22913. normals = [];
  22914. }
  22915. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22916. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22917. return this;
  22918. };
  22919. /**
  22920. * Align the mesh with a normal
  22921. * @param normal defines the normal to use
  22922. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22923. * @returns the current mesh
  22924. */
  22925. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22926. if (!upDirection) {
  22927. upDirection = BABYLON.Axis.Y;
  22928. }
  22929. var axisX = BABYLON.Tmp.Vector3[0];
  22930. var axisZ = BABYLON.Tmp.Vector3[1];
  22931. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22932. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22933. if (this.rotationQuaternion) {
  22934. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22935. }
  22936. else {
  22937. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22938. }
  22939. return this;
  22940. };
  22941. /** @hidden */
  22942. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22943. return false;
  22944. };
  22945. /** No occlusion */
  22946. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22947. /** Occlusion set to optimisitic */
  22948. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22949. /** Occlusion set to strict */
  22950. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22951. /** Use an accurante occlusion algorithm */
  22952. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22953. /** Use a conservative occlusion algorithm */
  22954. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22955. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22956. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22957. /** Culling strategy with bounding sphere only and then frustum culling */
  22958. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22959. return AbstractMesh;
  22960. }(BABYLON.TransformNode));
  22961. BABYLON.AbstractMesh = AbstractMesh;
  22962. })(BABYLON || (BABYLON = {}));
  22963. //# sourceMappingURL=babylon.abstractMesh.js.map
  22964. var BABYLON;
  22965. (function (BABYLON) {
  22966. /**
  22967. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22968. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22969. * 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.
  22970. */
  22971. var Light = /** @class */ (function (_super) {
  22972. __extends(Light, _super);
  22973. /**
  22974. * Creates a Light object in the scene.
  22975. * Documentation : https://doc.babylonjs.com/babylon101/lights
  22976. * @param name The firendly name of the light
  22977. * @param scene The scene the light belongs too
  22978. */
  22979. function Light(name, scene) {
  22980. var _this = _super.call(this, name, scene) || this;
  22981. /**
  22982. * Diffuse gives the basic color to an object.
  22983. */
  22984. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22985. /**
  22986. * Specular produces a highlight color on an object.
  22987. * Note: This is note affecting PBR materials.
  22988. */
  22989. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22990. /**
  22991. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22992. * falling off base on range or angle.
  22993. * This can be set to any values in Light.FALLOFF_x.
  22994. *
  22995. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  22996. * other types of materials.
  22997. */
  22998. _this.falloffType = Light.FALLOFF_DEFAULT;
  22999. /**
  23000. * Strength of the light.
  23001. * Note: By default it is define in the framework own unit.
  23002. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23003. */
  23004. _this.intensity = 1.0;
  23005. _this._range = Number.MAX_VALUE;
  23006. _this._inverseSquaredRange = 0;
  23007. /**
  23008. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23009. * of light.
  23010. */
  23011. _this._photometricScale = 1.0;
  23012. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23013. _this._radius = 0.00001;
  23014. /**
  23015. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23016. * exceeding the number allowed of the materials.
  23017. */
  23018. _this.renderPriority = 0;
  23019. _this._shadowEnabled = true;
  23020. _this._excludeWithLayerMask = 0;
  23021. _this._includeOnlyWithLayerMask = 0;
  23022. _this._lightmapMode = 0;
  23023. /**
  23024. * @hidden Internal use only.
  23025. */
  23026. _this._excludedMeshesIds = new Array();
  23027. /**
  23028. * @hidden Internal use only.
  23029. */
  23030. _this._includedOnlyMeshesIds = new Array();
  23031. _this.getScene().addLight(_this);
  23032. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23033. _this._buildUniformLayout();
  23034. _this.includedOnlyMeshes = new Array();
  23035. _this.excludedMeshes = new Array();
  23036. _this._resyncMeshes();
  23037. return _this;
  23038. }
  23039. Object.defineProperty(Light.prototype, "range", {
  23040. /**
  23041. * Defines how far from the source the light is impacting in scene units.
  23042. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23043. */
  23044. get: function () {
  23045. return this._range;
  23046. },
  23047. /**
  23048. * Defines how far from the source the light is impacting in scene units.
  23049. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23050. */
  23051. set: function (value) {
  23052. this._range = value;
  23053. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23054. },
  23055. enumerable: true,
  23056. configurable: true
  23057. });
  23058. Object.defineProperty(Light.prototype, "intensityMode", {
  23059. /**
  23060. * Gets the photometric scale used to interpret the intensity.
  23061. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23062. */
  23063. get: function () {
  23064. return this._intensityMode;
  23065. },
  23066. /**
  23067. * Sets the photometric scale used to interpret the intensity.
  23068. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23069. */
  23070. set: function (value) {
  23071. this._intensityMode = value;
  23072. this._computePhotometricScale();
  23073. },
  23074. enumerable: true,
  23075. configurable: true
  23076. });
  23077. Object.defineProperty(Light.prototype, "radius", {
  23078. /**
  23079. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23080. */
  23081. get: function () {
  23082. return this._radius;
  23083. },
  23084. /**
  23085. * sets the light radius used by PBR Materials to simulate soft area lights.
  23086. */
  23087. set: function (value) {
  23088. this._radius = value;
  23089. this._computePhotometricScale();
  23090. },
  23091. enumerable: true,
  23092. configurable: true
  23093. });
  23094. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23095. /**
  23096. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23097. * the current shadow generator.
  23098. */
  23099. get: function () {
  23100. return this._shadowEnabled;
  23101. },
  23102. /**
  23103. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23104. * the current shadow generator.
  23105. */
  23106. set: function (value) {
  23107. if (this._shadowEnabled === value) {
  23108. return;
  23109. }
  23110. this._shadowEnabled = value;
  23111. this._markMeshesAsLightDirty();
  23112. },
  23113. enumerable: true,
  23114. configurable: true
  23115. });
  23116. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23117. /**
  23118. * Gets the only meshes impacted by this light.
  23119. */
  23120. get: function () {
  23121. return this._includedOnlyMeshes;
  23122. },
  23123. /**
  23124. * Sets the only meshes impacted by this light.
  23125. */
  23126. set: function (value) {
  23127. this._includedOnlyMeshes = value;
  23128. this._hookArrayForIncludedOnly(value);
  23129. },
  23130. enumerable: true,
  23131. configurable: true
  23132. });
  23133. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23134. /**
  23135. * Gets the meshes not impacted by this light.
  23136. */
  23137. get: function () {
  23138. return this._excludedMeshes;
  23139. },
  23140. /**
  23141. * Sets the meshes not impacted by this light.
  23142. */
  23143. set: function (value) {
  23144. this._excludedMeshes = value;
  23145. this._hookArrayForExcluded(value);
  23146. },
  23147. enumerable: true,
  23148. configurable: true
  23149. });
  23150. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23151. /**
  23152. * Gets the layer id use to find what meshes are not impacted by the light.
  23153. * Inactive if 0
  23154. */
  23155. get: function () {
  23156. return this._excludeWithLayerMask;
  23157. },
  23158. /**
  23159. * Sets the layer id use to find what meshes are not impacted by the light.
  23160. * Inactive if 0
  23161. */
  23162. set: function (value) {
  23163. this._excludeWithLayerMask = value;
  23164. this._resyncMeshes();
  23165. },
  23166. enumerable: true,
  23167. configurable: true
  23168. });
  23169. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23170. /**
  23171. * Gets the layer id use to find what meshes are impacted by the light.
  23172. * Inactive if 0
  23173. */
  23174. get: function () {
  23175. return this._includeOnlyWithLayerMask;
  23176. },
  23177. /**
  23178. * Sets the layer id use to find what meshes are impacted by the light.
  23179. * Inactive if 0
  23180. */
  23181. set: function (value) {
  23182. this._includeOnlyWithLayerMask = value;
  23183. this._resyncMeshes();
  23184. },
  23185. enumerable: true,
  23186. configurable: true
  23187. });
  23188. Object.defineProperty(Light.prototype, "lightmapMode", {
  23189. /**
  23190. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23191. */
  23192. get: function () {
  23193. return this._lightmapMode;
  23194. },
  23195. /**
  23196. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23197. */
  23198. set: function (value) {
  23199. if (this._lightmapMode === value) {
  23200. return;
  23201. }
  23202. this._lightmapMode = value;
  23203. this._markMeshesAsLightDirty();
  23204. },
  23205. enumerable: true,
  23206. configurable: true
  23207. });
  23208. /**
  23209. * Returns the string "Light".
  23210. * @returns the class name
  23211. */
  23212. Light.prototype.getClassName = function () {
  23213. return "Light";
  23214. };
  23215. /**
  23216. * Converts the light information to a readable string for debug purpose.
  23217. * @param fullDetails Supports for multiple levels of logging within scene loading
  23218. * @returns the human readable light info
  23219. */
  23220. Light.prototype.toString = function (fullDetails) {
  23221. var ret = "Name: " + this.name;
  23222. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23223. if (this.animations) {
  23224. for (var i = 0; i < this.animations.length; i++) {
  23225. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23226. }
  23227. }
  23228. if (fullDetails) {
  23229. }
  23230. return ret;
  23231. };
  23232. /** @hidden */
  23233. Light.prototype._syncParentEnabledState = function () {
  23234. _super.prototype._syncParentEnabledState.call(this);
  23235. this._resyncMeshes();
  23236. };
  23237. /**
  23238. * Set the enabled state of this node.
  23239. * @param value - the new enabled state
  23240. */
  23241. Light.prototype.setEnabled = function (value) {
  23242. _super.prototype.setEnabled.call(this, value);
  23243. this._resyncMeshes();
  23244. };
  23245. /**
  23246. * Returns the Light associated shadow generator if any.
  23247. * @return the associated shadow generator.
  23248. */
  23249. Light.prototype.getShadowGenerator = function () {
  23250. return this._shadowGenerator;
  23251. };
  23252. /**
  23253. * Returns a Vector3, the absolute light position in the World.
  23254. * @returns the world space position of the light
  23255. */
  23256. Light.prototype.getAbsolutePosition = function () {
  23257. return BABYLON.Vector3.Zero();
  23258. };
  23259. /**
  23260. * Specifies if the light will affect the passed mesh.
  23261. * @param mesh The mesh to test against the light
  23262. * @return true the mesh is affected otherwise, false.
  23263. */
  23264. Light.prototype.canAffectMesh = function (mesh) {
  23265. if (!mesh) {
  23266. return true;
  23267. }
  23268. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23269. return false;
  23270. }
  23271. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23272. return false;
  23273. }
  23274. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23275. return false;
  23276. }
  23277. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23278. return false;
  23279. }
  23280. return true;
  23281. };
  23282. /**
  23283. * Sort function to order lights for rendering.
  23284. * @param a First Light object to compare to second.
  23285. * @param b Second Light object to compare first.
  23286. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23287. */
  23288. Light.CompareLightsPriority = function (a, b) {
  23289. //shadow-casting lights have priority over non-shadow-casting lights
  23290. //the renderPrioirty is a secondary sort criterion
  23291. if (a.shadowEnabled !== b.shadowEnabled) {
  23292. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23293. }
  23294. return b.renderPriority - a.renderPriority;
  23295. };
  23296. /**
  23297. * Releases resources associated with this node.
  23298. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23299. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23300. */
  23301. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23302. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23303. if (this._shadowGenerator) {
  23304. this._shadowGenerator.dispose();
  23305. this._shadowGenerator = null;
  23306. }
  23307. // Animations
  23308. this.getScene().stopAnimation(this);
  23309. // Remove from meshes
  23310. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23311. var mesh = _a[_i];
  23312. mesh._removeLightSource(this);
  23313. }
  23314. this._uniformBuffer.dispose();
  23315. // Remove from scene
  23316. this.getScene().removeLight(this);
  23317. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23318. };
  23319. /**
  23320. * Returns the light type ID (integer).
  23321. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23322. */
  23323. Light.prototype.getTypeID = function () {
  23324. return 0;
  23325. };
  23326. /**
  23327. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23328. * @returns the scaled intensity in intensity mode unit
  23329. */
  23330. Light.prototype.getScaledIntensity = function () {
  23331. return this._photometricScale * this.intensity;
  23332. };
  23333. /**
  23334. * Returns a new Light object, named "name", from the current one.
  23335. * @param name The name of the cloned light
  23336. * @returns the new created light
  23337. */
  23338. Light.prototype.clone = function (name) {
  23339. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23340. if (!constructor) {
  23341. return null;
  23342. }
  23343. return BABYLON.SerializationHelper.Clone(constructor, this);
  23344. };
  23345. /**
  23346. * Serializes the current light into a Serialization object.
  23347. * @returns the serialized object.
  23348. */
  23349. Light.prototype.serialize = function () {
  23350. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23351. // Type
  23352. serializationObject.type = this.getTypeID();
  23353. // Parent
  23354. if (this.parent) {
  23355. serializationObject.parentId = this.parent.id;
  23356. }
  23357. // Inclusion / exclusions
  23358. if (this.excludedMeshes.length > 0) {
  23359. serializationObject.excludedMeshesIds = [];
  23360. this.excludedMeshes.forEach(function (mesh) {
  23361. serializationObject.excludedMeshesIds.push(mesh.id);
  23362. });
  23363. }
  23364. if (this.includedOnlyMeshes.length > 0) {
  23365. serializationObject.includedOnlyMeshesIds = [];
  23366. this.includedOnlyMeshes.forEach(function (mesh) {
  23367. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23368. });
  23369. }
  23370. // Animations
  23371. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23372. serializationObject.ranges = this.serializeAnimationRanges();
  23373. return serializationObject;
  23374. };
  23375. /**
  23376. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23377. * This new light is named "name" and added to the passed scene.
  23378. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23379. * @param name The friendly name of the light
  23380. * @param scene The scene the new light will belong to
  23381. * @returns the constructor function
  23382. */
  23383. Light.GetConstructorFromName = function (type, name, scene) {
  23384. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23385. if (constructorFunc) {
  23386. return constructorFunc;
  23387. }
  23388. // Default to no light for none present once.
  23389. return null;
  23390. };
  23391. /**
  23392. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23393. * @param parsedLight The JSON representation of the light
  23394. * @param scene The scene to create the parsed light in
  23395. * @returns the created light after parsing
  23396. */
  23397. Light.Parse = function (parsedLight, scene) {
  23398. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23399. if (!constructor) {
  23400. return null;
  23401. }
  23402. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23403. // Inclusion / exclusions
  23404. if (parsedLight.excludedMeshesIds) {
  23405. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23406. }
  23407. if (parsedLight.includedOnlyMeshesIds) {
  23408. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23409. }
  23410. // Parent
  23411. if (parsedLight.parentId) {
  23412. light._waitingParentId = parsedLight.parentId;
  23413. }
  23414. // Animations
  23415. if (parsedLight.animations) {
  23416. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23417. var parsedAnimation = parsedLight.animations[animationIndex];
  23418. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23419. }
  23420. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23421. }
  23422. if (parsedLight.autoAnimate) {
  23423. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23424. }
  23425. return light;
  23426. };
  23427. Light.prototype._hookArrayForExcluded = function (array) {
  23428. var _this = this;
  23429. var oldPush = array.push;
  23430. array.push = function () {
  23431. var items = [];
  23432. for (var _i = 0; _i < arguments.length; _i++) {
  23433. items[_i] = arguments[_i];
  23434. }
  23435. var result = oldPush.apply(array, items);
  23436. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23437. var item = items_1[_a];
  23438. item._resyncLighSource(_this);
  23439. }
  23440. return result;
  23441. };
  23442. var oldSplice = array.splice;
  23443. array.splice = function (index, deleteCount) {
  23444. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23445. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23446. var item = deleted_1[_i];
  23447. item._resyncLighSource(_this);
  23448. }
  23449. return deleted;
  23450. };
  23451. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23452. var item = array_1[_i];
  23453. item._resyncLighSource(this);
  23454. }
  23455. };
  23456. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23457. var _this = this;
  23458. var oldPush = array.push;
  23459. array.push = function () {
  23460. var items = [];
  23461. for (var _i = 0; _i < arguments.length; _i++) {
  23462. items[_i] = arguments[_i];
  23463. }
  23464. var result = oldPush.apply(array, items);
  23465. _this._resyncMeshes();
  23466. return result;
  23467. };
  23468. var oldSplice = array.splice;
  23469. array.splice = function (index, deleteCount) {
  23470. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23471. _this._resyncMeshes();
  23472. return deleted;
  23473. };
  23474. this._resyncMeshes();
  23475. };
  23476. Light.prototype._resyncMeshes = function () {
  23477. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23478. var mesh = _a[_i];
  23479. mesh._resyncLighSource(this);
  23480. }
  23481. };
  23482. /**
  23483. * Forces the meshes to update their light related information in their rendering used effects
  23484. * @hidden Internal Use Only
  23485. */
  23486. Light.prototype._markMeshesAsLightDirty = function () {
  23487. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23488. var mesh = _a[_i];
  23489. if (mesh._lightSources.indexOf(this) !== -1) {
  23490. mesh._markSubMeshesAsLightDirty();
  23491. }
  23492. }
  23493. };
  23494. /**
  23495. * Recomputes the cached photometric scale if needed.
  23496. */
  23497. Light.prototype._computePhotometricScale = function () {
  23498. this._photometricScale = this._getPhotometricScale();
  23499. this.getScene().resetCachedMaterial();
  23500. };
  23501. /**
  23502. * Returns the Photometric Scale according to the light type and intensity mode.
  23503. */
  23504. Light.prototype._getPhotometricScale = function () {
  23505. var photometricScale = 0.0;
  23506. var lightTypeID = this.getTypeID();
  23507. //get photometric mode
  23508. var photometricMode = this.intensityMode;
  23509. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23510. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23511. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23512. }
  23513. else {
  23514. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23515. }
  23516. }
  23517. //compute photometric scale
  23518. switch (lightTypeID) {
  23519. case Light.LIGHTTYPEID_POINTLIGHT:
  23520. case Light.LIGHTTYPEID_SPOTLIGHT:
  23521. switch (photometricMode) {
  23522. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23523. photometricScale = 1.0 / (4.0 * Math.PI);
  23524. break;
  23525. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23526. photometricScale = 1.0;
  23527. break;
  23528. case Light.INTENSITYMODE_LUMINANCE:
  23529. photometricScale = this.radius * this.radius;
  23530. break;
  23531. }
  23532. break;
  23533. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23534. switch (photometricMode) {
  23535. case Light.INTENSITYMODE_ILLUMINANCE:
  23536. photometricScale = 1.0;
  23537. break;
  23538. case Light.INTENSITYMODE_LUMINANCE:
  23539. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23540. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23541. var apexAngleRadians = this.radius;
  23542. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23543. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23544. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23545. photometricScale = solidAngle;
  23546. break;
  23547. }
  23548. break;
  23549. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23550. // No fall off in hemisperic light.
  23551. photometricScale = 1.0;
  23552. break;
  23553. }
  23554. return photometricScale;
  23555. };
  23556. /**
  23557. * Reorder the light in the scene according to their defined priority.
  23558. * @hidden Internal Use Only
  23559. */
  23560. Light.prototype._reorderLightsInScene = function () {
  23561. var scene = this.getScene();
  23562. if (this._renderPriority != 0) {
  23563. scene.requireLightSorting = true;
  23564. }
  23565. this.getScene().sortLightsByPriority();
  23566. };
  23567. /**
  23568. * Falloff Default: light is falling off following the material specification:
  23569. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23570. */
  23571. Light.FALLOFF_DEFAULT = 0;
  23572. /**
  23573. * Falloff Physical: light is falling off following the inverse squared distance law.
  23574. */
  23575. Light.FALLOFF_PHYSICAL = 1;
  23576. /**
  23577. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23578. * to enhance interoperability with other engines.
  23579. */
  23580. Light.FALLOFF_GLTF = 2;
  23581. /**
  23582. * Falloff Standard: light is falling off like in the standard material
  23583. * to enhance interoperability with other materials.
  23584. */
  23585. Light.FALLOFF_STANDARD = 3;
  23586. //lightmapMode Consts
  23587. /**
  23588. * If every light affecting the material is in this lightmapMode,
  23589. * material.lightmapTexture adds or multiplies
  23590. * (depends on material.useLightmapAsShadowmap)
  23591. * after every other light calculations.
  23592. */
  23593. Light.LIGHTMAP_DEFAULT = 0;
  23594. /**
  23595. * material.lightmapTexture as only diffuse lighting from this light
  23596. * adds only specular lighting from this light
  23597. * adds dynamic shadows
  23598. */
  23599. Light.LIGHTMAP_SPECULAR = 1;
  23600. /**
  23601. * material.lightmapTexture as only lighting
  23602. * no light calculation from this light
  23603. * only adds dynamic shadows from this light
  23604. */
  23605. Light.LIGHTMAP_SHADOWSONLY = 2;
  23606. // Intensity Mode Consts
  23607. /**
  23608. * Each light type uses the default quantity according to its type:
  23609. * point/spot lights use luminous intensity
  23610. * directional lights use illuminance
  23611. */
  23612. Light.INTENSITYMODE_AUTOMATIC = 0;
  23613. /**
  23614. * lumen (lm)
  23615. */
  23616. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23617. /**
  23618. * candela (lm/sr)
  23619. */
  23620. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23621. /**
  23622. * lux (lm/m^2)
  23623. */
  23624. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23625. /**
  23626. * nit (cd/m^2)
  23627. */
  23628. Light.INTENSITYMODE_LUMINANCE = 4;
  23629. // Light types ids const.
  23630. /**
  23631. * Light type const id of the point light.
  23632. */
  23633. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23634. /**
  23635. * Light type const id of the directional light.
  23636. */
  23637. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23638. /**
  23639. * Light type const id of the spot light.
  23640. */
  23641. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23642. /**
  23643. * Light type const id of the hemispheric light.
  23644. */
  23645. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23646. __decorate([
  23647. BABYLON.serializeAsColor3()
  23648. ], Light.prototype, "diffuse", void 0);
  23649. __decorate([
  23650. BABYLON.serializeAsColor3()
  23651. ], Light.prototype, "specular", void 0);
  23652. __decorate([
  23653. BABYLON.serialize()
  23654. ], Light.prototype, "falloffType", void 0);
  23655. __decorate([
  23656. BABYLON.serialize()
  23657. ], Light.prototype, "intensity", void 0);
  23658. __decorate([
  23659. BABYLON.serialize()
  23660. ], Light.prototype, "range", null);
  23661. __decorate([
  23662. BABYLON.serialize()
  23663. ], Light.prototype, "intensityMode", null);
  23664. __decorate([
  23665. BABYLON.serialize()
  23666. ], Light.prototype, "radius", null);
  23667. __decorate([
  23668. BABYLON.serialize()
  23669. ], Light.prototype, "_renderPriority", void 0);
  23670. __decorate([
  23671. BABYLON.expandToProperty("_reorderLightsInScene")
  23672. ], Light.prototype, "renderPriority", void 0);
  23673. __decorate([
  23674. BABYLON.serialize("shadowEnabled")
  23675. ], Light.prototype, "_shadowEnabled", void 0);
  23676. __decorate([
  23677. BABYLON.serialize("excludeWithLayerMask")
  23678. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23679. __decorate([
  23680. BABYLON.serialize("includeOnlyWithLayerMask")
  23681. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23682. __decorate([
  23683. BABYLON.serialize("lightmapMode")
  23684. ], Light.prototype, "_lightmapMode", void 0);
  23685. return Light;
  23686. }(BABYLON.Node));
  23687. BABYLON.Light = Light;
  23688. })(BABYLON || (BABYLON = {}));
  23689. //# sourceMappingURL=babylon.light.js.map
  23690. var BABYLON;
  23691. (function (BABYLON) {
  23692. /**
  23693. * This is the base class of all the camera used in the application.
  23694. * @see http://doc.babylonjs.com/features/cameras
  23695. */
  23696. var Camera = /** @class */ (function (_super) {
  23697. __extends(Camera, _super);
  23698. /**
  23699. * Instantiates a new camera object.
  23700. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23701. * @see http://doc.babylonjs.com/features/cameras
  23702. * @param name Defines the name of the camera in the scene
  23703. * @param position Defines the position of the camera
  23704. * @param scene Defines the scene the camera belongs too
  23705. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23706. */
  23707. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23708. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23709. var _this = _super.call(this, name, scene) || this;
  23710. /**
  23711. * The vector the camera should consider as up.
  23712. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23713. */
  23714. _this.upVector = BABYLON.Vector3.Up();
  23715. /**
  23716. * Define the current limit on the left side for an orthographic camera
  23717. * In scene unit
  23718. */
  23719. _this.orthoLeft = null;
  23720. /**
  23721. * Define the current limit on the right side for an orthographic camera
  23722. * In scene unit
  23723. */
  23724. _this.orthoRight = null;
  23725. /**
  23726. * Define the current limit on the bottom side for an orthographic camera
  23727. * In scene unit
  23728. */
  23729. _this.orthoBottom = null;
  23730. /**
  23731. * Define the current limit on the top side for an orthographic camera
  23732. * In scene unit
  23733. */
  23734. _this.orthoTop = null;
  23735. /**
  23736. * Field Of View is set in Radians. (default is 0.8)
  23737. */
  23738. _this.fov = 0.8;
  23739. /**
  23740. * Define the minimum distance the camera can see from.
  23741. * This is important to note that the depth buffer are not infinite and the closer it starts
  23742. * the more your scene might encounter depth fighting issue.
  23743. */
  23744. _this.minZ = 1;
  23745. /**
  23746. * Define the maximum distance the camera can see to.
  23747. * This is important to note that the depth buffer are not infinite and the further it end
  23748. * the more your scene might encounter depth fighting issue.
  23749. */
  23750. _this.maxZ = 10000.0;
  23751. /**
  23752. * Define the default inertia of the camera.
  23753. * This helps giving a smooth feeling to the camera movement.
  23754. */
  23755. _this.inertia = 0.9;
  23756. /**
  23757. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23758. */
  23759. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23760. /**
  23761. * Define wether the camera is intermediate.
  23762. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23763. */
  23764. _this.isIntermediate = false;
  23765. /**
  23766. * Define the viewport of the camera.
  23767. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23768. */
  23769. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23770. /**
  23771. * Restricts the camera to viewing objects with the same layerMask.
  23772. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23773. */
  23774. _this.layerMask = 0x0FFFFFFF;
  23775. /**
  23776. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23777. */
  23778. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23779. /**
  23780. * Rig mode of the camera.
  23781. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23782. * This is normally controlled byt the camera themselves as internal use.
  23783. */
  23784. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23785. /**
  23786. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  23787. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23788. * else in the scene.
  23789. */
  23790. _this.customRenderTargets = new Array();
  23791. /**
  23792. * When set, the camera will render to this render target instead of the default canvas
  23793. */
  23794. _this.outputRenderTarget = null;
  23795. /**
  23796. * Observable triggered when the camera view matrix has changed.
  23797. */
  23798. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23799. /**
  23800. * Observable triggered when the camera Projection matrix has changed.
  23801. */
  23802. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23803. /**
  23804. * Observable triggered when the inputs have been processed.
  23805. */
  23806. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23807. /**
  23808. * Observable triggered when reset has been called and applied to the camera.
  23809. */
  23810. _this.onRestoreStateObservable = new BABYLON.Observable();
  23811. /** @hidden */
  23812. _this._rigCameras = new Array();
  23813. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23814. /** @hidden */
  23815. _this._skipRendering = false;
  23816. /** @hidden */
  23817. _this._projectionMatrix = new BABYLON.Matrix();
  23818. /** @hidden */
  23819. _this._postProcesses = new Array();
  23820. /** @hidden */
  23821. _this._activeMeshes = new BABYLON.SmartArray(256);
  23822. _this._globalPosition = BABYLON.Vector3.Zero();
  23823. /** hidden */
  23824. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23825. _this._doNotComputeProjectionMatrix = false;
  23826. _this._transformMatrix = BABYLON.Matrix.Zero();
  23827. _this._refreshFrustumPlanes = true;
  23828. _this.getScene().addCamera(_this);
  23829. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23830. _this.getScene().activeCamera = _this;
  23831. }
  23832. _this.position = position;
  23833. return _this;
  23834. }
  23835. /**
  23836. * Store current camera state (fov, position, etc..)
  23837. * @returns the camera
  23838. */
  23839. Camera.prototype.storeState = function () {
  23840. this._stateStored = true;
  23841. this._storedFov = this.fov;
  23842. return this;
  23843. };
  23844. /**
  23845. * Restores the camera state values if it has been stored. You must call storeState() first
  23846. */
  23847. Camera.prototype._restoreStateValues = function () {
  23848. if (!this._stateStored) {
  23849. return false;
  23850. }
  23851. this.fov = this._storedFov;
  23852. return true;
  23853. };
  23854. /**
  23855. * Restored camera state. You must call storeState() first.
  23856. * @returns true if restored and false otherwise
  23857. */
  23858. Camera.prototype.restoreState = function () {
  23859. if (this._restoreStateValues()) {
  23860. this.onRestoreStateObservable.notifyObservers(this);
  23861. return true;
  23862. }
  23863. return false;
  23864. };
  23865. /**
  23866. * Gets the class name of the camera.
  23867. * @returns the class name
  23868. */
  23869. Camera.prototype.getClassName = function () {
  23870. return "Camera";
  23871. };
  23872. /**
  23873. * Gets a string representation of the camera useful for debug purpose.
  23874. * @param fullDetails Defines that a more verboe level of logging is required
  23875. * @returns the string representation
  23876. */
  23877. Camera.prototype.toString = function (fullDetails) {
  23878. var ret = "Name: " + this.name;
  23879. ret += ", type: " + this.getClassName();
  23880. if (this.animations) {
  23881. for (var i = 0; i < this.animations.length; i++) {
  23882. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23883. }
  23884. }
  23885. if (fullDetails) {
  23886. }
  23887. return ret;
  23888. };
  23889. Object.defineProperty(Camera.prototype, "globalPosition", {
  23890. /**
  23891. * Gets the current world space position of the camera.
  23892. */
  23893. get: function () {
  23894. return this._globalPosition;
  23895. },
  23896. enumerable: true,
  23897. configurable: true
  23898. });
  23899. /**
  23900. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23901. * @returns the active meshe list
  23902. */
  23903. Camera.prototype.getActiveMeshes = function () {
  23904. return this._activeMeshes;
  23905. };
  23906. /**
  23907. * Check wether a mesh is part of the current active mesh list of the camera
  23908. * @param mesh Defines the mesh to check
  23909. * @returns true if active, false otherwise
  23910. */
  23911. Camera.prototype.isActiveMesh = function (mesh) {
  23912. return (this._activeMeshes.indexOf(mesh) !== -1);
  23913. };
  23914. /**
  23915. * Is this camera ready to be used/rendered
  23916. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23917. * @return true if the camera is ready
  23918. */
  23919. Camera.prototype.isReady = function (completeCheck) {
  23920. if (completeCheck === void 0) { completeCheck = false; }
  23921. if (completeCheck) {
  23922. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23923. var pp = _a[_i];
  23924. if (pp && !pp.isReady()) {
  23925. return false;
  23926. }
  23927. }
  23928. }
  23929. return _super.prototype.isReady.call(this, completeCheck);
  23930. };
  23931. /** @hidden */
  23932. Camera.prototype._initCache = function () {
  23933. _super.prototype._initCache.call(this);
  23934. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23935. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23936. this._cache.mode = undefined;
  23937. this._cache.minZ = undefined;
  23938. this._cache.maxZ = undefined;
  23939. this._cache.fov = undefined;
  23940. this._cache.fovMode = undefined;
  23941. this._cache.aspectRatio = undefined;
  23942. this._cache.orthoLeft = undefined;
  23943. this._cache.orthoRight = undefined;
  23944. this._cache.orthoBottom = undefined;
  23945. this._cache.orthoTop = undefined;
  23946. this._cache.renderWidth = undefined;
  23947. this._cache.renderHeight = undefined;
  23948. };
  23949. /** @hidden */
  23950. Camera.prototype._updateCache = function (ignoreParentClass) {
  23951. if (!ignoreParentClass) {
  23952. _super.prototype._updateCache.call(this);
  23953. }
  23954. this._cache.position.copyFrom(this.position);
  23955. this._cache.upVector.copyFrom(this.upVector);
  23956. };
  23957. /** @hidden */
  23958. Camera.prototype._isSynchronized = function () {
  23959. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23960. };
  23961. /** @hidden */
  23962. Camera.prototype._isSynchronizedViewMatrix = function () {
  23963. if (!_super.prototype._isSynchronized.call(this)) {
  23964. return false;
  23965. }
  23966. return this._cache.position.equals(this.position)
  23967. && this._cache.upVector.equals(this.upVector)
  23968. && this.isSynchronizedWithParent();
  23969. };
  23970. /** @hidden */
  23971. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23972. var check = this._cache.mode === this.mode
  23973. && this._cache.minZ === this.minZ
  23974. && this._cache.maxZ === this.maxZ;
  23975. if (!check) {
  23976. return false;
  23977. }
  23978. var engine = this.getEngine();
  23979. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23980. check = this._cache.fov === this.fov
  23981. && this._cache.fovMode === this.fovMode
  23982. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23983. }
  23984. else {
  23985. check = this._cache.orthoLeft === this.orthoLeft
  23986. && this._cache.orthoRight === this.orthoRight
  23987. && this._cache.orthoBottom === this.orthoBottom
  23988. && this._cache.orthoTop === this.orthoTop
  23989. && this._cache.renderWidth === engine.getRenderWidth()
  23990. && this._cache.renderHeight === engine.getRenderHeight();
  23991. }
  23992. return check;
  23993. };
  23994. /**
  23995. * Attach the input controls to a specific dom element to get the input from.
  23996. * @param element Defines the element the controls should be listened from
  23997. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23998. */
  23999. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24000. };
  24001. /**
  24002. * Detach the current controls from the specified dom element.
  24003. * @param element Defines the element to stop listening the inputs from
  24004. */
  24005. Camera.prototype.detachControl = function (element) {
  24006. };
  24007. /**
  24008. * Update the camera state according to the different inputs gathered during the frame.
  24009. */
  24010. Camera.prototype.update = function () {
  24011. this._checkInputs();
  24012. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24013. this._updateRigCameras();
  24014. }
  24015. };
  24016. /** @hidden */
  24017. Camera.prototype._checkInputs = function () {
  24018. this.onAfterCheckInputsObservable.notifyObservers(this);
  24019. };
  24020. Object.defineProperty(Camera.prototype, "rigCameras", {
  24021. /** @hidden */
  24022. get: function () {
  24023. return this._rigCameras;
  24024. },
  24025. enumerable: true,
  24026. configurable: true
  24027. });
  24028. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24029. /**
  24030. * Gets the post process used by the rig cameras
  24031. */
  24032. get: function () {
  24033. return this._rigPostProcess;
  24034. },
  24035. enumerable: true,
  24036. configurable: true
  24037. });
  24038. /**
  24039. * Internal, gets the first post proces.
  24040. * @returns the first post process to be run on this camera.
  24041. */
  24042. Camera.prototype._getFirstPostProcess = function () {
  24043. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24044. if (this._postProcesses[ppIndex] !== null) {
  24045. return this._postProcesses[ppIndex];
  24046. }
  24047. }
  24048. return null;
  24049. };
  24050. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24051. // invalidate framebuffer
  24052. var firstPostProcess = this._getFirstPostProcess();
  24053. if (firstPostProcess) {
  24054. firstPostProcess.markTextureDirty();
  24055. }
  24056. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24057. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24058. var cam = this._rigCameras[i];
  24059. var rigPostProcess = cam._rigPostProcess;
  24060. // for VR rig, there does not have to be a post process
  24061. if (rigPostProcess) {
  24062. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24063. if (isPass) {
  24064. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24065. cam.isIntermediate = this._postProcesses.length === 0;
  24066. }
  24067. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24068. rigPostProcess.markTextureDirty();
  24069. }
  24070. else {
  24071. cam._postProcesses = this._postProcesses.slice(0);
  24072. }
  24073. }
  24074. };
  24075. /**
  24076. * Attach a post process to the camera.
  24077. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24078. * @param postProcess The post process to attach to the camera
  24079. * @param insertAt The position of the post process in case several of them are in use in the scene
  24080. * @returns the position the post process has been inserted at
  24081. */
  24082. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24083. if (insertAt === void 0) { insertAt = null; }
  24084. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24085. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24086. return 0;
  24087. }
  24088. if (insertAt == null || insertAt < 0) {
  24089. this._postProcesses.push(postProcess);
  24090. }
  24091. else if (this._postProcesses[insertAt] === null) {
  24092. this._postProcesses[insertAt] = postProcess;
  24093. }
  24094. else {
  24095. this._postProcesses.splice(insertAt, 0, postProcess);
  24096. }
  24097. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24098. return this._postProcesses.indexOf(postProcess);
  24099. };
  24100. /**
  24101. * Detach a post process to the camera.
  24102. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24103. * @param postProcess The post process to detach from the camera
  24104. */
  24105. Camera.prototype.detachPostProcess = function (postProcess) {
  24106. var idx = this._postProcesses.indexOf(postProcess);
  24107. if (idx !== -1) {
  24108. this._postProcesses[idx] = null;
  24109. }
  24110. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24111. };
  24112. /**
  24113. * Gets the current world matrix of the camera
  24114. */
  24115. Camera.prototype.getWorldMatrix = function () {
  24116. if (this._isSynchronizedViewMatrix()) {
  24117. return this._worldMatrix;
  24118. }
  24119. // Getting the the view matrix will also compute the world matrix.
  24120. this.getViewMatrix();
  24121. return this._worldMatrix;
  24122. };
  24123. /** @hidden */
  24124. Camera.prototype._getViewMatrix = function () {
  24125. return BABYLON.Matrix.Identity();
  24126. };
  24127. /**
  24128. * Gets the current view matrix of the camera.
  24129. * @param force forces the camera to recompute the matrix without looking at the cached state
  24130. * @returns the view matrix
  24131. */
  24132. Camera.prototype.getViewMatrix = function (force) {
  24133. if (!force && this._isSynchronizedViewMatrix()) {
  24134. return this._computedViewMatrix;
  24135. }
  24136. this.updateCache();
  24137. this._computedViewMatrix = this._getViewMatrix();
  24138. this._currentRenderId = this.getScene().getRenderId();
  24139. this._childRenderId = this._currentRenderId;
  24140. this._refreshFrustumPlanes = true;
  24141. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24142. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24143. }
  24144. this.onViewMatrixChangedObservable.notifyObservers(this);
  24145. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24146. return this._computedViewMatrix;
  24147. };
  24148. /**
  24149. * Freeze the projection matrix.
  24150. * It will prevent the cache check of the camera projection compute and can speed up perf
  24151. * if no parameter of the camera are meant to change
  24152. * @param projection Defines manually a projection if necessary
  24153. */
  24154. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24155. this._doNotComputeProjectionMatrix = true;
  24156. if (projection !== undefined) {
  24157. this._projectionMatrix = projection;
  24158. }
  24159. };
  24160. /**
  24161. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24162. */
  24163. Camera.prototype.unfreezeProjectionMatrix = function () {
  24164. this._doNotComputeProjectionMatrix = false;
  24165. };
  24166. /**
  24167. * Gets the current projection matrix of the camera.
  24168. * @param force forces the camera to recompute the matrix without looking at the cached state
  24169. * @returns the projection matrix
  24170. */
  24171. Camera.prototype.getProjectionMatrix = function (force) {
  24172. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24173. return this._projectionMatrix;
  24174. }
  24175. // Cache
  24176. this._cache.mode = this.mode;
  24177. this._cache.minZ = this.minZ;
  24178. this._cache.maxZ = this.maxZ;
  24179. // Matrix
  24180. this._refreshFrustumPlanes = true;
  24181. var engine = this.getEngine();
  24182. var scene = this.getScene();
  24183. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24184. this._cache.fov = this.fov;
  24185. this._cache.fovMode = this.fovMode;
  24186. this._cache.aspectRatio = engine.getAspectRatio(this);
  24187. if (this.minZ <= 0) {
  24188. this.minZ = 0.1;
  24189. }
  24190. if (scene.useRightHandedSystem) {
  24191. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24192. }
  24193. else {
  24194. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24195. }
  24196. }
  24197. else {
  24198. var halfWidth = engine.getRenderWidth() / 2.0;
  24199. var halfHeight = engine.getRenderHeight() / 2.0;
  24200. if (scene.useRightHandedSystem) {
  24201. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24202. }
  24203. else {
  24204. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24205. }
  24206. this._cache.orthoLeft = this.orthoLeft;
  24207. this._cache.orthoRight = this.orthoRight;
  24208. this._cache.orthoBottom = this.orthoBottom;
  24209. this._cache.orthoTop = this.orthoTop;
  24210. this._cache.renderWidth = engine.getRenderWidth();
  24211. this._cache.renderHeight = engine.getRenderHeight();
  24212. }
  24213. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24214. return this._projectionMatrix;
  24215. };
  24216. /**
  24217. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24218. * @returns a Matrix
  24219. */
  24220. Camera.prototype.getTransformationMatrix = function () {
  24221. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24222. return this._transformMatrix;
  24223. };
  24224. Camera.prototype._updateFrustumPlanes = function () {
  24225. if (!this._refreshFrustumPlanes) {
  24226. return;
  24227. }
  24228. this.getTransformationMatrix();
  24229. if (!this._frustumPlanes) {
  24230. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24231. }
  24232. else {
  24233. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24234. }
  24235. this._refreshFrustumPlanes = false;
  24236. };
  24237. /**
  24238. * Checks if a cullable object (mesh...) is in the camera frustum
  24239. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24240. * @param target The object to check
  24241. * @returns true if the object is in frustum otherwise false
  24242. */
  24243. Camera.prototype.isInFrustum = function (target) {
  24244. this._updateFrustumPlanes();
  24245. return target.isInFrustum(this._frustumPlanes);
  24246. };
  24247. /**
  24248. * Checks if a cullable object (mesh...) is in the camera frustum
  24249. * Unlike isInFrustum this cheks the full bounding box
  24250. * @param target The object to check
  24251. * @returns true if the object is in frustum otherwise false
  24252. */
  24253. Camera.prototype.isCompletelyInFrustum = function (target) {
  24254. this._updateFrustumPlanes();
  24255. return target.isCompletelyInFrustum(this._frustumPlanes);
  24256. };
  24257. /**
  24258. * Gets a ray in the forward direction from the camera.
  24259. * @param length Defines the length of the ray to create
  24260. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24261. * @param origin Defines the start point of the ray which defaults to the camera position
  24262. * @returns the forward ray
  24263. */
  24264. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24265. if (length === void 0) { length = 100; }
  24266. if (!transform) {
  24267. transform = this.getWorldMatrix();
  24268. }
  24269. if (!origin) {
  24270. origin = this.position;
  24271. }
  24272. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24273. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24274. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24275. return new BABYLON.Ray(origin, direction, length);
  24276. };
  24277. /**
  24278. * Releases resources associated with this node.
  24279. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24280. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24281. */
  24282. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24283. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24284. // Observables
  24285. this.onViewMatrixChangedObservable.clear();
  24286. this.onProjectionMatrixChangedObservable.clear();
  24287. this.onAfterCheckInputsObservable.clear();
  24288. this.onRestoreStateObservable.clear();
  24289. // Inputs
  24290. if (this.inputs) {
  24291. this.inputs.clear();
  24292. }
  24293. // Animations
  24294. this.getScene().stopAnimation(this);
  24295. // Remove from scene
  24296. this.getScene().removeCamera(this);
  24297. while (this._rigCameras.length > 0) {
  24298. var camera = this._rigCameras.pop();
  24299. if (camera) {
  24300. camera.dispose();
  24301. }
  24302. }
  24303. // Postprocesses
  24304. if (this._rigPostProcess) {
  24305. this._rigPostProcess.dispose(this);
  24306. this._rigPostProcess = null;
  24307. this._postProcesses = [];
  24308. }
  24309. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24310. this._rigPostProcess = null;
  24311. this._postProcesses = [];
  24312. }
  24313. else {
  24314. var i = this._postProcesses.length;
  24315. while (--i >= 0) {
  24316. var postProcess = this._postProcesses[i];
  24317. if (postProcess) {
  24318. postProcess.dispose(this);
  24319. }
  24320. }
  24321. }
  24322. // Render targets
  24323. var i = this.customRenderTargets.length;
  24324. while (--i >= 0) {
  24325. this.customRenderTargets[i].dispose();
  24326. }
  24327. this.customRenderTargets = [];
  24328. // Active Meshes
  24329. this._activeMeshes.dispose();
  24330. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24331. };
  24332. Object.defineProperty(Camera.prototype, "leftCamera", {
  24333. /**
  24334. * Gets the left camera of a rig setup in case of Rigged Camera
  24335. */
  24336. get: function () {
  24337. if (this._rigCameras.length < 1) {
  24338. return null;
  24339. }
  24340. return this._rigCameras[0];
  24341. },
  24342. enumerable: true,
  24343. configurable: true
  24344. });
  24345. Object.defineProperty(Camera.prototype, "rightCamera", {
  24346. /**
  24347. * Gets the right camera of a rig setup in case of Rigged Camera
  24348. */
  24349. get: function () {
  24350. if (this._rigCameras.length < 2) {
  24351. return null;
  24352. }
  24353. return this._rigCameras[1];
  24354. },
  24355. enumerable: true,
  24356. configurable: true
  24357. });
  24358. /**
  24359. * Gets the left camera target of a rig setup in case of Rigged Camera
  24360. * @returns the target position
  24361. */
  24362. Camera.prototype.getLeftTarget = function () {
  24363. if (this._rigCameras.length < 1) {
  24364. return null;
  24365. }
  24366. return this._rigCameras[0].getTarget();
  24367. };
  24368. /**
  24369. * Gets the right camera target of a rig setup in case of Rigged Camera
  24370. * @returns the target position
  24371. */
  24372. Camera.prototype.getRightTarget = function () {
  24373. if (this._rigCameras.length < 2) {
  24374. return null;
  24375. }
  24376. return this._rigCameras[1].getTarget();
  24377. };
  24378. /**
  24379. * @hidden
  24380. */
  24381. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24382. if (this.cameraRigMode === mode) {
  24383. return;
  24384. }
  24385. while (this._rigCameras.length > 0) {
  24386. var camera = this._rigCameras.pop();
  24387. if (camera) {
  24388. camera.dispose();
  24389. }
  24390. }
  24391. this.cameraRigMode = mode;
  24392. this._cameraRigParams = {};
  24393. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24394. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24395. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24396. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24397. // create the rig cameras, unless none
  24398. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24399. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24400. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24401. if (leftCamera && rightCamera) {
  24402. this._rigCameras.push(leftCamera);
  24403. this._rigCameras.push(rightCamera);
  24404. }
  24405. }
  24406. switch (this.cameraRigMode) {
  24407. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24408. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24409. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24410. break;
  24411. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24412. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24413. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24414. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24415. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24416. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24417. break;
  24418. case Camera.RIG_MODE_VR:
  24419. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24420. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24421. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24422. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24423. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24424. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24425. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24426. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24427. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24428. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24429. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24430. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24431. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24432. if (metrics.compensateDistortion) {
  24433. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24434. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24435. }
  24436. break;
  24437. case Camera.RIG_MODE_WEBVR:
  24438. if (rigParams.vrDisplay) {
  24439. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24440. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24441. //Left eye
  24442. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24443. this._rigCameras[0].setCameraRigParameter("left", true);
  24444. //leaving this for future reference
  24445. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24446. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24447. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24448. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24449. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24450. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24451. this._rigCameras[0].parent = this;
  24452. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24453. //Right eye
  24454. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24455. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24456. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24457. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24458. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24459. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24460. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24461. this._rigCameras[1].parent = this;
  24462. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24463. if (Camera.UseAlternateWebVRRendering) {
  24464. this._rigCameras[1]._skipRendering = true;
  24465. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24466. }
  24467. }
  24468. break;
  24469. }
  24470. this._cascadePostProcessesToRigCams();
  24471. this.update();
  24472. };
  24473. Camera.prototype._getVRProjectionMatrix = function () {
  24474. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24475. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24476. return this._projectionMatrix;
  24477. };
  24478. Camera.prototype._updateCameraRotationMatrix = function () {
  24479. //Here for WebVR
  24480. };
  24481. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24482. //Here for WebVR
  24483. };
  24484. /**
  24485. * This function MUST be overwritten by the different WebVR cameras available.
  24486. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24487. */
  24488. Camera.prototype._getWebVRProjectionMatrix = function () {
  24489. return BABYLON.Matrix.Identity();
  24490. };
  24491. /**
  24492. * This function MUST be overwritten by the different WebVR cameras available.
  24493. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24494. */
  24495. Camera.prototype._getWebVRViewMatrix = function () {
  24496. return BABYLON.Matrix.Identity();
  24497. };
  24498. /** @hidden */
  24499. Camera.prototype.setCameraRigParameter = function (name, value) {
  24500. if (!this._cameraRigParams) {
  24501. this._cameraRigParams = {};
  24502. }
  24503. this._cameraRigParams[name] = value;
  24504. //provisionnally:
  24505. if (name === "interaxialDistance") {
  24506. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24507. }
  24508. };
  24509. /**
  24510. * needs to be overridden by children so sub has required properties to be copied
  24511. * @hidden
  24512. */
  24513. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24514. return null;
  24515. };
  24516. /**
  24517. * May need to be overridden by children
  24518. * @hidden
  24519. */
  24520. Camera.prototype._updateRigCameras = function () {
  24521. for (var i = 0; i < this._rigCameras.length; i++) {
  24522. this._rigCameras[i].minZ = this.minZ;
  24523. this._rigCameras[i].maxZ = this.maxZ;
  24524. this._rigCameras[i].fov = this.fov;
  24525. }
  24526. // only update viewport when ANAGLYPH
  24527. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24528. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24529. }
  24530. };
  24531. /** @hidden */
  24532. Camera.prototype._setupInputs = function () {
  24533. };
  24534. /**
  24535. * Serialiaze the camera setup to a json represention
  24536. * @returns the JSON representation
  24537. */
  24538. Camera.prototype.serialize = function () {
  24539. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24540. // Type
  24541. serializationObject.type = this.getClassName();
  24542. // Parent
  24543. if (this.parent) {
  24544. serializationObject.parentId = this.parent.id;
  24545. }
  24546. if (this.inputs) {
  24547. this.inputs.serialize(serializationObject);
  24548. }
  24549. // Animations
  24550. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24551. serializationObject.ranges = this.serializeAnimationRanges();
  24552. return serializationObject;
  24553. };
  24554. /**
  24555. * Clones the current camera.
  24556. * @param name The cloned camera name
  24557. * @returns the cloned camera
  24558. */
  24559. Camera.prototype.clone = function (name) {
  24560. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24561. };
  24562. /**
  24563. * Gets the direction of the camera relative to a given local axis.
  24564. * @param localAxis Defines the reference axis to provide a relative direction.
  24565. * @return the direction
  24566. */
  24567. Camera.prototype.getDirection = function (localAxis) {
  24568. var result = BABYLON.Vector3.Zero();
  24569. this.getDirectionToRef(localAxis, result);
  24570. return result;
  24571. };
  24572. /**
  24573. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24574. * @param localAxis Defines the reference axis to provide a relative direction.
  24575. * @param result Defines the vector to store the result in
  24576. */
  24577. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24578. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24579. };
  24580. /**
  24581. * Gets a camera constructor for a given camera type
  24582. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24583. * @param name The name of the camera the result will be able to instantiate
  24584. * @param scene The scene the result will construct the camera in
  24585. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24586. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24587. * @returns a factory method to construc the camera
  24588. */
  24589. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24590. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24591. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24592. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24593. interaxial_distance: interaxial_distance,
  24594. isStereoscopicSideBySide: isStereoscopicSideBySide
  24595. });
  24596. if (constructorFunc) {
  24597. return constructorFunc;
  24598. }
  24599. // Default to universal camera
  24600. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24601. };
  24602. /**
  24603. * Compute the world matrix of the camera.
  24604. * @returns the camera workd matrix
  24605. */
  24606. Camera.prototype.computeWorldMatrix = function () {
  24607. return this.getWorldMatrix();
  24608. };
  24609. /**
  24610. * Parse a JSON and creates the camera from the parsed information
  24611. * @param parsedCamera The JSON to parse
  24612. * @param scene The scene to instantiate the camera in
  24613. * @returns the newly constructed camera
  24614. */
  24615. Camera.Parse = function (parsedCamera, scene) {
  24616. var type = parsedCamera.type;
  24617. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24618. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24619. // Parent
  24620. if (parsedCamera.parentId) {
  24621. camera._waitingParentId = parsedCamera.parentId;
  24622. }
  24623. //If camera has an input manager, let it parse inputs settings
  24624. if (camera.inputs) {
  24625. camera.inputs.parse(parsedCamera);
  24626. camera._setupInputs();
  24627. }
  24628. if (camera.setPosition) { // need to force position
  24629. camera.position.copyFromFloats(0, 0, 0);
  24630. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24631. }
  24632. // Target
  24633. if (parsedCamera.target) {
  24634. if (camera.setTarget) {
  24635. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24636. }
  24637. }
  24638. // Apply 3d rig, when found
  24639. if (parsedCamera.cameraRigMode) {
  24640. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24641. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24642. }
  24643. // Animations
  24644. if (parsedCamera.animations) {
  24645. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24646. var parsedAnimation = parsedCamera.animations[animationIndex];
  24647. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24648. }
  24649. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24650. }
  24651. if (parsedCamera.autoAnimate) {
  24652. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24653. }
  24654. return camera;
  24655. };
  24656. /**
  24657. * This is the default projection mode used by the cameras.
  24658. * It helps recreating a feeling of perspective and better appreciate depth.
  24659. * This is the best way to simulate real life cameras.
  24660. */
  24661. Camera.PERSPECTIVE_CAMERA = 0;
  24662. /**
  24663. * This helps creating camera with an orthographic mode.
  24664. * 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.
  24665. */
  24666. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24667. /**
  24668. * This is the default FOV mode for perspective cameras.
  24669. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24670. */
  24671. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24672. /**
  24673. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24674. */
  24675. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24676. /**
  24677. * This specifies ther is no need for a camera rig.
  24678. * Basically only one eye is rendered corresponding to the camera.
  24679. */
  24680. Camera.RIG_MODE_NONE = 0;
  24681. /**
  24682. * Simulates a camera Rig with one blue eye and one red eye.
  24683. * This can be use with 3d blue and red glasses.
  24684. */
  24685. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24686. /**
  24687. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24688. */
  24689. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24690. /**
  24691. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24692. */
  24693. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24694. /**
  24695. * Defines that both eyes of the camera will be rendered over under each other.
  24696. */
  24697. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24698. /**
  24699. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24700. */
  24701. Camera.RIG_MODE_VR = 20;
  24702. /**
  24703. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24704. */
  24705. Camera.RIG_MODE_WEBVR = 21;
  24706. /**
  24707. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24708. */
  24709. Camera.RIG_MODE_CUSTOM = 22;
  24710. /**
  24711. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24712. */
  24713. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24714. /**
  24715. * @hidden
  24716. * Might be removed once multiview will be a thing
  24717. */
  24718. Camera.UseAlternateWebVRRendering = false;
  24719. __decorate([
  24720. BABYLON.serializeAsVector3()
  24721. ], Camera.prototype, "position", void 0);
  24722. __decorate([
  24723. BABYLON.serializeAsVector3()
  24724. ], Camera.prototype, "upVector", void 0);
  24725. __decorate([
  24726. BABYLON.serialize()
  24727. ], Camera.prototype, "orthoLeft", void 0);
  24728. __decorate([
  24729. BABYLON.serialize()
  24730. ], Camera.prototype, "orthoRight", void 0);
  24731. __decorate([
  24732. BABYLON.serialize()
  24733. ], Camera.prototype, "orthoBottom", void 0);
  24734. __decorate([
  24735. BABYLON.serialize()
  24736. ], Camera.prototype, "orthoTop", void 0);
  24737. __decorate([
  24738. BABYLON.serialize()
  24739. ], Camera.prototype, "fov", void 0);
  24740. __decorate([
  24741. BABYLON.serialize()
  24742. ], Camera.prototype, "minZ", void 0);
  24743. __decorate([
  24744. BABYLON.serialize()
  24745. ], Camera.prototype, "maxZ", void 0);
  24746. __decorate([
  24747. BABYLON.serialize()
  24748. ], Camera.prototype, "inertia", void 0);
  24749. __decorate([
  24750. BABYLON.serialize()
  24751. ], Camera.prototype, "mode", void 0);
  24752. __decorate([
  24753. BABYLON.serialize()
  24754. ], Camera.prototype, "layerMask", void 0);
  24755. __decorate([
  24756. BABYLON.serialize()
  24757. ], Camera.prototype, "fovMode", void 0);
  24758. __decorate([
  24759. BABYLON.serialize()
  24760. ], Camera.prototype, "cameraRigMode", void 0);
  24761. __decorate([
  24762. BABYLON.serialize()
  24763. ], Camera.prototype, "interaxialDistance", void 0);
  24764. __decorate([
  24765. BABYLON.serialize()
  24766. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24767. return Camera;
  24768. }(BABYLON.Node));
  24769. BABYLON.Camera = Camera;
  24770. })(BABYLON || (BABYLON = {}));
  24771. //# sourceMappingURL=babylon.camera.js.map
  24772. var BABYLON;
  24773. (function (BABYLON) {
  24774. /**
  24775. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24776. * It is enable to manage the different groups as well as the different necessary sort functions.
  24777. * This should not be used directly aside of the few static configurations
  24778. */
  24779. var RenderingManager = /** @class */ (function () {
  24780. /**
  24781. * Instantiates a new rendering group for a particular scene
  24782. * @param scene Defines the scene the groups belongs to
  24783. */
  24784. function RenderingManager(scene) {
  24785. /**
  24786. * @hidden
  24787. */
  24788. this._useSceneAutoClearSetup = false;
  24789. this._renderingGroups = new Array();
  24790. this._autoClearDepthStencil = {};
  24791. this._customOpaqueSortCompareFn = {};
  24792. this._customAlphaTestSortCompareFn = {};
  24793. this._customTransparentSortCompareFn = {};
  24794. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24795. this._scene = scene;
  24796. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24797. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24798. }
  24799. }
  24800. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24801. if (depth === void 0) { depth = true; }
  24802. if (stencil === void 0) { stencil = true; }
  24803. if (this._depthStencilBufferAlreadyCleaned) {
  24804. return;
  24805. }
  24806. this._scene.getEngine().clear(null, false, depth, stencil);
  24807. this._depthStencilBufferAlreadyCleaned = true;
  24808. };
  24809. /**
  24810. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24811. * @hidden
  24812. */
  24813. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24814. // Update the observable context (not null as it only goes away on dispose)
  24815. var info = this._renderingGroupInfo;
  24816. info.scene = this._scene;
  24817. info.camera = this._scene.activeCamera;
  24818. // Dispatch sprites
  24819. if (this._scene.spriteManagers && renderSprites) {
  24820. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24821. var manager = this._scene.spriteManagers[index];
  24822. this.dispatchSprites(manager);
  24823. }
  24824. }
  24825. // Render
  24826. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24827. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24828. var renderingGroup = this._renderingGroups[index];
  24829. if (!renderingGroup) {
  24830. continue;
  24831. }
  24832. var renderingGroupMask = Math.pow(2, index);
  24833. info.renderingGroupId = index;
  24834. // Before Observable
  24835. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24836. // Clear depth/stencil if needed
  24837. if (RenderingManager.AUTOCLEAR) {
  24838. var autoClear = this._useSceneAutoClearSetup ?
  24839. this._scene.getAutoClearDepthStencilSetup(index) :
  24840. this._autoClearDepthStencil[index];
  24841. if (autoClear && autoClear.autoClear) {
  24842. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24843. }
  24844. }
  24845. // Render
  24846. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24847. var step = _a[_i];
  24848. step.action(index);
  24849. }
  24850. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24851. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24852. var step = _c[_b];
  24853. step.action(index);
  24854. }
  24855. // After Observable
  24856. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24857. }
  24858. };
  24859. /**
  24860. * Resets the different information of the group to prepare a new frame
  24861. * @hidden
  24862. */
  24863. RenderingManager.prototype.reset = function () {
  24864. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24865. var renderingGroup = this._renderingGroups[index];
  24866. if (renderingGroup) {
  24867. renderingGroup.prepare();
  24868. }
  24869. }
  24870. };
  24871. /**
  24872. * Dispose and release the group and its associated resources.
  24873. * @hidden
  24874. */
  24875. RenderingManager.prototype.dispose = function () {
  24876. this.freeRenderingGroups();
  24877. this._renderingGroups.length = 0;
  24878. this._renderingGroupInfo = null;
  24879. };
  24880. /**
  24881. * Clear the info related to rendering groups preventing retention points during dispose.
  24882. */
  24883. RenderingManager.prototype.freeRenderingGroups = function () {
  24884. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24885. var renderingGroup = this._renderingGroups[index];
  24886. if (renderingGroup) {
  24887. renderingGroup.dispose();
  24888. }
  24889. }
  24890. };
  24891. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24892. if (this._renderingGroups[renderingGroupId] === undefined) {
  24893. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24894. }
  24895. };
  24896. /**
  24897. * Add a sprite manager to the rendering manager in order to render it this frame.
  24898. * @param spriteManager Define the sprite manager to render
  24899. */
  24900. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24901. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24902. this._prepareRenderingGroup(renderingGroupId);
  24903. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24904. };
  24905. /**
  24906. * Add a particle system to the rendering manager in order to render it this frame.
  24907. * @param particleSystem Define the particle system to render
  24908. */
  24909. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24910. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24911. this._prepareRenderingGroup(renderingGroupId);
  24912. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24913. };
  24914. /**
  24915. * Add a submesh to the manager in order to render it this frame
  24916. * @param subMesh The submesh to dispatch
  24917. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24918. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24919. */
  24920. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24921. if (mesh === undefined) {
  24922. mesh = subMesh.getMesh();
  24923. }
  24924. var renderingGroupId = mesh.renderingGroupId || 0;
  24925. this._prepareRenderingGroup(renderingGroupId);
  24926. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24927. };
  24928. /**
  24929. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24930. * This allowed control for front to back rendering or reversly depending of the special needs.
  24931. *
  24932. * @param renderingGroupId The rendering group id corresponding to its index
  24933. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24934. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24935. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24936. */
  24937. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24938. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24939. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24940. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24941. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24942. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24943. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24944. if (this._renderingGroups[renderingGroupId]) {
  24945. var group = this._renderingGroups[renderingGroupId];
  24946. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24947. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24948. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24949. }
  24950. };
  24951. /**
  24952. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24953. *
  24954. * @param renderingGroupId The rendering group id corresponding to its index
  24955. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24956. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24957. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24958. */
  24959. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24960. if (depth === void 0) { depth = true; }
  24961. if (stencil === void 0) { stencil = true; }
  24962. this._autoClearDepthStencil[renderingGroupId] = {
  24963. autoClear: autoClearDepthStencil,
  24964. depth: depth,
  24965. stencil: stencil
  24966. };
  24967. };
  24968. /**
  24969. * Gets the current auto clear configuration for one rendering group of the rendering
  24970. * manager.
  24971. * @param index the rendering group index to get the information for
  24972. * @returns The auto clear setup for the requested rendering group
  24973. */
  24974. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24975. return this._autoClearDepthStencil[index];
  24976. };
  24977. /**
  24978. * The max id used for rendering groups (not included)
  24979. */
  24980. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24981. /**
  24982. * The min id used for rendering groups (included)
  24983. */
  24984. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24985. /**
  24986. * Used to globally prevent autoclearing scenes.
  24987. */
  24988. RenderingManager.AUTOCLEAR = true;
  24989. return RenderingManager;
  24990. }());
  24991. BABYLON.RenderingManager = RenderingManager;
  24992. })(BABYLON || (BABYLON = {}));
  24993. //# sourceMappingURL=babylon.renderingManager.js.map
  24994. var BABYLON;
  24995. (function (BABYLON) {
  24996. /**
  24997. * This represents the object necessary to create a rendering group.
  24998. * This is exclusively used and created by the rendering manager.
  24999. * To modify the behavior, you use the available helpers in your scene or meshes.
  25000. * @hidden
  25001. */
  25002. var RenderingGroup = /** @class */ (function () {
  25003. /**
  25004. * Creates a new rendering group.
  25005. * @param index The rendering group index
  25006. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25007. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25008. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25009. */
  25010. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25011. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25012. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25013. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25014. this.index = index;
  25015. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25016. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25017. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25018. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25019. this._particleSystems = new BABYLON.SmartArray(256);
  25020. this._spriteManagers = new BABYLON.SmartArray(256);
  25021. this._edgesRenderers = new BABYLON.SmartArray(16);
  25022. this._scene = scene;
  25023. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25024. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25025. this.transparentSortCompareFn = transparentSortCompareFn;
  25026. }
  25027. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25028. /**
  25029. * Set the opaque sort comparison function.
  25030. * If null the sub meshes will be render in the order they were created
  25031. */
  25032. set: function (value) {
  25033. this._opaqueSortCompareFn = value;
  25034. if (value) {
  25035. this._renderOpaque = this.renderOpaqueSorted;
  25036. }
  25037. else {
  25038. this._renderOpaque = RenderingGroup.renderUnsorted;
  25039. }
  25040. },
  25041. enumerable: true,
  25042. configurable: true
  25043. });
  25044. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25045. /**
  25046. * Set the alpha test sort comparison function.
  25047. * If null the sub meshes will be render in the order they were created
  25048. */
  25049. set: function (value) {
  25050. this._alphaTestSortCompareFn = value;
  25051. if (value) {
  25052. this._renderAlphaTest = this.renderAlphaTestSorted;
  25053. }
  25054. else {
  25055. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25056. }
  25057. },
  25058. enumerable: true,
  25059. configurable: true
  25060. });
  25061. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25062. /**
  25063. * Set the transparent sort comparison function.
  25064. * If null the sub meshes will be render in the order they were created
  25065. */
  25066. set: function (value) {
  25067. if (value) {
  25068. this._transparentSortCompareFn = value;
  25069. }
  25070. else {
  25071. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25072. }
  25073. this._renderTransparent = this.renderTransparentSorted;
  25074. },
  25075. enumerable: true,
  25076. configurable: true
  25077. });
  25078. /**
  25079. * Render all the sub meshes contained in the group.
  25080. * @param customRenderFunction Used to override the default render behaviour of the group.
  25081. * @returns true if rendered some submeshes.
  25082. */
  25083. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25084. if (customRenderFunction) {
  25085. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25086. return;
  25087. }
  25088. var engine = this._scene.getEngine();
  25089. // Depth only
  25090. if (this._depthOnlySubMeshes.length !== 0) {
  25091. engine.setColorWrite(false);
  25092. this._renderAlphaTest(this._depthOnlySubMeshes);
  25093. engine.setColorWrite(true);
  25094. }
  25095. // Opaque
  25096. if (this._opaqueSubMeshes.length !== 0) {
  25097. this._renderOpaque(this._opaqueSubMeshes);
  25098. }
  25099. // Alpha test
  25100. if (this._alphaTestSubMeshes.length !== 0) {
  25101. this._renderAlphaTest(this._alphaTestSubMeshes);
  25102. }
  25103. var stencilState = engine.getStencilBuffer();
  25104. engine.setStencilBuffer(false);
  25105. // Sprites
  25106. if (renderSprites) {
  25107. this._renderSprites();
  25108. }
  25109. // Particles
  25110. if (renderParticles) {
  25111. this._renderParticles(activeMeshes);
  25112. }
  25113. if (this.onBeforeTransparentRendering) {
  25114. this.onBeforeTransparentRendering();
  25115. }
  25116. // Transparent
  25117. if (this._transparentSubMeshes.length !== 0) {
  25118. this._renderTransparent(this._transparentSubMeshes);
  25119. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25120. }
  25121. // Set back stencil to false in case it changes before the edge renderer.
  25122. engine.setStencilBuffer(false);
  25123. // Edges
  25124. if (this._edgesRenderers.length) {
  25125. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25126. this._edgesRenderers.data[edgesRendererIndex].render();
  25127. }
  25128. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25129. }
  25130. // Restore Stencil state.
  25131. engine.setStencilBuffer(stencilState);
  25132. };
  25133. /**
  25134. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25135. * @param subMeshes The submeshes to render
  25136. */
  25137. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25138. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25139. };
  25140. /**
  25141. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25142. * @param subMeshes The submeshes to render
  25143. */
  25144. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25145. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25146. };
  25147. /**
  25148. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25149. * @param subMeshes The submeshes to render
  25150. */
  25151. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25152. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25153. };
  25154. /**
  25155. * Renders the submeshes in a specified order.
  25156. * @param subMeshes The submeshes to sort before render
  25157. * @param sortCompareFn The comparison function use to sort
  25158. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25159. * @param transparent Specifies to activate blending if true
  25160. */
  25161. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25162. var subIndex = 0;
  25163. var subMesh;
  25164. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25165. for (; subIndex < subMeshes.length; subIndex++) {
  25166. subMesh = subMeshes.data[subIndex];
  25167. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25168. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25169. }
  25170. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25171. if (sortCompareFn) {
  25172. sortedArray.sort(sortCompareFn);
  25173. }
  25174. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25175. subMesh = sortedArray[subIndex];
  25176. if (transparent) {
  25177. var material = subMesh.getMaterial();
  25178. if (material && material.needDepthPrePass) {
  25179. var engine = material.getScene().getEngine();
  25180. engine.setColorWrite(false);
  25181. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25182. subMesh.render(false);
  25183. engine.setColorWrite(true);
  25184. }
  25185. }
  25186. subMesh.render(transparent);
  25187. }
  25188. };
  25189. /**
  25190. * Renders the submeshes in the order they were dispatched (no sort applied).
  25191. * @param subMeshes The submeshes to render
  25192. */
  25193. RenderingGroup.renderUnsorted = function (subMeshes) {
  25194. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25195. var submesh = subMeshes.data[subIndex];
  25196. submesh.render(false);
  25197. }
  25198. };
  25199. /**
  25200. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25201. * are rendered back to front if in the same alpha index.
  25202. *
  25203. * @param a The first submesh
  25204. * @param b The second submesh
  25205. * @returns The result of the comparison
  25206. */
  25207. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25208. // Alpha index first
  25209. if (a._alphaIndex > b._alphaIndex) {
  25210. return 1;
  25211. }
  25212. if (a._alphaIndex < b._alphaIndex) {
  25213. return -1;
  25214. }
  25215. // Then distance to camera
  25216. return RenderingGroup.backToFrontSortCompare(a, b);
  25217. };
  25218. /**
  25219. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25220. * are rendered back to front.
  25221. *
  25222. * @param a The first submesh
  25223. * @param b The second submesh
  25224. * @returns The result of the comparison
  25225. */
  25226. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25227. // Then distance to camera
  25228. if (a._distanceToCamera < b._distanceToCamera) {
  25229. return 1;
  25230. }
  25231. if (a._distanceToCamera > b._distanceToCamera) {
  25232. return -1;
  25233. }
  25234. return 0;
  25235. };
  25236. /**
  25237. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25238. * are rendered front to back (prevent overdraw).
  25239. *
  25240. * @param a The first submesh
  25241. * @param b The second submesh
  25242. * @returns The result of the comparison
  25243. */
  25244. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25245. // Then distance to camera
  25246. if (a._distanceToCamera < b._distanceToCamera) {
  25247. return -1;
  25248. }
  25249. if (a._distanceToCamera > b._distanceToCamera) {
  25250. return 1;
  25251. }
  25252. return 0;
  25253. };
  25254. /**
  25255. * Resets the different lists of submeshes to prepare a new frame.
  25256. */
  25257. RenderingGroup.prototype.prepare = function () {
  25258. this._opaqueSubMeshes.reset();
  25259. this._transparentSubMeshes.reset();
  25260. this._alphaTestSubMeshes.reset();
  25261. this._depthOnlySubMeshes.reset();
  25262. this._particleSystems.reset();
  25263. this._spriteManagers.reset();
  25264. this._edgesRenderers.reset();
  25265. };
  25266. RenderingGroup.prototype.dispose = function () {
  25267. this._opaqueSubMeshes.dispose();
  25268. this._transparentSubMeshes.dispose();
  25269. this._alphaTestSubMeshes.dispose();
  25270. this._depthOnlySubMeshes.dispose();
  25271. this._particleSystems.dispose();
  25272. this._spriteManagers.dispose();
  25273. this._edgesRenderers.dispose();
  25274. };
  25275. /**
  25276. * Inserts the submesh in its correct queue depending on its material.
  25277. * @param subMesh The submesh to dispatch
  25278. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25279. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25280. */
  25281. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25282. // Get mesh and materials if not provided
  25283. if (mesh === undefined) {
  25284. mesh = subMesh.getMesh();
  25285. }
  25286. if (material === undefined) {
  25287. material = subMesh.getMaterial();
  25288. }
  25289. if (material === null || material === undefined) {
  25290. return;
  25291. }
  25292. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25293. this._transparentSubMeshes.push(subMesh);
  25294. }
  25295. else if (material.needAlphaTesting()) { // Alpha test
  25296. if (material.needDepthPrePass) {
  25297. this._depthOnlySubMeshes.push(subMesh);
  25298. }
  25299. this._alphaTestSubMeshes.push(subMesh);
  25300. }
  25301. else {
  25302. if (material.needDepthPrePass) {
  25303. this._depthOnlySubMeshes.push(subMesh);
  25304. }
  25305. this._opaqueSubMeshes.push(subMesh); // Opaque
  25306. }
  25307. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25308. this._edgesRenderers.push(mesh._edgesRenderer);
  25309. }
  25310. };
  25311. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25312. this._spriteManagers.push(spriteManager);
  25313. };
  25314. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25315. this._particleSystems.push(particleSystem);
  25316. };
  25317. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25318. if (this._particleSystems.length === 0) {
  25319. return;
  25320. }
  25321. // Particles
  25322. var activeCamera = this._scene.activeCamera;
  25323. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25324. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25325. var particleSystem = this._particleSystems.data[particleIndex];
  25326. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25327. continue;
  25328. }
  25329. var emitter = particleSystem.emitter;
  25330. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25331. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25332. }
  25333. }
  25334. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25335. };
  25336. RenderingGroup.prototype._renderSprites = function () {
  25337. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25338. return;
  25339. }
  25340. // Sprites
  25341. var activeCamera = this._scene.activeCamera;
  25342. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25343. for (var id = 0; id < this._spriteManagers.length; id++) {
  25344. var spriteManager = this._spriteManagers.data[id];
  25345. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25346. spriteManager.render();
  25347. }
  25348. }
  25349. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25350. };
  25351. return RenderingGroup;
  25352. }());
  25353. BABYLON.RenderingGroup = RenderingGroup;
  25354. })(BABYLON || (BABYLON = {}));
  25355. //# sourceMappingURL=babylon.renderingGroup.js.map
  25356. var BABYLON;
  25357. (function (BABYLON) {
  25358. /**
  25359. * Groups all the scene component constants in one place to ease maintenance.
  25360. * @hidden
  25361. */
  25362. var SceneComponentConstants = /** @class */ (function () {
  25363. function SceneComponentConstants() {
  25364. }
  25365. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25366. SceneComponentConstants.NAME_LAYER = "Layer";
  25367. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25368. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25369. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25370. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25371. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25372. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25373. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25374. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25375. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25376. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25377. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25378. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25379. SceneComponentConstants.NAME_OCTREE = "Octree";
  25380. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25381. SceneComponentConstants.NAME_AUDIO = "Audio";
  25382. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25383. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25384. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25385. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25386. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25387. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25388. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25389. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25390. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25391. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25392. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25393. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25394. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25395. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25396. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25397. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25398. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25399. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25400. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25401. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25402. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25403. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25404. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25405. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25406. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25407. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25408. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25409. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25410. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25411. return SceneComponentConstants;
  25412. }());
  25413. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25414. /**
  25415. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25416. * @hidden
  25417. */
  25418. var Stage = /** @class */ (function (_super) {
  25419. __extends(Stage, _super);
  25420. /**
  25421. * Hide ctor from the rest of the world.
  25422. * @param items The items to add.
  25423. */
  25424. function Stage(items) {
  25425. return _super.apply(this, items) || this;
  25426. }
  25427. /**
  25428. * Creates a new Stage.
  25429. * @returns A new instance of a Stage
  25430. */
  25431. Stage.Create = function () {
  25432. return Object.create(Stage.prototype);
  25433. };
  25434. /**
  25435. * Registers a step in an ordered way in the targeted stage.
  25436. * @param index Defines the position to register the step in
  25437. * @param component Defines the component attached to the step
  25438. * @param action Defines the action to launch during the step
  25439. */
  25440. Stage.prototype.registerStep = function (index, component, action) {
  25441. var i = 0;
  25442. var maxIndex = Number.MAX_VALUE;
  25443. for (; i < this.length; i++) {
  25444. var step = this[i];
  25445. maxIndex = step.index;
  25446. if (index < maxIndex) {
  25447. break;
  25448. }
  25449. }
  25450. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25451. };
  25452. /**
  25453. * Clears all the steps from the stage.
  25454. */
  25455. Stage.prototype.clear = function () {
  25456. this.length = 0;
  25457. };
  25458. return Stage;
  25459. }(Array));
  25460. BABYLON.Stage = Stage;
  25461. })(BABYLON || (BABYLON = {}));
  25462. //# sourceMappingURL=babylon.sceneComponent.js.map
  25463. var BABYLON;
  25464. (function (BABYLON) {
  25465. /**
  25466. * Base class of the scene acting as a container for the different elements composing a scene.
  25467. * This class is dynamically extended by the different components of the scene increasing
  25468. * flexibility and reducing coupling
  25469. */
  25470. var AbstractScene = /** @class */ (function () {
  25471. function AbstractScene() {
  25472. /**
  25473. * Gets the list of root nodes (ie. nodes with no parent)
  25474. */
  25475. this.rootNodes = new Array();
  25476. /** All of the cameras added to this scene
  25477. * @see http://doc.babylonjs.com/babylon101/cameras
  25478. */
  25479. this.cameras = new Array();
  25480. /**
  25481. * All of the lights added to this scene
  25482. * @see http://doc.babylonjs.com/babylon101/lights
  25483. */
  25484. this.lights = new Array();
  25485. /**
  25486. * All of the (abstract) meshes added to this scene
  25487. */
  25488. this.meshes = new Array();
  25489. /**
  25490. * The list of skeletons added to the scene
  25491. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25492. */
  25493. this.skeletons = new Array();
  25494. /**
  25495. * All of the particle systems added to this scene
  25496. * @see http://doc.babylonjs.com/babylon101/particles
  25497. */
  25498. this.particleSystems = new Array();
  25499. /**
  25500. * Gets a list of Animations associated with the scene
  25501. */
  25502. this.animations = [];
  25503. /**
  25504. * All of the animation groups added to this scene
  25505. * @see http://doc.babylonjs.com/how_to/group
  25506. */
  25507. this.animationGroups = new Array();
  25508. /**
  25509. * All of the multi-materials added to this scene
  25510. * @see http://doc.babylonjs.com/how_to/multi_materials
  25511. */
  25512. this.multiMaterials = new Array();
  25513. /**
  25514. * All of the materials added to this scene
  25515. * In the context of a Scene, it is not supposed to be modified manually.
  25516. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25517. * Note also that the order of the Material wihin the array is not significant and might change.
  25518. * @see http://doc.babylonjs.com/babylon101/materials
  25519. */
  25520. this.materials = new Array();
  25521. /**
  25522. * The list of morph target managers added to the scene
  25523. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25524. */
  25525. this.morphTargetManagers = new Array();
  25526. /**
  25527. * The list of geometries used in the scene.
  25528. */
  25529. this.geometries = new Array();
  25530. /**
  25531. * All of the tranform nodes added to this scene
  25532. * In the context of a Scene, it is not supposed to be modified manually.
  25533. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25534. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25535. * @see http://doc.babylonjs.com/how_to/transformnode
  25536. */
  25537. this.transformNodes = new Array();
  25538. /**
  25539. * ActionManagers available on the scene.
  25540. */
  25541. this.actionManagers = new Array();
  25542. /**
  25543. * Textures to keep.
  25544. */
  25545. this.textures = new Array();
  25546. }
  25547. /**
  25548. * Adds a parser in the list of available ones
  25549. * @param name Defines the name of the parser
  25550. * @param parser Defines the parser to add
  25551. */
  25552. AbstractScene.AddParser = function (name, parser) {
  25553. this._BabylonFileParsers[name] = parser;
  25554. };
  25555. /**
  25556. * Gets a general parser from the list of avaialble ones
  25557. * @param name Defines the name of the parser
  25558. * @returns the requested parser or null
  25559. */
  25560. AbstractScene.GetParser = function (name) {
  25561. if (this._BabylonFileParsers[name]) {
  25562. return this._BabylonFileParsers[name];
  25563. }
  25564. return null;
  25565. };
  25566. /**
  25567. * Adds n individual parser in the list of available ones
  25568. * @param name Defines the name of the parser
  25569. * @param parser Defines the parser to add
  25570. */
  25571. AbstractScene.AddIndividualParser = function (name, parser) {
  25572. this._IndividualBabylonFileParsers[name] = parser;
  25573. };
  25574. /**
  25575. * Gets an individual parser from the list of avaialble ones
  25576. * @param name Defines the name of the parser
  25577. * @returns the requested parser or null
  25578. */
  25579. AbstractScene.GetIndividualParser = function (name) {
  25580. if (this._IndividualBabylonFileParsers[name]) {
  25581. return this._IndividualBabylonFileParsers[name];
  25582. }
  25583. return null;
  25584. };
  25585. /**
  25586. * Parser json data and populate both a scene and its associated container object
  25587. * @param jsonData Defines the data to parse
  25588. * @param scene Defines the scene to parse the data for
  25589. * @param container Defines the container attached to the parsing sequence
  25590. * @param rootUrl Defines the root url of the data
  25591. */
  25592. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25593. for (var parserName in this._BabylonFileParsers) {
  25594. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25595. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25596. }
  25597. }
  25598. };
  25599. /**
  25600. * Stores the list of available parsers in the application.
  25601. */
  25602. AbstractScene._BabylonFileParsers = {};
  25603. /**
  25604. * Stores the list of available individual parsers in the application.
  25605. */
  25606. AbstractScene._IndividualBabylonFileParsers = {};
  25607. return AbstractScene;
  25608. }());
  25609. BABYLON.AbstractScene = AbstractScene;
  25610. })(BABYLON || (BABYLON = {}));
  25611. //# sourceMappingURL=babylon.abstractScene.js.map
  25612. var BABYLON;
  25613. (function (BABYLON) {
  25614. /** @hidden */
  25615. var ClickInfo = /** @class */ (function () {
  25616. function ClickInfo() {
  25617. this._singleClick = false;
  25618. this._doubleClick = false;
  25619. this._hasSwiped = false;
  25620. this._ignore = false;
  25621. }
  25622. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25623. get: function () {
  25624. return this._singleClick;
  25625. },
  25626. set: function (b) {
  25627. this._singleClick = b;
  25628. },
  25629. enumerable: true,
  25630. configurable: true
  25631. });
  25632. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25633. get: function () {
  25634. return this._doubleClick;
  25635. },
  25636. set: function (b) {
  25637. this._doubleClick = b;
  25638. },
  25639. enumerable: true,
  25640. configurable: true
  25641. });
  25642. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25643. get: function () {
  25644. return this._hasSwiped;
  25645. },
  25646. set: function (b) {
  25647. this._hasSwiped = b;
  25648. },
  25649. enumerable: true,
  25650. configurable: true
  25651. });
  25652. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25653. get: function () {
  25654. return this._ignore;
  25655. },
  25656. set: function (b) {
  25657. this._ignore = b;
  25658. },
  25659. enumerable: true,
  25660. configurable: true
  25661. });
  25662. return ClickInfo;
  25663. }());
  25664. /**
  25665. * This class is used by the onRenderingGroupObservable
  25666. */
  25667. var RenderingGroupInfo = /** @class */ (function () {
  25668. function RenderingGroupInfo() {
  25669. }
  25670. return RenderingGroupInfo;
  25671. }());
  25672. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25673. /**
  25674. * Represents a scene to be rendered by the engine.
  25675. * @see http://doc.babylonjs.com/features/scene
  25676. */
  25677. var Scene = /** @class */ (function (_super) {
  25678. __extends(Scene, _super);
  25679. /**
  25680. * Creates a new Scene
  25681. * @param engine defines the engine to use to render this scene
  25682. */
  25683. function Scene(engine, options) {
  25684. var _this = _super.call(this) || this;
  25685. // Members
  25686. /**
  25687. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25688. */
  25689. _this.autoClear = true;
  25690. /**
  25691. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25692. */
  25693. _this.autoClearDepthAndStencil = true;
  25694. /**
  25695. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25696. */
  25697. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25698. /**
  25699. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25700. */
  25701. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25702. _this._forceWireframe = false;
  25703. _this._forcePointsCloud = false;
  25704. /**
  25705. * Gets or sets a boolean indicating if animations are enabled
  25706. */
  25707. _this.animationsEnabled = true;
  25708. _this._animationPropertiesOverride = null;
  25709. /**
  25710. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25711. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25712. */
  25713. _this.useConstantAnimationDeltaTime = false;
  25714. /**
  25715. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25716. * Please note that it requires to run a ray cast through the scene on every frame
  25717. */
  25718. _this.constantlyUpdateMeshUnderPointer = false;
  25719. /**
  25720. * Defines the HTML cursor to use when hovering over interactive elements
  25721. */
  25722. _this.hoverCursor = "pointer";
  25723. /**
  25724. * Defines the HTML default cursor to use (empty by default)
  25725. */
  25726. _this.defaultCursor = "";
  25727. /**
  25728. * This is used to call preventDefault() on pointer down
  25729. * in order to block unwanted artifacts like system double clicks
  25730. */
  25731. _this.preventDefaultOnPointerDown = true;
  25732. /**
  25733. * This is used to call preventDefault() on pointer up
  25734. * in order to block unwanted artifacts like system double clicks
  25735. */
  25736. _this.preventDefaultOnPointerUp = true;
  25737. // Metadata
  25738. /**
  25739. * Gets or sets user defined metadata
  25740. */
  25741. _this.metadata = null;
  25742. /**
  25743. * Use this array to add regular expressions used to disable offline support for specific urls
  25744. */
  25745. _this.disableOfflineSupportExceptionRules = new Array();
  25746. /**
  25747. * An event triggered when the scene is disposed.
  25748. */
  25749. _this.onDisposeObservable = new BABYLON.Observable();
  25750. _this._onDisposeObserver = null;
  25751. /**
  25752. * An event triggered before rendering the scene (right after animations and physics)
  25753. */
  25754. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25755. _this._onBeforeRenderObserver = null;
  25756. /**
  25757. * An event triggered after rendering the scene
  25758. */
  25759. _this.onAfterRenderObservable = new BABYLON.Observable();
  25760. _this._onAfterRenderObserver = null;
  25761. /**
  25762. * An event triggered before animating the scene
  25763. */
  25764. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25765. /**
  25766. * An event triggered after animations processing
  25767. */
  25768. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25769. /**
  25770. * An event triggered before draw calls are ready to be sent
  25771. */
  25772. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25773. /**
  25774. * An event triggered after draw calls have been sent
  25775. */
  25776. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25777. /**
  25778. * An event triggered when the scene is ready
  25779. */
  25780. _this.onReadyObservable = new BABYLON.Observable();
  25781. /**
  25782. * An event triggered before rendering a camera
  25783. */
  25784. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25785. _this._onBeforeCameraRenderObserver = null;
  25786. /**
  25787. * An event triggered after rendering a camera
  25788. */
  25789. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25790. _this._onAfterCameraRenderObserver = null;
  25791. /**
  25792. * An event triggered when active meshes evaluation is about to start
  25793. */
  25794. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25795. /**
  25796. * An event triggered when active meshes evaluation is done
  25797. */
  25798. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25799. /**
  25800. * An event triggered when particles rendering is about to start
  25801. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25802. */
  25803. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25804. /**
  25805. * An event triggered when particles rendering is done
  25806. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25807. */
  25808. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25809. /**
  25810. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25811. */
  25812. _this.onDataLoadedObservable = new BABYLON.Observable();
  25813. /**
  25814. * An event triggered when a camera is created
  25815. */
  25816. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25817. /**
  25818. * An event triggered when a camera is removed
  25819. */
  25820. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25821. /**
  25822. * An event triggered when a light is created
  25823. */
  25824. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25825. /**
  25826. * An event triggered when a light is removed
  25827. */
  25828. _this.onLightRemovedObservable = new BABYLON.Observable();
  25829. /**
  25830. * An event triggered when a geometry is created
  25831. */
  25832. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25833. /**
  25834. * An event triggered when a geometry is removed
  25835. */
  25836. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25837. /**
  25838. * An event triggered when a transform node is created
  25839. */
  25840. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25841. /**
  25842. * An event triggered when a transform node is removed
  25843. */
  25844. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25845. /**
  25846. * An event triggered when a mesh is created
  25847. */
  25848. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25849. /**
  25850. * An event triggered when a mesh is removed
  25851. */
  25852. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25853. /**
  25854. * An event triggered when a material is created
  25855. */
  25856. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25857. /**
  25858. * An event triggered when a material is removed
  25859. */
  25860. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25861. /**
  25862. * An event triggered when a texture is created
  25863. */
  25864. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25865. /**
  25866. * An event triggered when a texture is removed
  25867. */
  25868. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25869. /**
  25870. * An event triggered when render targets are about to be rendered
  25871. * Can happen multiple times per frame.
  25872. */
  25873. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25874. /**
  25875. * An event triggered when render targets were rendered.
  25876. * Can happen multiple times per frame.
  25877. */
  25878. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25879. /**
  25880. * An event triggered before calculating deterministic simulation step
  25881. */
  25882. _this.onBeforeStepObservable = new BABYLON.Observable();
  25883. /**
  25884. * An event triggered after calculating deterministic simulation step
  25885. */
  25886. _this.onAfterStepObservable = new BABYLON.Observable();
  25887. /**
  25888. * An event triggered when the activeCamera property is updated
  25889. */
  25890. _this.onActiveCameraChanged = new BABYLON.Observable();
  25891. /**
  25892. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25893. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25894. * 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)
  25895. */
  25896. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25897. /**
  25898. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25899. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25900. * 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)
  25901. */
  25902. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25903. /**
  25904. * This Observable will when a mesh has been imported into the scene.
  25905. */
  25906. _this.onMeshImportedObservable = new BABYLON.Observable();
  25907. // Animations
  25908. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25909. /**
  25910. * 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).
  25911. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25912. */
  25913. _this.onPrePointerObservable = new BABYLON.Observable();
  25914. /**
  25915. * Observable event triggered each time an input event is received from the rendering canvas
  25916. */
  25917. _this.onPointerObservable = new BABYLON.Observable();
  25918. _this._meshPickProceed = false;
  25919. _this._currentPickResult = null;
  25920. _this._previousPickResult = null;
  25921. _this._totalPointersPressed = 0;
  25922. _this._doubleClickOccured = false;
  25923. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25924. _this.cameraToUseForPointers = null;
  25925. _this._pointerX = 0;
  25926. _this._pointerY = 0;
  25927. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25928. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25929. _this._startingPointerTime = 0;
  25930. _this._previousStartingPointerTime = 0;
  25931. _this._pointerCaptures = {};
  25932. // Deterministic lockstep
  25933. _this._timeAccumulator = 0;
  25934. _this._currentStepId = 0;
  25935. _this._currentInternalStep = 0;
  25936. // Keyboard
  25937. /**
  25938. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25939. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25940. */
  25941. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25942. /**
  25943. * Observable event triggered each time an keyboard event is received from the hosting window
  25944. */
  25945. _this.onKeyboardObservable = new BABYLON.Observable();
  25946. // Coordinates system
  25947. _this._useRightHandedSystem = false;
  25948. // Fog
  25949. _this._fogEnabled = true;
  25950. _this._fogMode = Scene.FOGMODE_NONE;
  25951. /**
  25952. * Gets or sets the fog color to use
  25953. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25954. * (Default is Color3(0.2, 0.2, 0.3))
  25955. */
  25956. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25957. /**
  25958. * Gets or sets the fog density to use
  25959. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25960. * (Default is 0.1)
  25961. */
  25962. _this.fogDensity = 0.1;
  25963. /**
  25964. * Gets or sets the fog start distance to use
  25965. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25966. * (Default is 0)
  25967. */
  25968. _this.fogStart = 0;
  25969. /**
  25970. * Gets or sets the fog end distance to use
  25971. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25972. * (Default is 1000)
  25973. */
  25974. _this.fogEnd = 1000.0;
  25975. // Lights
  25976. _this._shadowsEnabled = true;
  25977. _this._lightsEnabled = true;
  25978. /** All of the active cameras added to this scene. */
  25979. _this.activeCameras = new Array();
  25980. // Textures
  25981. _this._texturesEnabled = true;
  25982. // Particles
  25983. /**
  25984. * Gets or sets a boolean indicating if particles are enabled on this scene
  25985. */
  25986. _this.particlesEnabled = true;
  25987. // Sprites
  25988. /**
  25989. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25990. */
  25991. _this.spritesEnabled = true;
  25992. // Skeletons
  25993. _this._skeletonsEnabled = true;
  25994. // Lens flares
  25995. /**
  25996. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25997. */
  25998. _this.lensFlaresEnabled = true;
  25999. // Collisions
  26000. /**
  26001. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26002. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26003. */
  26004. _this.collisionsEnabled = true;
  26005. /**
  26006. * Defines the gravity applied to this scene (used only for collisions)
  26007. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26008. */
  26009. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26010. // Postprocesses
  26011. /**
  26012. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26013. */
  26014. _this.postProcessesEnabled = true;
  26015. /**
  26016. * The list of postprocesses added to the scene
  26017. */
  26018. _this.postProcesses = new Array();
  26019. // Customs render targets
  26020. /**
  26021. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26022. */
  26023. _this.renderTargetsEnabled = true;
  26024. /**
  26025. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26026. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26027. */
  26028. _this.dumpNextRenderTargets = false;
  26029. /**
  26030. * The list of user defined render targets added to the scene
  26031. */
  26032. _this.customRenderTargets = new Array();
  26033. /**
  26034. * Gets the list of meshes imported to the scene through SceneLoader
  26035. */
  26036. _this.importedMeshesFiles = new Array();
  26037. // Probes
  26038. /**
  26039. * Gets or sets a boolean indicating if probes are enabled on this scene
  26040. */
  26041. _this.probesEnabled = true;
  26042. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26043. // Procedural textures
  26044. /**
  26045. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26046. */
  26047. _this.proceduralTexturesEnabled = true;
  26048. // Performance counters
  26049. _this._totalVertices = new BABYLON.PerfCounter();
  26050. /** @hidden */
  26051. _this._activeIndices = new BABYLON.PerfCounter();
  26052. /** @hidden */
  26053. _this._activeParticles = new BABYLON.PerfCounter();
  26054. /** @hidden */
  26055. _this._activeBones = new BABYLON.PerfCounter();
  26056. _this._animationTime = 0;
  26057. /**
  26058. * Gets or sets a general scale for animation speed
  26059. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26060. */
  26061. _this.animationTimeScale = 1;
  26062. _this._renderId = 0;
  26063. _this._frameId = 0;
  26064. _this._executeWhenReadyTimeoutId = -1;
  26065. _this._intermediateRendering = false;
  26066. _this._viewUpdateFlag = -1;
  26067. _this._projectionUpdateFlag = -1;
  26068. _this._alternateViewUpdateFlag = -1;
  26069. _this._alternateProjectionUpdateFlag = -1;
  26070. /** @hidden */
  26071. _this._toBeDisposed = new Array(256);
  26072. _this._activeRequests = new Array();
  26073. _this._pendingData = new Array();
  26074. _this._isDisposed = false;
  26075. /**
  26076. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26077. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26078. */
  26079. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26080. _this._activeMeshes = new BABYLON.SmartArray(256);
  26081. _this._processedMaterials = new BABYLON.SmartArray(256);
  26082. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26083. /** @hidden */
  26084. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26085. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26086. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26087. /** @hidden */
  26088. _this._activeAnimatables = new Array();
  26089. _this._transformMatrix = BABYLON.Matrix.Zero();
  26090. _this._useAlternateCameraConfiguration = false;
  26091. _this._alternateRendering = false;
  26092. _this._wheelEventName = "";
  26093. /**
  26094. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26095. * This is useful if there are more lights that the maximum simulteanous authorized
  26096. */
  26097. _this.requireLightSorting = false;
  26098. /**
  26099. * @hidden
  26100. * Backing store of defined scene components.
  26101. */
  26102. _this._components = [];
  26103. /**
  26104. * @hidden
  26105. * Backing store of defined scene components.
  26106. */
  26107. _this._serializableComponents = [];
  26108. /**
  26109. * List of components to register on the next registration step.
  26110. */
  26111. _this._transientComponents = [];
  26112. /**
  26113. * @hidden
  26114. * Defines the actions happening before camera updates.
  26115. */
  26116. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26117. /**
  26118. * @hidden
  26119. * Defines the actions happening before clear the canvas.
  26120. */
  26121. _this._beforeClearStage = BABYLON.Stage.Create();
  26122. /**
  26123. * @hidden
  26124. * Defines the actions when collecting render targets for the frame.
  26125. */
  26126. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26127. /**
  26128. * @hidden
  26129. * Defines the actions happening for one camera in the frame.
  26130. */
  26131. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26132. /**
  26133. * @hidden
  26134. * Defines the actions happening during the per mesh ready checks.
  26135. */
  26136. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26137. /**
  26138. * @hidden
  26139. * Defines the actions happening before evaluate active mesh checks.
  26140. */
  26141. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26142. /**
  26143. * @hidden
  26144. * Defines the actions happening during the evaluate sub mesh checks.
  26145. */
  26146. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26147. /**
  26148. * @hidden
  26149. * Defines the actions happening during the active mesh stage.
  26150. */
  26151. _this._activeMeshStage = BABYLON.Stage.Create();
  26152. /**
  26153. * @hidden
  26154. * Defines the actions happening during the per camera render target step.
  26155. */
  26156. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26157. /**
  26158. * @hidden
  26159. * Defines the actions happening just before the active camera is drawing.
  26160. */
  26161. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26162. /**
  26163. * @hidden
  26164. * Defines the actions happening just before a render target is drawing.
  26165. */
  26166. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26167. /**
  26168. * @hidden
  26169. * Defines the actions happening just before a rendering group is drawing.
  26170. */
  26171. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26172. /**
  26173. * @hidden
  26174. * Defines the actions happening just before a mesh is drawing.
  26175. */
  26176. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26177. /**
  26178. * @hidden
  26179. * Defines the actions happening just after a mesh has been drawn.
  26180. */
  26181. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26182. /**
  26183. * @hidden
  26184. * Defines the actions happening just after a rendering group has been drawn.
  26185. */
  26186. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26187. /**
  26188. * @hidden
  26189. * Defines the actions happening just after the active camera has been drawn.
  26190. */
  26191. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26192. /**
  26193. * @hidden
  26194. * Defines the actions happening just after a render target has been drawn.
  26195. */
  26196. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26197. /**
  26198. * @hidden
  26199. * Defines the actions happening just after rendering all cameras and computing intersections.
  26200. */
  26201. _this._afterRenderStage = BABYLON.Stage.Create();
  26202. /**
  26203. * @hidden
  26204. * Defines the actions happening when a pointer move event happens.
  26205. */
  26206. _this._pointerMoveStage = BABYLON.Stage.Create();
  26207. /**
  26208. * @hidden
  26209. * Defines the actions happening when a pointer down event happens.
  26210. */
  26211. _this._pointerDownStage = BABYLON.Stage.Create();
  26212. /**
  26213. * @hidden
  26214. * Defines the actions happening when a pointer up event happens.
  26215. */
  26216. _this._pointerUpStage = BABYLON.Stage.Create();
  26217. /**
  26218. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26219. */
  26220. _this.geometriesById = null;
  26221. _this._defaultMeshCandidates = {
  26222. data: [],
  26223. length: 0
  26224. };
  26225. _this._defaultSubMeshCandidates = {
  26226. data: [],
  26227. length: 0
  26228. };
  26229. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26230. _this._activeMeshesFrozen = false;
  26231. /** @hidden */
  26232. _this._allowPostProcessClearColor = true;
  26233. /**
  26234. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26235. */
  26236. _this.getDeterministicFrameTime = function () {
  26237. return 1000.0 / 60.0; // frame time in ms
  26238. };
  26239. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26240. _this._blockMaterialDirtyMechanism = false;
  26241. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26242. _this._engine.scenes.push(_this);
  26243. _this._uid = null;
  26244. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26245. if (BABYLON.PostProcessManager) {
  26246. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26247. }
  26248. if (BABYLON.Tools.IsWindowObjectExist()) {
  26249. _this.attachControl();
  26250. }
  26251. //collision coordinator initialization. For now legacy per default.
  26252. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26253. // Uniform Buffer
  26254. _this._createUbo();
  26255. // Default Image processing definition
  26256. if (BABYLON.ImageProcessingConfiguration) {
  26257. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26258. }
  26259. _this.setDefaultCandidateProviders();
  26260. if (options && options.useGeometryIdsMap === true) {
  26261. _this.geometriesById = {};
  26262. }
  26263. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26264. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26265. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26266. return _this;
  26267. }
  26268. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26269. /**
  26270. * Texture used in all pbr material as the reflection texture.
  26271. * As in the majority of the scene they are the same (exception for multi room and so on),
  26272. * this is easier to reference from here than from all the materials.
  26273. */
  26274. get: function () {
  26275. return this._environmentTexture;
  26276. },
  26277. /**
  26278. * Texture used in all pbr material as the reflection texture.
  26279. * As in the majority of the scene they are the same (exception for multi room and so on),
  26280. * this is easier to set here than in all the materials.
  26281. */
  26282. set: function (value) {
  26283. if (this._environmentTexture === value) {
  26284. return;
  26285. }
  26286. this._environmentTexture = value;
  26287. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26288. },
  26289. enumerable: true,
  26290. configurable: true
  26291. });
  26292. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26293. /**
  26294. * Default image processing configuration used either in the rendering
  26295. * Forward main pass or through the imageProcessingPostProcess if present.
  26296. * As in the majority of the scene they are the same (exception for multi camera),
  26297. * this is easier to reference from here than from all the materials and post process.
  26298. *
  26299. * No setter as we it is a shared configuration, you can set the values instead.
  26300. */
  26301. get: function () {
  26302. return this._imageProcessingConfiguration;
  26303. },
  26304. enumerable: true,
  26305. configurable: true
  26306. });
  26307. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26308. get: function () {
  26309. return this._forceWireframe;
  26310. },
  26311. /**
  26312. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26313. */
  26314. set: function (value) {
  26315. if (this._forceWireframe === value) {
  26316. return;
  26317. }
  26318. this._forceWireframe = value;
  26319. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26320. },
  26321. enumerable: true,
  26322. configurable: true
  26323. });
  26324. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26325. get: function () {
  26326. return this._forcePointsCloud;
  26327. },
  26328. /**
  26329. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26330. */
  26331. set: function (value) {
  26332. if (this._forcePointsCloud === value) {
  26333. return;
  26334. }
  26335. this._forcePointsCloud = value;
  26336. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26337. },
  26338. enumerable: true,
  26339. configurable: true
  26340. });
  26341. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26342. /**
  26343. * Gets or sets the animation properties override
  26344. */
  26345. get: function () {
  26346. return this._animationPropertiesOverride;
  26347. },
  26348. set: function (value) {
  26349. this._animationPropertiesOverride = value;
  26350. },
  26351. enumerable: true,
  26352. configurable: true
  26353. });
  26354. Object.defineProperty(Scene.prototype, "onDispose", {
  26355. /** Sets a function to be executed when this scene is disposed. */
  26356. set: function (callback) {
  26357. if (this._onDisposeObserver) {
  26358. this.onDisposeObservable.remove(this._onDisposeObserver);
  26359. }
  26360. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26361. },
  26362. enumerable: true,
  26363. configurable: true
  26364. });
  26365. Object.defineProperty(Scene.prototype, "beforeRender", {
  26366. /** Sets a function to be executed before rendering this scene */
  26367. set: function (callback) {
  26368. if (this._onBeforeRenderObserver) {
  26369. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26370. }
  26371. if (callback) {
  26372. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26373. }
  26374. },
  26375. enumerable: true,
  26376. configurable: true
  26377. });
  26378. Object.defineProperty(Scene.prototype, "afterRender", {
  26379. /** Sets a function to be executed after rendering this scene */
  26380. set: function (callback) {
  26381. if (this._onAfterRenderObserver) {
  26382. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26383. }
  26384. if (callback) {
  26385. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26386. }
  26387. },
  26388. enumerable: true,
  26389. configurable: true
  26390. });
  26391. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26392. /** Sets a function to be executed before rendering a camera*/
  26393. set: function (callback) {
  26394. if (this._onBeforeCameraRenderObserver) {
  26395. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26396. }
  26397. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26398. },
  26399. enumerable: true,
  26400. configurable: true
  26401. });
  26402. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26403. /** Sets a function to be executed after rendering a camera*/
  26404. set: function (callback) {
  26405. if (this._onAfterCameraRenderObserver) {
  26406. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26407. }
  26408. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26409. },
  26410. enumerable: true,
  26411. configurable: true
  26412. });
  26413. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26414. /**
  26415. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26416. */
  26417. get: function () {
  26418. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26419. },
  26420. enumerable: true,
  26421. configurable: true
  26422. });
  26423. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26424. get: function () {
  26425. return this._useRightHandedSystem;
  26426. },
  26427. /**
  26428. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26429. */
  26430. set: function (value) {
  26431. if (this._useRightHandedSystem === value) {
  26432. return;
  26433. }
  26434. this._useRightHandedSystem = value;
  26435. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26436. },
  26437. enumerable: true,
  26438. configurable: true
  26439. });
  26440. /**
  26441. * Sets the step Id used by deterministic lock step
  26442. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26443. * @param newStepId defines the step Id
  26444. */
  26445. Scene.prototype.setStepId = function (newStepId) {
  26446. this._currentStepId = newStepId;
  26447. };
  26448. /**
  26449. * Gets the step Id used by deterministic lock step
  26450. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26451. * @returns the step Id
  26452. */
  26453. Scene.prototype.getStepId = function () {
  26454. return this._currentStepId;
  26455. };
  26456. /**
  26457. * Gets the internal step used by deterministic lock step
  26458. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26459. * @returns the internal step
  26460. */
  26461. Scene.prototype.getInternalStep = function () {
  26462. return this._currentInternalStep;
  26463. };
  26464. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26465. get: function () {
  26466. return this._fogEnabled;
  26467. },
  26468. /**
  26469. * Gets or sets a boolean indicating if fog is enabled on this scene
  26470. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26471. * (Default is true)
  26472. */
  26473. set: function (value) {
  26474. if (this._fogEnabled === value) {
  26475. return;
  26476. }
  26477. this._fogEnabled = value;
  26478. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26479. },
  26480. enumerable: true,
  26481. configurable: true
  26482. });
  26483. Object.defineProperty(Scene.prototype, "fogMode", {
  26484. get: function () {
  26485. return this._fogMode;
  26486. },
  26487. /**
  26488. * Gets or sets the fog mode to use
  26489. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26490. * | mode | value |
  26491. * | --- | --- |
  26492. * | FOGMODE_NONE | 0 |
  26493. * | FOGMODE_EXP | 1 |
  26494. * | FOGMODE_EXP2 | 2 |
  26495. * | FOGMODE_LINEAR | 3 |
  26496. */
  26497. set: function (value) {
  26498. if (this._fogMode === value) {
  26499. return;
  26500. }
  26501. this._fogMode = value;
  26502. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26503. },
  26504. enumerable: true,
  26505. configurable: true
  26506. });
  26507. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26508. get: function () {
  26509. return this._shadowsEnabled;
  26510. },
  26511. /**
  26512. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26513. */
  26514. set: function (value) {
  26515. if (this._shadowsEnabled === value) {
  26516. return;
  26517. }
  26518. this._shadowsEnabled = value;
  26519. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26520. },
  26521. enumerable: true,
  26522. configurable: true
  26523. });
  26524. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26525. get: function () {
  26526. return this._lightsEnabled;
  26527. },
  26528. /**
  26529. * Gets or sets a boolean indicating if lights are enabled on this scene
  26530. */
  26531. set: function (value) {
  26532. if (this._lightsEnabled === value) {
  26533. return;
  26534. }
  26535. this._lightsEnabled = value;
  26536. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26537. },
  26538. enumerable: true,
  26539. configurable: true
  26540. });
  26541. Object.defineProperty(Scene.prototype, "activeCamera", {
  26542. /** Gets or sets the current active camera */
  26543. get: function () {
  26544. return this._activeCamera;
  26545. },
  26546. set: function (value) {
  26547. if (value === this._activeCamera) {
  26548. return;
  26549. }
  26550. this._activeCamera = value;
  26551. this.onActiveCameraChanged.notifyObservers(this);
  26552. },
  26553. enumerable: true,
  26554. configurable: true
  26555. });
  26556. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26557. /** The default material used on meshes when no material is affected */
  26558. get: function () {
  26559. if (!this._defaultMaterial) {
  26560. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26561. }
  26562. return this._defaultMaterial;
  26563. },
  26564. /** The default material used on meshes when no material is affected */
  26565. set: function (value) {
  26566. this._defaultMaterial = value;
  26567. },
  26568. enumerable: true,
  26569. configurable: true
  26570. });
  26571. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26572. get: function () {
  26573. return this._texturesEnabled;
  26574. },
  26575. /**
  26576. * Gets or sets a boolean indicating if textures are enabled on this scene
  26577. */
  26578. set: function (value) {
  26579. if (this._texturesEnabled === value) {
  26580. return;
  26581. }
  26582. this._texturesEnabled = value;
  26583. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26584. },
  26585. enumerable: true,
  26586. configurable: true
  26587. });
  26588. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26589. get: function () {
  26590. return this._skeletonsEnabled;
  26591. },
  26592. /**
  26593. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26594. */
  26595. set: function (value) {
  26596. if (this._skeletonsEnabled === value) {
  26597. return;
  26598. }
  26599. this._skeletonsEnabled = value;
  26600. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26601. },
  26602. enumerable: true,
  26603. configurable: true
  26604. });
  26605. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26606. /** @hidden */
  26607. get: function () {
  26608. return this._alternateRendering;
  26609. },
  26610. enumerable: true,
  26611. configurable: true
  26612. });
  26613. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26614. /**
  26615. * Gets the list of frustum planes (built from the active camera)
  26616. */
  26617. get: function () {
  26618. return this._frustumPlanes;
  26619. },
  26620. enumerable: true,
  26621. configurable: true
  26622. });
  26623. /**
  26624. * Registers the transient components if needed.
  26625. */
  26626. Scene.prototype._registerTransientComponents = function () {
  26627. // Register components that have been associated lately to the scene.
  26628. if (this._transientComponents.length > 0) {
  26629. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26630. var component = _a[_i];
  26631. component.register();
  26632. }
  26633. this._transientComponents = [];
  26634. }
  26635. };
  26636. /**
  26637. * @hidden
  26638. * Add a component to the scene.
  26639. * Note that the ccomponent could be registered on th next frame if this is called after
  26640. * the register component stage.
  26641. * @param component Defines the component to add to the scene
  26642. */
  26643. Scene.prototype._addComponent = function (component) {
  26644. this._components.push(component);
  26645. this._transientComponents.push(component);
  26646. var serializableComponent = component;
  26647. if (serializableComponent.addFromContainer) {
  26648. this._serializableComponents.push(serializableComponent);
  26649. }
  26650. };
  26651. /**
  26652. * @hidden
  26653. * Gets a component from the scene.
  26654. * @param name defines the name of the component to retrieve
  26655. * @returns the component or null if not present
  26656. */
  26657. Scene.prototype._getComponent = function (name) {
  26658. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26659. var component = _a[_i];
  26660. if (component.name === name) {
  26661. return component;
  26662. }
  26663. }
  26664. return null;
  26665. };
  26666. /**
  26667. * @hidden
  26668. */
  26669. Scene.prototype._getDefaultMeshCandidates = function () {
  26670. this._defaultMeshCandidates.data = this.meshes;
  26671. this._defaultMeshCandidates.length = this.meshes.length;
  26672. return this._defaultMeshCandidates;
  26673. };
  26674. /**
  26675. * @hidden
  26676. */
  26677. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26678. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26679. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26680. return this._defaultSubMeshCandidates;
  26681. };
  26682. /**
  26683. * Sets the default candidate providers for the scene.
  26684. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26685. * and getCollidingSubMeshCandidates to their default function
  26686. */
  26687. Scene.prototype.setDefaultCandidateProviders = function () {
  26688. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26689. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26690. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26691. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26692. };
  26693. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26694. /**
  26695. * Gets a boolean indicating if collisions are processed on a web worker
  26696. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26697. */
  26698. get: function () {
  26699. return this._workerCollisions;
  26700. },
  26701. set: function (enabled) {
  26702. if (!BABYLON.CollisionCoordinatorLegacy) {
  26703. return;
  26704. }
  26705. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26706. this._workerCollisions = enabled;
  26707. if (this.collisionCoordinator) {
  26708. this.collisionCoordinator.destroy();
  26709. }
  26710. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26711. this.collisionCoordinator.init(this);
  26712. },
  26713. enumerable: true,
  26714. configurable: true
  26715. });
  26716. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26717. /**
  26718. * Gets the mesh that is currently under the pointer
  26719. */
  26720. get: function () {
  26721. return this._pointerOverMesh;
  26722. },
  26723. enumerable: true,
  26724. configurable: true
  26725. });
  26726. Object.defineProperty(Scene.prototype, "pointerX", {
  26727. /**
  26728. * Gets the current on-screen X position of the pointer
  26729. */
  26730. get: function () {
  26731. return this._pointerX;
  26732. },
  26733. enumerable: true,
  26734. configurable: true
  26735. });
  26736. Object.defineProperty(Scene.prototype, "pointerY", {
  26737. /**
  26738. * Gets the current on-screen Y position of the pointer
  26739. */
  26740. get: function () {
  26741. return this._pointerY;
  26742. },
  26743. enumerable: true,
  26744. configurable: true
  26745. });
  26746. /**
  26747. * Gets the cached material (ie. the latest rendered one)
  26748. * @returns the cached material
  26749. */
  26750. Scene.prototype.getCachedMaterial = function () {
  26751. return this._cachedMaterial;
  26752. };
  26753. /**
  26754. * Gets the cached effect (ie. the latest rendered one)
  26755. * @returns the cached effect
  26756. */
  26757. Scene.prototype.getCachedEffect = function () {
  26758. return this._cachedEffect;
  26759. };
  26760. /**
  26761. * Gets the cached visibility state (ie. the latest rendered one)
  26762. * @returns the cached visibility state
  26763. */
  26764. Scene.prototype.getCachedVisibility = function () {
  26765. return this._cachedVisibility;
  26766. };
  26767. /**
  26768. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26769. * @param material defines the current material
  26770. * @param effect defines the current effect
  26771. * @param visibility defines the current visibility state
  26772. * @returns true if one parameter is not cached
  26773. */
  26774. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26775. if (visibility === void 0) { visibility = 1; }
  26776. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26777. };
  26778. /**
  26779. * Gets the engine associated with the scene
  26780. * @returns an Engine
  26781. */
  26782. Scene.prototype.getEngine = function () {
  26783. return this._engine;
  26784. };
  26785. /**
  26786. * Gets the total number of vertices rendered per frame
  26787. * @returns the total number of vertices rendered per frame
  26788. */
  26789. Scene.prototype.getTotalVertices = function () {
  26790. return this._totalVertices.current;
  26791. };
  26792. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26793. /**
  26794. * Gets the performance counter for total vertices
  26795. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26796. */
  26797. get: function () {
  26798. return this._totalVertices;
  26799. },
  26800. enumerable: true,
  26801. configurable: true
  26802. });
  26803. /**
  26804. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26805. * @returns the total number of active indices rendered per frame
  26806. */
  26807. Scene.prototype.getActiveIndices = function () {
  26808. return this._activeIndices.current;
  26809. };
  26810. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26811. /**
  26812. * Gets the performance counter for active indices
  26813. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26814. */
  26815. get: function () {
  26816. return this._activeIndices;
  26817. },
  26818. enumerable: true,
  26819. configurable: true
  26820. });
  26821. /**
  26822. * Gets the total number of active particles rendered per frame
  26823. * @returns the total number of active particles rendered per frame
  26824. */
  26825. Scene.prototype.getActiveParticles = function () {
  26826. return this._activeParticles.current;
  26827. };
  26828. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26829. /**
  26830. * Gets the performance counter for active particles
  26831. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26832. */
  26833. get: function () {
  26834. return this._activeParticles;
  26835. },
  26836. enumerable: true,
  26837. configurable: true
  26838. });
  26839. /**
  26840. * Gets the total number of active bones rendered per frame
  26841. * @returns the total number of active bones rendered per frame
  26842. */
  26843. Scene.prototype.getActiveBones = function () {
  26844. return this._activeBones.current;
  26845. };
  26846. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26847. /**
  26848. * Gets the performance counter for active bones
  26849. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26850. */
  26851. get: function () {
  26852. return this._activeBones;
  26853. },
  26854. enumerable: true,
  26855. configurable: true
  26856. });
  26857. /**
  26858. * Gets the array of active meshes
  26859. * @returns an array of AbstractMesh
  26860. */
  26861. Scene.prototype.getActiveMeshes = function () {
  26862. return this._activeMeshes;
  26863. };
  26864. /**
  26865. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26866. * @returns a number
  26867. */
  26868. Scene.prototype.getAnimationRatio = function () {
  26869. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26870. };
  26871. /**
  26872. * Gets an unique Id for the current render phase
  26873. * @returns a number
  26874. */
  26875. Scene.prototype.getRenderId = function () {
  26876. return this._renderId;
  26877. };
  26878. /**
  26879. * Gets an unique Id for the current frame
  26880. * @returns a number
  26881. */
  26882. Scene.prototype.getFrameId = function () {
  26883. return this._frameId;
  26884. };
  26885. /** Call this function if you want to manually increment the render Id*/
  26886. Scene.prototype.incrementRenderId = function () {
  26887. this._renderId++;
  26888. };
  26889. Scene.prototype._updatePointerPosition = function (evt) {
  26890. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26891. if (!canvasRect) {
  26892. return;
  26893. }
  26894. this._pointerX = evt.clientX - canvasRect.left;
  26895. this._pointerY = evt.clientY - canvasRect.top;
  26896. this._unTranslatedPointerX = this._pointerX;
  26897. this._unTranslatedPointerY = this._pointerY;
  26898. };
  26899. Scene.prototype._createUbo = function () {
  26900. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26901. this._sceneUbo.addUniform("viewProjection", 16);
  26902. this._sceneUbo.addUniform("view", 16);
  26903. };
  26904. Scene.prototype._createAlternateUbo = function () {
  26905. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26906. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26907. this._alternateSceneUbo.addUniform("view", 16);
  26908. };
  26909. // Pointers handling
  26910. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26911. if (pointerInfo.pickInfo) {
  26912. if (!pointerInfo.pickInfo.ray) {
  26913. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26914. }
  26915. }
  26916. };
  26917. /**
  26918. * Use this method to simulate a pointer move on a mesh
  26919. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26920. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26921. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26922. * @returns the current scene
  26923. */
  26924. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26925. var evt = new PointerEvent("pointermove", pointerEventInit);
  26926. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26927. return this;
  26928. }
  26929. return this._processPointerMove(pickResult, evt);
  26930. };
  26931. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26932. var canvas = this._engine.getRenderingCanvas();
  26933. if (!canvas) {
  26934. return this;
  26935. }
  26936. // Restore pointer
  26937. canvas.style.cursor = this.defaultCursor;
  26938. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26939. if (isMeshPicked) {
  26940. this.setPointerOverMesh(pickResult.pickedMesh);
  26941. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26942. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26943. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26944. }
  26945. else {
  26946. canvas.style.cursor = this.hoverCursor;
  26947. }
  26948. }
  26949. }
  26950. else {
  26951. this.setPointerOverMesh(null);
  26952. }
  26953. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26954. var step = _a[_i];
  26955. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26956. }
  26957. if (pickResult) {
  26958. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26959. if (this.onPointerMove) {
  26960. this.onPointerMove(evt, pickResult, type);
  26961. }
  26962. if (this.onPointerObservable.hasObservers()) {
  26963. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26964. this._setRayOnPointerInfo(pi);
  26965. this.onPointerObservable.notifyObservers(pi, type);
  26966. }
  26967. }
  26968. return this;
  26969. };
  26970. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26971. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26972. if (pickResult) {
  26973. pi.ray = pickResult.ray;
  26974. }
  26975. this.onPrePointerObservable.notifyObservers(pi, type);
  26976. if (pi.skipOnPointerObservable) {
  26977. return true;
  26978. }
  26979. else {
  26980. return false;
  26981. }
  26982. };
  26983. /**
  26984. * Use this method to simulate a pointer down on a mesh
  26985. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26986. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26987. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26988. * @returns the current scene
  26989. */
  26990. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26991. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26992. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26993. return this;
  26994. }
  26995. return this._processPointerDown(pickResult, evt);
  26996. };
  26997. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26998. var _this = this;
  26999. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27000. this._pickedDownMesh = pickResult.pickedMesh;
  27001. var actionManager = pickResult.pickedMesh.actionManager;
  27002. if (actionManager) {
  27003. if (actionManager.hasPickTriggers) {
  27004. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27005. switch (evt.button) {
  27006. case 0:
  27007. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27008. break;
  27009. case 1:
  27010. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27011. break;
  27012. case 2:
  27013. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27014. break;
  27015. }
  27016. }
  27017. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27018. window.setTimeout(function () {
  27019. 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);
  27020. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27021. if (_this._totalPointersPressed !== 0 &&
  27022. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27023. !_this._isPointerSwiping()) {
  27024. _this._startingPointerTime = 0;
  27025. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27026. }
  27027. }
  27028. }, Scene.LongPressDelay);
  27029. }
  27030. }
  27031. }
  27032. else {
  27033. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27034. var step = _a[_i];
  27035. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27036. }
  27037. }
  27038. if (pickResult) {
  27039. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27040. if (this.onPointerDown) {
  27041. this.onPointerDown(evt, pickResult, type);
  27042. }
  27043. if (this.onPointerObservable.hasObservers()) {
  27044. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27045. this._setRayOnPointerInfo(pi);
  27046. this.onPointerObservable.notifyObservers(pi, type);
  27047. }
  27048. }
  27049. return this;
  27050. };
  27051. /**
  27052. * Use this method to simulate a pointer up on a mesh
  27053. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27054. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27055. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27056. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27057. * @returns the current scene
  27058. */
  27059. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27060. var evt = new PointerEvent("pointerup", pointerEventInit);
  27061. var clickInfo = new ClickInfo();
  27062. if (doubleTap) {
  27063. clickInfo.doubleClick = true;
  27064. }
  27065. else {
  27066. clickInfo.singleClick = true;
  27067. }
  27068. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27069. return this;
  27070. }
  27071. return this._processPointerUp(pickResult, evt, clickInfo);
  27072. };
  27073. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27074. if (pickResult && pickResult && pickResult.pickedMesh) {
  27075. this._pickedUpMesh = pickResult.pickedMesh;
  27076. if (this._pickedDownMesh === this._pickedUpMesh) {
  27077. if (this.onPointerPick) {
  27078. this.onPointerPick(evt, pickResult);
  27079. }
  27080. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27081. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27082. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27083. this._setRayOnPointerInfo(pi);
  27084. this.onPointerObservable.notifyObservers(pi, type_1);
  27085. }
  27086. }
  27087. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27088. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27089. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27090. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27091. }
  27092. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27093. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27094. }
  27095. }
  27096. }
  27097. else {
  27098. if (!clickInfo.ignore) {
  27099. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27100. var step = _a[_i];
  27101. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27102. }
  27103. }
  27104. }
  27105. if (this._pickedDownMesh &&
  27106. this._pickedDownMesh.actionManager &&
  27107. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27108. this._pickedDownMesh !== this._pickedUpMesh) {
  27109. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27110. }
  27111. var type = 0;
  27112. if (this.onPointerObservable.hasObservers()) {
  27113. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27114. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27115. type = BABYLON.PointerEventTypes.POINTERTAP;
  27116. }
  27117. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27118. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27119. }
  27120. if (type) {
  27121. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27122. this._setRayOnPointerInfo(pi);
  27123. this.onPointerObservable.notifyObservers(pi, type);
  27124. }
  27125. }
  27126. if (!clickInfo.ignore) {
  27127. type = BABYLON.PointerEventTypes.POINTERUP;
  27128. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27129. this._setRayOnPointerInfo(pi);
  27130. this.onPointerObservable.notifyObservers(pi, type);
  27131. }
  27132. }
  27133. if (this.onPointerUp && !clickInfo.ignore) {
  27134. this.onPointerUp(evt, pickResult, type);
  27135. }
  27136. return this;
  27137. };
  27138. /**
  27139. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27140. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27141. * @returns true if the pointer was captured
  27142. */
  27143. Scene.prototype.isPointerCaptured = function (pointerId) {
  27144. if (pointerId === void 0) { pointerId = 0; }
  27145. return this._pointerCaptures[pointerId];
  27146. };
  27147. /** @hidden */
  27148. Scene.prototype._isPointerSwiping = function () {
  27149. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27150. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27151. };
  27152. /**
  27153. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27154. * @param attachUp defines if you want to attach events to pointerup
  27155. * @param attachDown defines if you want to attach events to pointerdown
  27156. * @param attachMove defines if you want to attach events to pointermove
  27157. */
  27158. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27159. var _this = this;
  27160. if (attachUp === void 0) { attachUp = true; }
  27161. if (attachDown === void 0) { attachDown = true; }
  27162. if (attachMove === void 0) { attachMove = true; }
  27163. this._initActionManager = function (act, clickInfo) {
  27164. if (!_this._meshPickProceed) {
  27165. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27166. _this._currentPickResult = pickResult;
  27167. if (pickResult) {
  27168. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27169. }
  27170. _this._meshPickProceed = true;
  27171. }
  27172. return act;
  27173. };
  27174. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27175. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27176. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27177. btn !== _this._previousButtonPressed) {
  27178. _this._doubleClickOccured = false;
  27179. clickInfo.singleClick = true;
  27180. clickInfo.ignore = false;
  27181. cb(clickInfo, _this._currentPickResult);
  27182. }
  27183. };
  27184. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27185. var clickInfo = new ClickInfo();
  27186. _this._currentPickResult = null;
  27187. var act = null;
  27188. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27189. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27190. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27191. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27192. act = _this._initActionManager(act, clickInfo);
  27193. if (act) {
  27194. checkPicking = act.hasPickTriggers;
  27195. }
  27196. }
  27197. var needToIgnoreNext = false;
  27198. if (checkPicking) {
  27199. var btn = evt.button;
  27200. clickInfo.hasSwiped = _this._isPointerSwiping();
  27201. if (!clickInfo.hasSwiped) {
  27202. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27203. if (!checkSingleClickImmediately) {
  27204. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27205. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27206. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27207. act = _this._initActionManager(act, clickInfo);
  27208. if (act) {
  27209. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27210. }
  27211. }
  27212. }
  27213. if (checkSingleClickImmediately) {
  27214. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27215. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27216. btn !== _this._previousButtonPressed) {
  27217. clickInfo.singleClick = true;
  27218. cb(clickInfo, _this._currentPickResult);
  27219. needToIgnoreNext = true;
  27220. }
  27221. }
  27222. // at least one double click is required to be check and exclusive double click is enabled
  27223. else {
  27224. // wait that no double click has been raised during the double click delay
  27225. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27226. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27227. }
  27228. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27229. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27230. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27231. act = _this._initActionManager(act, clickInfo);
  27232. if (act) {
  27233. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27234. }
  27235. }
  27236. if (checkDoubleClick) {
  27237. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27238. if (btn === _this._previousButtonPressed &&
  27239. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27240. !_this._doubleClickOccured) {
  27241. // pointer has not moved for 2 clicks, it's a double click
  27242. if (!clickInfo.hasSwiped &&
  27243. !_this._isPointerSwiping()) {
  27244. _this._previousStartingPointerTime = 0;
  27245. _this._doubleClickOccured = true;
  27246. clickInfo.doubleClick = true;
  27247. clickInfo.ignore = false;
  27248. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27249. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27250. }
  27251. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27252. cb(clickInfo, _this._currentPickResult);
  27253. }
  27254. // if the two successive clicks are too far, it's just two simple clicks
  27255. else {
  27256. _this._doubleClickOccured = false;
  27257. _this._previousStartingPointerTime = _this._startingPointerTime;
  27258. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27259. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27260. _this._previousButtonPressed = btn;
  27261. if (Scene.ExclusiveDoubleClickMode) {
  27262. if (_this._previousDelayedSimpleClickTimeout) {
  27263. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27264. }
  27265. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27266. cb(clickInfo, _this._previousPickResult);
  27267. }
  27268. else {
  27269. cb(clickInfo, _this._currentPickResult);
  27270. }
  27271. }
  27272. needToIgnoreNext = true;
  27273. }
  27274. // just the first click of the double has been raised
  27275. else {
  27276. _this._doubleClickOccured = false;
  27277. _this._previousStartingPointerTime = _this._startingPointerTime;
  27278. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27279. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27280. _this._previousButtonPressed = btn;
  27281. }
  27282. }
  27283. }
  27284. }
  27285. if (!needToIgnoreNext) {
  27286. cb(clickInfo, _this._currentPickResult);
  27287. }
  27288. };
  27289. this._onPointerMove = function (evt) {
  27290. _this._updatePointerPosition(evt);
  27291. // PreObservable support
  27292. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27293. return;
  27294. }
  27295. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27296. return;
  27297. }
  27298. if (!_this.pointerMovePredicate) {
  27299. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27300. }
  27301. // Meshes
  27302. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27303. _this._processPointerMove(pickResult, evt);
  27304. };
  27305. this._onPointerDown = function (evt) {
  27306. _this._totalPointersPressed++;
  27307. _this._pickedDownMesh = null;
  27308. _this._meshPickProceed = false;
  27309. _this._updatePointerPosition(evt);
  27310. if (_this.preventDefaultOnPointerDown && canvas) {
  27311. evt.preventDefault();
  27312. canvas.focus();
  27313. }
  27314. _this._startingPointerPosition.x = _this._pointerX;
  27315. _this._startingPointerPosition.y = _this._pointerY;
  27316. _this._startingPointerTime = Date.now();
  27317. // PreObservable support
  27318. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27319. return;
  27320. }
  27321. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27322. return;
  27323. }
  27324. _this._pointerCaptures[evt.pointerId] = true;
  27325. if (!_this.pointerDownPredicate) {
  27326. _this.pointerDownPredicate = function (mesh) {
  27327. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27328. };
  27329. }
  27330. // Meshes
  27331. _this._pickedDownMesh = null;
  27332. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27333. _this._processPointerDown(pickResult, evt);
  27334. };
  27335. this._onPointerUp = function (evt) {
  27336. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27337. return; // So we need to test it the pointer down was pressed before.
  27338. }
  27339. _this._totalPointersPressed--;
  27340. _this._pickedUpMesh = null;
  27341. _this._meshPickProceed = false;
  27342. _this._updatePointerPosition(evt);
  27343. if (_this.preventDefaultOnPointerUp && canvas) {
  27344. evt.preventDefault();
  27345. canvas.focus();
  27346. }
  27347. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27348. _this._pointerCaptures[evt.pointerId] = false;
  27349. // PreObservable support
  27350. if (_this.onPrePointerObservable.hasObservers()) {
  27351. if (!clickInfo.ignore) {
  27352. if (!clickInfo.hasSwiped) {
  27353. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27354. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27355. return;
  27356. }
  27357. }
  27358. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27359. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27360. return;
  27361. }
  27362. }
  27363. }
  27364. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27365. return;
  27366. }
  27367. }
  27368. }
  27369. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27370. return;
  27371. }
  27372. if (!_this.pointerUpPredicate) {
  27373. _this.pointerUpPredicate = function (mesh) {
  27374. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27375. };
  27376. }
  27377. // Meshes
  27378. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27379. _this._initActionManager(null, clickInfo);
  27380. }
  27381. if (!pickResult) {
  27382. pickResult = _this._currentPickResult;
  27383. }
  27384. _this._processPointerUp(pickResult, evt, clickInfo);
  27385. _this._previousPickResult = _this._currentPickResult;
  27386. });
  27387. };
  27388. this._onKeyDown = function (evt) {
  27389. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27390. if (_this.onPreKeyboardObservable.hasObservers()) {
  27391. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27392. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27393. if (pi.skipOnPointerObservable) {
  27394. return;
  27395. }
  27396. }
  27397. if (_this.onKeyboardObservable.hasObservers()) {
  27398. var pi = new BABYLON.KeyboardInfo(type, evt);
  27399. _this.onKeyboardObservable.notifyObservers(pi, type);
  27400. }
  27401. if (_this.actionManager) {
  27402. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27403. }
  27404. };
  27405. this._onKeyUp = function (evt) {
  27406. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27407. if (_this.onPreKeyboardObservable.hasObservers()) {
  27408. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27409. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27410. if (pi.skipOnPointerObservable) {
  27411. return;
  27412. }
  27413. }
  27414. if (_this.onKeyboardObservable.hasObservers()) {
  27415. var pi = new BABYLON.KeyboardInfo(type, evt);
  27416. _this.onKeyboardObservable.notifyObservers(pi, type);
  27417. }
  27418. if (_this.actionManager) {
  27419. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27420. }
  27421. };
  27422. var engine = this.getEngine();
  27423. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27424. if (!canvas) {
  27425. return;
  27426. }
  27427. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27428. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27429. });
  27430. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27431. if (!canvas) {
  27432. return;
  27433. }
  27434. canvas.removeEventListener("keydown", _this._onKeyDown);
  27435. canvas.removeEventListener("keyup", _this._onKeyUp);
  27436. });
  27437. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27438. var canvas = this._engine.getRenderingCanvas();
  27439. if (!canvas) {
  27440. return;
  27441. }
  27442. if (attachMove) {
  27443. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27444. // Wheel
  27445. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27446. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27447. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27448. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27449. }
  27450. if (attachDown) {
  27451. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27452. }
  27453. if (attachUp) {
  27454. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27455. }
  27456. canvas.tabIndex = 1;
  27457. };
  27458. /** Detaches all event handlers*/
  27459. Scene.prototype.detachControl = function () {
  27460. var engine = this.getEngine();
  27461. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27462. var canvas = engine.getRenderingCanvas();
  27463. if (!canvas) {
  27464. return;
  27465. }
  27466. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27467. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27468. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27469. if (this._onCanvasBlurObserver) {
  27470. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27471. }
  27472. if (this._onCanvasFocusObserver) {
  27473. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27474. }
  27475. // Wheel
  27476. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27477. // Keyboard
  27478. canvas.removeEventListener("keydown", this._onKeyDown);
  27479. canvas.removeEventListener("keyup", this._onKeyUp);
  27480. // Observables
  27481. this.onKeyboardObservable.clear();
  27482. this.onPreKeyboardObservable.clear();
  27483. this.onPointerObservable.clear();
  27484. this.onPrePointerObservable.clear();
  27485. };
  27486. /**
  27487. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27488. * Delay loaded resources are not taking in account
  27489. * @return true if all required resources are ready
  27490. */
  27491. Scene.prototype.isReady = function () {
  27492. if (this._isDisposed) {
  27493. return false;
  27494. }
  27495. var index;
  27496. var engine = this.getEngine();
  27497. // Effects
  27498. if (!engine.areAllEffectsReady()) {
  27499. return false;
  27500. }
  27501. // Pending data
  27502. if (this._pendingData.length > 0) {
  27503. return false;
  27504. }
  27505. // Meshes
  27506. for (index = 0; index < this.meshes.length; index++) {
  27507. var mesh = this.meshes[index];
  27508. if (!mesh.isEnabled()) {
  27509. continue;
  27510. }
  27511. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27512. continue;
  27513. }
  27514. if (!mesh.isReady(true)) {
  27515. return false;
  27516. }
  27517. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27518. // Is Ready For Mesh
  27519. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27520. var step = _a[_i];
  27521. if (!step.action(mesh, hardwareInstancedRendering)) {
  27522. return false;
  27523. }
  27524. }
  27525. }
  27526. // Geometries
  27527. for (index = 0; index < this.geometries.length; index++) {
  27528. var geometry = this.geometries[index];
  27529. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27530. return false;
  27531. }
  27532. }
  27533. // Post-processes
  27534. if (this.activeCameras && this.activeCameras.length > 0) {
  27535. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27536. var camera = _c[_b];
  27537. if (!camera.isReady(true)) {
  27538. return false;
  27539. }
  27540. }
  27541. }
  27542. else if (this.activeCamera) {
  27543. if (!this.activeCamera.isReady(true)) {
  27544. return false;
  27545. }
  27546. }
  27547. // Particles
  27548. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27549. var particleSystem = _e[_d];
  27550. if (!particleSystem.isReady()) {
  27551. return false;
  27552. }
  27553. }
  27554. return true;
  27555. };
  27556. /** Resets all cached information relative to material (including effect and visibility) */
  27557. Scene.prototype.resetCachedMaterial = function () {
  27558. this._cachedMaterial = null;
  27559. this._cachedEffect = null;
  27560. this._cachedVisibility = null;
  27561. };
  27562. /**
  27563. * Registers a function to be called before every frame render
  27564. * @param func defines the function to register
  27565. */
  27566. Scene.prototype.registerBeforeRender = function (func) {
  27567. this.onBeforeRenderObservable.add(func);
  27568. };
  27569. /**
  27570. * Unregisters a function called before every frame render
  27571. * @param func defines the function to unregister
  27572. */
  27573. Scene.prototype.unregisterBeforeRender = function (func) {
  27574. this.onBeforeRenderObservable.removeCallback(func);
  27575. };
  27576. /**
  27577. * Registers a function to be called after every frame render
  27578. * @param func defines the function to register
  27579. */
  27580. Scene.prototype.registerAfterRender = function (func) {
  27581. this.onAfterRenderObservable.add(func);
  27582. };
  27583. /**
  27584. * Unregisters a function called after every frame render
  27585. * @param func defines the function to unregister
  27586. */
  27587. Scene.prototype.unregisterAfterRender = function (func) {
  27588. this.onAfterRenderObservable.removeCallback(func);
  27589. };
  27590. Scene.prototype._executeOnceBeforeRender = function (func) {
  27591. var _this = this;
  27592. var execFunc = function () {
  27593. func();
  27594. setTimeout(function () {
  27595. _this.unregisterBeforeRender(execFunc);
  27596. });
  27597. };
  27598. this.registerBeforeRender(execFunc);
  27599. };
  27600. /**
  27601. * The provided function will run before render once and will be disposed afterwards.
  27602. * A timeout delay can be provided so that the function will be executed in N ms.
  27603. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27604. * @param func The function to be executed.
  27605. * @param timeout optional delay in ms
  27606. */
  27607. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27608. var _this = this;
  27609. if (timeout !== undefined) {
  27610. setTimeout(function () {
  27611. _this._executeOnceBeforeRender(func);
  27612. }, timeout);
  27613. }
  27614. else {
  27615. this._executeOnceBeforeRender(func);
  27616. }
  27617. };
  27618. /** @hidden */
  27619. Scene.prototype._addPendingData = function (data) {
  27620. this._pendingData.push(data);
  27621. };
  27622. /** @hidden */
  27623. Scene.prototype._removePendingData = function (data) {
  27624. var wasLoading = this.isLoading;
  27625. var index = this._pendingData.indexOf(data);
  27626. if (index !== -1) {
  27627. this._pendingData.splice(index, 1);
  27628. }
  27629. if (wasLoading && !this.isLoading) {
  27630. this.onDataLoadedObservable.notifyObservers(this);
  27631. }
  27632. };
  27633. /**
  27634. * Returns the number of items waiting to be loaded
  27635. * @returns the number of items waiting to be loaded
  27636. */
  27637. Scene.prototype.getWaitingItemsCount = function () {
  27638. return this._pendingData.length;
  27639. };
  27640. Object.defineProperty(Scene.prototype, "isLoading", {
  27641. /**
  27642. * Returns a boolean indicating if the scene is still loading data
  27643. */
  27644. get: function () {
  27645. return this._pendingData.length > 0;
  27646. },
  27647. enumerable: true,
  27648. configurable: true
  27649. });
  27650. /**
  27651. * Registers a function to be executed when the scene is ready
  27652. * @param {Function} func - the function to be executed
  27653. */
  27654. Scene.prototype.executeWhenReady = function (func) {
  27655. var _this = this;
  27656. this.onReadyObservable.add(func);
  27657. if (this._executeWhenReadyTimeoutId !== -1) {
  27658. return;
  27659. }
  27660. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27661. _this._checkIsReady();
  27662. }, 150);
  27663. };
  27664. /**
  27665. * Returns a promise that resolves when the scene is ready
  27666. * @returns A promise that resolves when the scene is ready
  27667. */
  27668. Scene.prototype.whenReadyAsync = function () {
  27669. var _this = this;
  27670. return new Promise(function (resolve) {
  27671. _this.executeWhenReady(function () {
  27672. resolve();
  27673. });
  27674. });
  27675. };
  27676. /** @hidden */
  27677. Scene.prototype._checkIsReady = function () {
  27678. var _this = this;
  27679. this._registerTransientComponents();
  27680. if (this.isReady()) {
  27681. this.onReadyObservable.notifyObservers(this);
  27682. this.onReadyObservable.clear();
  27683. this._executeWhenReadyTimeoutId = -1;
  27684. return;
  27685. }
  27686. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27687. _this._checkIsReady();
  27688. }, 150);
  27689. };
  27690. // Animations
  27691. /**
  27692. * Will start the animation sequence of a given target
  27693. * @param target defines the target
  27694. * @param from defines from which frame should animation start
  27695. * @param to defines until which frame should animation run.
  27696. * @param weight defines the weight to apply to the animation (1.0 by default)
  27697. * @param loop defines if the animation loops
  27698. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27699. * @param onAnimationEnd defines the function to be executed when the animation ends
  27700. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27701. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27702. * @returns the animatable object created for this animation
  27703. */
  27704. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27705. if (weight === void 0) { weight = 1.0; }
  27706. if (speedRatio === void 0) { speedRatio = 1.0; }
  27707. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27708. returnedAnimatable.weight = weight;
  27709. return returnedAnimatable;
  27710. };
  27711. /**
  27712. * Will start the animation sequence of a given target
  27713. * @param target defines the target
  27714. * @param from defines from which frame should animation start
  27715. * @param to defines until which frame should animation run.
  27716. * @param loop defines if the animation loops
  27717. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27718. * @param onAnimationEnd defines the function to be executed when the animation ends
  27719. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27720. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27721. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27722. * @returns the animatable object created for this animation
  27723. */
  27724. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27725. if (speedRatio === void 0) { speedRatio = 1.0; }
  27726. if (stopCurrent === void 0) { stopCurrent = true; }
  27727. if (from > to && speedRatio > 0) {
  27728. speedRatio *= -1;
  27729. }
  27730. if (stopCurrent) {
  27731. this.stopAnimation(target, undefined, targetMask);
  27732. }
  27733. if (!animatable) {
  27734. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27735. }
  27736. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27737. // Local animations
  27738. if (target.animations && shouldRunTargetAnimations) {
  27739. animatable.appendAnimations(target, target.animations);
  27740. }
  27741. // Children animations
  27742. if (target.getAnimatables) {
  27743. var animatables = target.getAnimatables();
  27744. for (var index = 0; index < animatables.length; index++) {
  27745. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27746. }
  27747. }
  27748. animatable.reset();
  27749. return animatable;
  27750. };
  27751. /**
  27752. * Will start the animation sequence of a given target and its hierarchy
  27753. * @param target defines the target
  27754. * @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.
  27755. * @param from defines from which frame should animation start
  27756. * @param to defines until which frame should animation run.
  27757. * @param loop defines if the animation loops
  27758. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27759. * @param onAnimationEnd defines the function to be executed when the animation ends
  27760. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27761. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27762. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27763. * @returns the list of created animatables
  27764. */
  27765. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27766. if (speedRatio === void 0) { speedRatio = 1.0; }
  27767. if (stopCurrent === void 0) { stopCurrent = true; }
  27768. var children = target.getDescendants(directDescendantsOnly);
  27769. var result = [];
  27770. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27771. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27772. var child = children_1[_i];
  27773. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27774. }
  27775. return result;
  27776. };
  27777. /**
  27778. * Begin a new animation on a given node
  27779. * @param target defines the target where the animation will take place
  27780. * @param animations defines the list of animations to start
  27781. * @param from defines the initial value
  27782. * @param to defines the final value
  27783. * @param loop defines if you want animation to loop (off by default)
  27784. * @param speedRatio defines the speed ratio to apply to all animations
  27785. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27786. * @returns the list of created animatables
  27787. */
  27788. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27789. if (speedRatio === undefined) {
  27790. speedRatio = 1.0;
  27791. }
  27792. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27793. return animatable;
  27794. };
  27795. /**
  27796. * Begin a new animation on a given node and its hierarchy
  27797. * @param target defines the root node where the animation will take place
  27798. * @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.
  27799. * @param animations defines the list of animations to start
  27800. * @param from defines the initial value
  27801. * @param to defines the final value
  27802. * @param loop defines if you want animation to loop (off by default)
  27803. * @param speedRatio defines the speed ratio to apply to all animations
  27804. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27805. * @returns the list of animatables created for all nodes
  27806. */
  27807. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27808. var children = target.getDescendants(directDescendantsOnly);
  27809. var result = [];
  27810. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27811. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27812. var child = children_2[_i];
  27813. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27814. }
  27815. return result;
  27816. };
  27817. /**
  27818. * Gets the animatable associated with a specific target
  27819. * @param target defines the target of the animatable
  27820. * @returns the required animatable if found
  27821. */
  27822. Scene.prototype.getAnimatableByTarget = function (target) {
  27823. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27824. if (this._activeAnimatables[index].target === target) {
  27825. return this._activeAnimatables[index];
  27826. }
  27827. }
  27828. return null;
  27829. };
  27830. /**
  27831. * Gets all animatables associated with a given target
  27832. * @param target defines the target to look animatables for
  27833. * @returns an array of Animatables
  27834. */
  27835. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27836. var result = [];
  27837. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27838. if (this._activeAnimatables[index].target === target) {
  27839. result.push(this._activeAnimatables[index]);
  27840. }
  27841. }
  27842. return result;
  27843. };
  27844. Object.defineProperty(Scene.prototype, "animatables", {
  27845. /**
  27846. * Gets all animatable attached to the scene
  27847. */
  27848. get: function () {
  27849. return this._activeAnimatables;
  27850. },
  27851. enumerable: true,
  27852. configurable: true
  27853. });
  27854. /**
  27855. * Will stop the animation of the given target
  27856. * @param target - the target
  27857. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27858. * @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)
  27859. */
  27860. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27861. var animatables = this.getAllAnimatablesByTarget(target);
  27862. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27863. var animatable = animatables_1[_i];
  27864. animatable.stop(animationName, targetMask);
  27865. }
  27866. };
  27867. /**
  27868. * Stops and removes all animations that have been applied to the scene
  27869. */
  27870. Scene.prototype.stopAllAnimations = function () {
  27871. if (this._activeAnimatables) {
  27872. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27873. this._activeAnimatables[i].stop();
  27874. }
  27875. this._activeAnimatables = [];
  27876. }
  27877. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27878. var group = _a[_i];
  27879. group.stop();
  27880. }
  27881. };
  27882. Scene.prototype._animate = function () {
  27883. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27884. return;
  27885. }
  27886. // Getting time
  27887. var now = BABYLON.Tools.Now;
  27888. if (!this._animationTimeLast) {
  27889. if (this._pendingData.length > 0) {
  27890. return;
  27891. }
  27892. this._animationTimeLast = now;
  27893. }
  27894. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27895. this._animationTime += deltaTime;
  27896. this._animationTimeLast = now;
  27897. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27898. this._activeAnimatables[index]._animate(this._animationTime);
  27899. }
  27900. // Late animation bindings
  27901. this._processLateAnimationBindings();
  27902. };
  27903. /** @hidden */
  27904. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27905. var target = runtimeAnimation.target;
  27906. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27907. if (!target._lateAnimationHolders) {
  27908. target._lateAnimationHolders = {};
  27909. }
  27910. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27911. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27912. totalWeight: 0,
  27913. animations: [],
  27914. originalValue: originalValue
  27915. };
  27916. }
  27917. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27918. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27919. };
  27920. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27921. var normalizer = 1.0;
  27922. var finalPosition = BABYLON.Tmp.Vector3[0];
  27923. var finalScaling = BABYLON.Tmp.Vector3[1];
  27924. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27925. var startIndex = 0;
  27926. var originalAnimation = holder.animations[0];
  27927. var originalValue = holder.originalValue;
  27928. var scale = 1;
  27929. if (holder.totalWeight < 1.0) {
  27930. // We need to mix the original value in
  27931. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27932. scale = 1.0 - holder.totalWeight;
  27933. }
  27934. else {
  27935. startIndex = 1;
  27936. // We need to normalize the weights
  27937. normalizer = holder.totalWeight;
  27938. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27939. scale = originalAnimation.weight / normalizer;
  27940. if (scale == 1) {
  27941. return originalAnimation.currentValue;
  27942. }
  27943. }
  27944. finalScaling.scaleInPlace(scale);
  27945. finalPosition.scaleInPlace(scale);
  27946. finalQuaternion.scaleInPlace(scale);
  27947. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27948. var runtimeAnimation = holder.animations[animIndex];
  27949. var scale = runtimeAnimation.weight / normalizer;
  27950. var currentPosition = BABYLON.Tmp.Vector3[2];
  27951. var currentScaling = BABYLON.Tmp.Vector3[3];
  27952. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27953. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27954. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27955. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27956. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27957. }
  27958. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27959. return originalAnimation._workValue;
  27960. };
  27961. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27962. var originalAnimation = holder.animations[0];
  27963. var originalValue = holder.originalValue;
  27964. if (holder.animations.length === 1) {
  27965. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27966. return refQuaternion;
  27967. }
  27968. var normalizer = 1.0;
  27969. var quaternions;
  27970. var weights;
  27971. if (holder.totalWeight < 1.0) {
  27972. var scale = 1.0 - holder.totalWeight;
  27973. quaternions = [];
  27974. weights = [];
  27975. quaternions.push(originalValue);
  27976. weights.push(scale);
  27977. }
  27978. else {
  27979. if (holder.animations.length === 2) { // Slerp as soon as we can
  27980. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27981. return refQuaternion;
  27982. }
  27983. quaternions = [];
  27984. weights = [];
  27985. normalizer = holder.totalWeight;
  27986. }
  27987. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27988. var runtimeAnimation = holder.animations[animIndex];
  27989. quaternions.push(runtimeAnimation.currentValue);
  27990. weights.push(runtimeAnimation.weight / normalizer);
  27991. }
  27992. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27993. var cumulativeAmount = 0;
  27994. var cumulativeQuaternion = null;
  27995. for (var index = 0; index < quaternions.length;) {
  27996. if (!cumulativeQuaternion) {
  27997. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27998. cumulativeQuaternion = refQuaternion;
  27999. cumulativeAmount = weights[index] + weights[index + 1];
  28000. index += 2;
  28001. continue;
  28002. }
  28003. cumulativeAmount += weights[index];
  28004. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28005. index++;
  28006. }
  28007. return cumulativeQuaternion;
  28008. };
  28009. Scene.prototype._processLateAnimationBindings = function () {
  28010. if (!this._registeredForLateAnimationBindings.length) {
  28011. return;
  28012. }
  28013. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28014. var target = this._registeredForLateAnimationBindings.data[index];
  28015. for (var path in target._lateAnimationHolders) {
  28016. var holder = target._lateAnimationHolders[path];
  28017. var originalAnimation = holder.animations[0];
  28018. var originalValue = holder.originalValue;
  28019. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28020. var finalValue = target[path];
  28021. if (matrixDecomposeMode) {
  28022. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28023. }
  28024. else {
  28025. var quaternionMode = originalValue.w !== undefined;
  28026. if (quaternionMode) {
  28027. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28028. }
  28029. else {
  28030. var startIndex = 0;
  28031. var normalizer = 1.0;
  28032. if (holder.totalWeight < 1.0) {
  28033. // We need to mix the original value in
  28034. if (originalValue.scale) {
  28035. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28036. }
  28037. else {
  28038. finalValue = originalValue * (1.0 - holder.totalWeight);
  28039. }
  28040. }
  28041. else {
  28042. // We need to normalize the weights
  28043. normalizer = holder.totalWeight;
  28044. var scale_1 = originalAnimation.weight / normalizer;
  28045. if (scale_1 !== 1) {
  28046. if (originalAnimation.currentValue.scale) {
  28047. finalValue = originalAnimation.currentValue.scale(scale_1);
  28048. }
  28049. else {
  28050. finalValue = originalAnimation.currentValue * scale_1;
  28051. }
  28052. }
  28053. else {
  28054. finalValue = originalAnimation.currentValue;
  28055. }
  28056. startIndex = 1;
  28057. }
  28058. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28059. var runtimeAnimation = holder.animations[animIndex];
  28060. var scale = runtimeAnimation.weight / normalizer;
  28061. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28062. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28063. }
  28064. else {
  28065. finalValue += runtimeAnimation.currentValue * scale;
  28066. }
  28067. }
  28068. }
  28069. }
  28070. target[path] = finalValue;
  28071. }
  28072. target._lateAnimationHolders = {};
  28073. }
  28074. this._registeredForLateAnimationBindings.reset();
  28075. };
  28076. // Matrix
  28077. /** @hidden */
  28078. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28079. this._useAlternateCameraConfiguration = active;
  28080. };
  28081. /**
  28082. * Gets the current view matrix
  28083. * @returns a Matrix
  28084. */
  28085. Scene.prototype.getViewMatrix = function () {
  28086. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28087. };
  28088. /**
  28089. * Gets the current projection matrix
  28090. * @returns a Matrix
  28091. */
  28092. Scene.prototype.getProjectionMatrix = function () {
  28093. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28094. };
  28095. /**
  28096. * Gets the current transform matrix
  28097. * @returns a Matrix made of View * Projection
  28098. */
  28099. Scene.prototype.getTransformMatrix = function () {
  28100. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28101. };
  28102. /**
  28103. * Sets the current transform matrix
  28104. * @param view defines the View matrix to use
  28105. * @param projection defines the Projection matrix to use
  28106. */
  28107. Scene.prototype.setTransformMatrix = function (view, projection) {
  28108. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28109. return;
  28110. }
  28111. this._viewUpdateFlag = view.updateFlag;
  28112. this._projectionUpdateFlag = projection.updateFlag;
  28113. this._viewMatrix = view;
  28114. this._projectionMatrix = projection;
  28115. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28116. // Update frustum
  28117. if (!this._frustumPlanes) {
  28118. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28119. }
  28120. else {
  28121. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28122. }
  28123. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28124. var otherCamera = this.activeCamera._alternateCamera;
  28125. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28126. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28127. }
  28128. if (this._sceneUbo.useUbo) {
  28129. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28130. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28131. this._sceneUbo.update();
  28132. }
  28133. };
  28134. /** @hidden */
  28135. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28136. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28137. return;
  28138. }
  28139. this._alternateViewUpdateFlag = view.updateFlag;
  28140. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28141. this._alternateViewMatrix = view;
  28142. this._alternateProjectionMatrix = projection;
  28143. if (!this._alternateTransformMatrix) {
  28144. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28145. }
  28146. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28147. if (!this._alternateSceneUbo) {
  28148. this._createAlternateUbo();
  28149. }
  28150. if (this._alternateSceneUbo.useUbo) {
  28151. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28152. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28153. this._alternateSceneUbo.update();
  28154. }
  28155. };
  28156. /**
  28157. * Gets the uniform buffer used to store scene data
  28158. * @returns a UniformBuffer
  28159. */
  28160. Scene.prototype.getSceneUniformBuffer = function () {
  28161. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28162. };
  28163. /**
  28164. * Gets an unique (relatively to the current scene) Id
  28165. * @returns an unique number for the scene
  28166. */
  28167. Scene.prototype.getUniqueId = function () {
  28168. var result = Scene._uniqueIdCounter;
  28169. Scene._uniqueIdCounter++;
  28170. return result;
  28171. };
  28172. /**
  28173. * Add a mesh to the list of scene's meshes
  28174. * @param newMesh defines the mesh to add
  28175. * @param recursive if all child meshes should also be added to the scene
  28176. */
  28177. Scene.prototype.addMesh = function (newMesh, recursive) {
  28178. var _this = this;
  28179. if (recursive === void 0) { recursive = false; }
  28180. this.meshes.push(newMesh);
  28181. //notify the collision coordinator
  28182. if (this.collisionCoordinator) {
  28183. this.collisionCoordinator.onMeshAdded(newMesh);
  28184. }
  28185. newMesh._resyncLightSources();
  28186. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28187. if (recursive) {
  28188. newMesh.getChildMeshes().forEach(function (m) {
  28189. _this.addMesh(m);
  28190. });
  28191. }
  28192. };
  28193. /**
  28194. * Remove a mesh for the list of scene's meshes
  28195. * @param toRemove defines the mesh to remove
  28196. * @param recursive if all child meshes should also be removed from the scene
  28197. * @returns the index where the mesh was in the mesh list
  28198. */
  28199. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28200. var _this = this;
  28201. if (recursive === void 0) { recursive = false; }
  28202. var index = this.meshes.indexOf(toRemove);
  28203. if (index !== -1) {
  28204. // Remove from the scene if mesh found
  28205. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28206. this.meshes.pop();
  28207. }
  28208. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28209. if (recursive) {
  28210. toRemove.getChildMeshes().forEach(function (m) {
  28211. _this.removeMesh(m);
  28212. });
  28213. }
  28214. return index;
  28215. };
  28216. /**
  28217. * Add a transform node to the list of scene's transform nodes
  28218. * @param newTransformNode defines the transform node to add
  28219. */
  28220. Scene.prototype.addTransformNode = function (newTransformNode) {
  28221. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28222. this.transformNodes.push(newTransformNode);
  28223. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28224. };
  28225. /**
  28226. * Remove a transform node for the list of scene's transform nodes
  28227. * @param toRemove defines the transform node to remove
  28228. * @returns the index where the transform node was in the transform node list
  28229. */
  28230. Scene.prototype.removeTransformNode = function (toRemove) {
  28231. var index = toRemove._indexInSceneTransformNodesArray;
  28232. if (index !== -1) {
  28233. if (index !== this.transformNodes.length - 1) {
  28234. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28235. this.transformNodes[index] = lastNode;
  28236. lastNode._indexInSceneTransformNodesArray = index;
  28237. }
  28238. toRemove._indexInSceneTransformNodesArray = -1;
  28239. this.transformNodes.pop();
  28240. }
  28241. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28242. return index;
  28243. };
  28244. /**
  28245. * Remove a skeleton for the list of scene's skeletons
  28246. * @param toRemove defines the skeleton to remove
  28247. * @returns the index where the skeleton was in the skeleton list
  28248. */
  28249. Scene.prototype.removeSkeleton = function (toRemove) {
  28250. var index = this.skeletons.indexOf(toRemove);
  28251. if (index !== -1) {
  28252. // Remove from the scene if found
  28253. this.skeletons.splice(index, 1);
  28254. }
  28255. return index;
  28256. };
  28257. /**
  28258. * Remove a morph target for the list of scene's morph targets
  28259. * @param toRemove defines the morph target to remove
  28260. * @returns the index where the morph target was in the morph target list
  28261. */
  28262. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28263. var index = this.morphTargetManagers.indexOf(toRemove);
  28264. if (index !== -1) {
  28265. // Remove from the scene if found
  28266. this.morphTargetManagers.splice(index, 1);
  28267. }
  28268. return index;
  28269. };
  28270. /**
  28271. * Remove a light for the list of scene's lights
  28272. * @param toRemove defines the light to remove
  28273. * @returns the index where the light was in the light list
  28274. */
  28275. Scene.prototype.removeLight = function (toRemove) {
  28276. var index = this.lights.indexOf(toRemove);
  28277. if (index !== -1) {
  28278. // Remove from meshes
  28279. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28280. var mesh = _a[_i];
  28281. mesh._removeLightSource(toRemove);
  28282. }
  28283. // Remove from the scene if mesh found
  28284. this.lights.splice(index, 1);
  28285. this.sortLightsByPriority();
  28286. }
  28287. this.onLightRemovedObservable.notifyObservers(toRemove);
  28288. return index;
  28289. };
  28290. /**
  28291. * Remove a camera for the list of scene's cameras
  28292. * @param toRemove defines the camera to remove
  28293. * @returns the index where the camera was in the camera list
  28294. */
  28295. Scene.prototype.removeCamera = function (toRemove) {
  28296. var index = this.cameras.indexOf(toRemove);
  28297. if (index !== -1) {
  28298. // Remove from the scene if mesh found
  28299. this.cameras.splice(index, 1);
  28300. }
  28301. // Remove from activeCameras
  28302. var index2 = this.activeCameras.indexOf(toRemove);
  28303. if (index2 !== -1) {
  28304. // Remove from the scene if mesh found
  28305. this.activeCameras.splice(index2, 1);
  28306. }
  28307. // Reset the activeCamera
  28308. if (this.activeCamera === toRemove) {
  28309. if (this.cameras.length > 0) {
  28310. this.activeCamera = this.cameras[0];
  28311. }
  28312. else {
  28313. this.activeCamera = null;
  28314. }
  28315. }
  28316. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28317. return index;
  28318. };
  28319. /**
  28320. * Remove a particle system for the list of scene's particle systems
  28321. * @param toRemove defines the particle system to remove
  28322. * @returns the index where the particle system was in the particle system list
  28323. */
  28324. Scene.prototype.removeParticleSystem = function (toRemove) {
  28325. var index = this.particleSystems.indexOf(toRemove);
  28326. if (index !== -1) {
  28327. this.particleSystems.splice(index, 1);
  28328. }
  28329. return index;
  28330. };
  28331. /**
  28332. * Remove a animation for the list of scene's animations
  28333. * @param toRemove defines the animation to remove
  28334. * @returns the index where the animation was in the animation list
  28335. */
  28336. Scene.prototype.removeAnimation = function (toRemove) {
  28337. var index = this.animations.indexOf(toRemove);
  28338. if (index !== -1) {
  28339. this.animations.splice(index, 1);
  28340. }
  28341. return index;
  28342. };
  28343. /**
  28344. * Removes the given animation group from this scene.
  28345. * @param toRemove The animation group to remove
  28346. * @returns The index of the removed animation group
  28347. */
  28348. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28349. var index = this.animationGroups.indexOf(toRemove);
  28350. if (index !== -1) {
  28351. this.animationGroups.splice(index, 1);
  28352. }
  28353. return index;
  28354. };
  28355. /**
  28356. * Removes the given multi-material from this scene.
  28357. * @param toRemove The multi-material to remove
  28358. * @returns The index of the removed multi-material
  28359. */
  28360. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28361. var index = this.multiMaterials.indexOf(toRemove);
  28362. if (index !== -1) {
  28363. this.multiMaterials.splice(index, 1);
  28364. }
  28365. return index;
  28366. };
  28367. /**
  28368. * Removes the given material from this scene.
  28369. * @param toRemove The material to remove
  28370. * @returns The index of the removed material
  28371. */
  28372. Scene.prototype.removeMaterial = function (toRemove) {
  28373. var index = toRemove._indexInSceneMaterialArray;
  28374. if (index !== -1) {
  28375. if (index !== this.materials.length - 1) {
  28376. var lastMaterial = this.materials[this.materials.length - 1];
  28377. this.materials[index] = lastMaterial;
  28378. lastMaterial._indexInSceneMaterialArray = index;
  28379. }
  28380. toRemove._indexInSceneMaterialArray = -1;
  28381. this.materials.pop();
  28382. }
  28383. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28384. return index;
  28385. };
  28386. /**
  28387. * Removes the given action manager from this scene.
  28388. * @param toRemove The action manager to remove
  28389. * @returns The index of the removed action manager
  28390. */
  28391. Scene.prototype.removeActionManager = function (toRemove) {
  28392. var index = this.actionManagers.indexOf(toRemove);
  28393. if (index !== -1) {
  28394. this.actionManagers.splice(index, 1);
  28395. }
  28396. return index;
  28397. };
  28398. /**
  28399. * Removes the given texture from this scene.
  28400. * @param toRemove The texture to remove
  28401. * @returns The index of the removed texture
  28402. */
  28403. Scene.prototype.removeTexture = function (toRemove) {
  28404. var index = this.textures.indexOf(toRemove);
  28405. if (index !== -1) {
  28406. this.textures.splice(index, 1);
  28407. }
  28408. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28409. return index;
  28410. };
  28411. /**
  28412. * Adds the given light to this scene
  28413. * @param newLight The light to add
  28414. */
  28415. Scene.prototype.addLight = function (newLight) {
  28416. this.lights.push(newLight);
  28417. this.sortLightsByPriority();
  28418. // Add light to all meshes (To support if the light is removed and then readded)
  28419. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28420. var mesh = _a[_i];
  28421. if (mesh._lightSources.indexOf(newLight) === -1) {
  28422. mesh._lightSources.push(newLight);
  28423. mesh._resyncLightSources();
  28424. }
  28425. }
  28426. this.onNewLightAddedObservable.notifyObservers(newLight);
  28427. };
  28428. /**
  28429. * Sorts the list list based on light priorities
  28430. */
  28431. Scene.prototype.sortLightsByPriority = function () {
  28432. if (this.requireLightSorting) {
  28433. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28434. }
  28435. };
  28436. /**
  28437. * Adds the given camera to this scene
  28438. * @param newCamera The camera to add
  28439. */
  28440. Scene.prototype.addCamera = function (newCamera) {
  28441. this.cameras.push(newCamera);
  28442. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28443. };
  28444. /**
  28445. * Adds the given skeleton to this scene
  28446. * @param newSkeleton The skeleton to add
  28447. */
  28448. Scene.prototype.addSkeleton = function (newSkeleton) {
  28449. this.skeletons.push(newSkeleton);
  28450. };
  28451. /**
  28452. * Adds the given particle system to this scene
  28453. * @param newParticleSystem The particle system to add
  28454. */
  28455. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28456. this.particleSystems.push(newParticleSystem);
  28457. };
  28458. /**
  28459. * Adds the given animation to this scene
  28460. * @param newAnimation The animation to add
  28461. */
  28462. Scene.prototype.addAnimation = function (newAnimation) {
  28463. this.animations.push(newAnimation);
  28464. };
  28465. /**
  28466. * Adds the given animation group to this scene.
  28467. * @param newAnimationGroup The animation group to add
  28468. */
  28469. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28470. this.animationGroups.push(newAnimationGroup);
  28471. };
  28472. /**
  28473. * Adds the given multi-material to this scene
  28474. * @param newMultiMaterial The multi-material to add
  28475. */
  28476. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28477. this.multiMaterials.push(newMultiMaterial);
  28478. };
  28479. /**
  28480. * Adds the given material to this scene
  28481. * @param newMaterial The material to add
  28482. */
  28483. Scene.prototype.addMaterial = function (newMaterial) {
  28484. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28485. this.materials.push(newMaterial);
  28486. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28487. };
  28488. /**
  28489. * Adds the given morph target to this scene
  28490. * @param newMorphTargetManager The morph target to add
  28491. */
  28492. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28493. this.morphTargetManagers.push(newMorphTargetManager);
  28494. };
  28495. /**
  28496. * Adds the given geometry to this scene
  28497. * @param newGeometry The geometry to add
  28498. */
  28499. Scene.prototype.addGeometry = function (newGeometry) {
  28500. if (this.geometriesById) {
  28501. this.geometriesById[newGeometry.id] = this.geometries.length;
  28502. }
  28503. this.geometries.push(newGeometry);
  28504. };
  28505. /**
  28506. * Adds the given action manager to this scene
  28507. * @param newActionManager The action manager to add
  28508. */
  28509. Scene.prototype.addActionManager = function (newActionManager) {
  28510. this.actionManagers.push(newActionManager);
  28511. };
  28512. /**
  28513. * Adds the given texture to this scene.
  28514. * @param newTexture The texture to add
  28515. */
  28516. Scene.prototype.addTexture = function (newTexture) {
  28517. this.textures.push(newTexture);
  28518. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28519. };
  28520. /**
  28521. * Switch active camera
  28522. * @param newCamera defines the new active camera
  28523. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28524. */
  28525. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28526. if (attachControl === void 0) { attachControl = true; }
  28527. var canvas = this._engine.getRenderingCanvas();
  28528. if (!canvas) {
  28529. return;
  28530. }
  28531. if (this.activeCamera) {
  28532. this.activeCamera.detachControl(canvas);
  28533. }
  28534. this.activeCamera = newCamera;
  28535. if (attachControl) {
  28536. newCamera.attachControl(canvas);
  28537. }
  28538. };
  28539. /**
  28540. * sets the active camera of the scene using its ID
  28541. * @param id defines the camera's ID
  28542. * @return the new active camera or null if none found.
  28543. */
  28544. Scene.prototype.setActiveCameraByID = function (id) {
  28545. var camera = this.getCameraByID(id);
  28546. if (camera) {
  28547. this.activeCamera = camera;
  28548. return camera;
  28549. }
  28550. return null;
  28551. };
  28552. /**
  28553. * sets the active camera of the scene using its name
  28554. * @param name defines the camera's name
  28555. * @returns the new active camera or null if none found.
  28556. */
  28557. Scene.prototype.setActiveCameraByName = function (name) {
  28558. var camera = this.getCameraByName(name);
  28559. if (camera) {
  28560. this.activeCamera = camera;
  28561. return camera;
  28562. }
  28563. return null;
  28564. };
  28565. /**
  28566. * get an animation group using its name
  28567. * @param name defines the material's name
  28568. * @return the animation group or null if none found.
  28569. */
  28570. Scene.prototype.getAnimationGroupByName = function (name) {
  28571. for (var index = 0; index < this.animationGroups.length; index++) {
  28572. if (this.animationGroups[index].name === name) {
  28573. return this.animationGroups[index];
  28574. }
  28575. }
  28576. return null;
  28577. };
  28578. /**
  28579. * get a material using its id
  28580. * @param id defines the material's ID
  28581. * @return the material or null if none found.
  28582. */
  28583. Scene.prototype.getMaterialByID = function (id) {
  28584. for (var index = 0; index < this.materials.length; index++) {
  28585. if (this.materials[index].id === id) {
  28586. return this.materials[index];
  28587. }
  28588. }
  28589. return null;
  28590. };
  28591. /**
  28592. * Gets a material using its name
  28593. * @param name defines the material's name
  28594. * @return the material or null if none found.
  28595. */
  28596. Scene.prototype.getMaterialByName = function (name) {
  28597. for (var index = 0; index < this.materials.length; index++) {
  28598. if (this.materials[index].name === name) {
  28599. return this.materials[index];
  28600. }
  28601. }
  28602. return null;
  28603. };
  28604. /**
  28605. * Gets a camera using its id
  28606. * @param id defines the id to look for
  28607. * @returns the camera or null if not found
  28608. */
  28609. Scene.prototype.getCameraByID = function (id) {
  28610. for (var index = 0; index < this.cameras.length; index++) {
  28611. if (this.cameras[index].id === id) {
  28612. return this.cameras[index];
  28613. }
  28614. }
  28615. return null;
  28616. };
  28617. /**
  28618. * Gets a camera using its unique id
  28619. * @param uniqueId defines the unique id to look for
  28620. * @returns the camera or null if not found
  28621. */
  28622. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28623. for (var index = 0; index < this.cameras.length; index++) {
  28624. if (this.cameras[index].uniqueId === uniqueId) {
  28625. return this.cameras[index];
  28626. }
  28627. }
  28628. return null;
  28629. };
  28630. /**
  28631. * Gets a camera using its name
  28632. * @param name defines the camera's name
  28633. * @return the camera or null if none found.
  28634. */
  28635. Scene.prototype.getCameraByName = function (name) {
  28636. for (var index = 0; index < this.cameras.length; index++) {
  28637. if (this.cameras[index].name === name) {
  28638. return this.cameras[index];
  28639. }
  28640. }
  28641. return null;
  28642. };
  28643. /**
  28644. * Gets a bone using its id
  28645. * @param id defines the bone's id
  28646. * @return the bone or null if not found
  28647. */
  28648. Scene.prototype.getBoneByID = function (id) {
  28649. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28650. var skeleton = this.skeletons[skeletonIndex];
  28651. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28652. if (skeleton.bones[boneIndex].id === id) {
  28653. return skeleton.bones[boneIndex];
  28654. }
  28655. }
  28656. }
  28657. return null;
  28658. };
  28659. /**
  28660. * Gets a bone using its id
  28661. * @param name defines the bone's name
  28662. * @return the bone or null if not found
  28663. */
  28664. Scene.prototype.getBoneByName = function (name) {
  28665. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28666. var skeleton = this.skeletons[skeletonIndex];
  28667. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28668. if (skeleton.bones[boneIndex].name === name) {
  28669. return skeleton.bones[boneIndex];
  28670. }
  28671. }
  28672. }
  28673. return null;
  28674. };
  28675. /**
  28676. * Gets a light node using its name
  28677. * @param name defines the the light's name
  28678. * @return the light or null if none found.
  28679. */
  28680. Scene.prototype.getLightByName = function (name) {
  28681. for (var index = 0; index < this.lights.length; index++) {
  28682. if (this.lights[index].name === name) {
  28683. return this.lights[index];
  28684. }
  28685. }
  28686. return null;
  28687. };
  28688. /**
  28689. * Gets a light node using its id
  28690. * @param id defines the light's id
  28691. * @return the light or null if none found.
  28692. */
  28693. Scene.prototype.getLightByID = function (id) {
  28694. for (var index = 0; index < this.lights.length; index++) {
  28695. if (this.lights[index].id === id) {
  28696. return this.lights[index];
  28697. }
  28698. }
  28699. return null;
  28700. };
  28701. /**
  28702. * Gets a light node using its scene-generated unique ID
  28703. * @param uniqueId defines the light's unique id
  28704. * @return the light or null if none found.
  28705. */
  28706. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28707. for (var index = 0; index < this.lights.length; index++) {
  28708. if (this.lights[index].uniqueId === uniqueId) {
  28709. return this.lights[index];
  28710. }
  28711. }
  28712. return null;
  28713. };
  28714. /**
  28715. * Gets a particle system by id
  28716. * @param id defines the particle system id
  28717. * @return the corresponding system or null if none found
  28718. */
  28719. Scene.prototype.getParticleSystemByID = function (id) {
  28720. for (var index = 0; index < this.particleSystems.length; index++) {
  28721. if (this.particleSystems[index].id === id) {
  28722. return this.particleSystems[index];
  28723. }
  28724. }
  28725. return null;
  28726. };
  28727. /**
  28728. * Gets a geometry using its ID
  28729. * @param id defines the geometry's id
  28730. * @return the geometry or null if none found.
  28731. */
  28732. Scene.prototype.getGeometryByID = function (id) {
  28733. if (this.geometriesById) {
  28734. var index_1 = this.geometriesById[id];
  28735. if (index_1 !== undefined) {
  28736. return this.geometries[index_1];
  28737. }
  28738. }
  28739. else {
  28740. for (var index = 0; index < this.geometries.length; index++) {
  28741. if (this.geometries[index].id === id) {
  28742. return this.geometries[index];
  28743. }
  28744. }
  28745. }
  28746. return null;
  28747. };
  28748. Scene.prototype._getGeometryByUniqueID = function (id) {
  28749. for (var index = 0; index < this.geometries.length; index++) {
  28750. if (this.geometries[index].uniqueId === id) {
  28751. return this.geometries[index];
  28752. }
  28753. }
  28754. return null;
  28755. };
  28756. /**
  28757. * Add a new geometry to this scene
  28758. * @param geometry defines the geometry to be added to the scene.
  28759. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28760. * @return a boolean defining if the geometry was added or not
  28761. */
  28762. Scene.prototype.pushGeometry = function (geometry, force) {
  28763. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28764. return false;
  28765. }
  28766. this.addGeometry(geometry);
  28767. //notify the collision coordinator
  28768. if (this.collisionCoordinator) {
  28769. this.collisionCoordinator.onGeometryAdded(geometry);
  28770. }
  28771. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28772. return true;
  28773. };
  28774. /**
  28775. * Removes an existing geometry
  28776. * @param geometry defines the geometry to be removed from the scene
  28777. * @return a boolean defining if the geometry was removed or not
  28778. */
  28779. Scene.prototype.removeGeometry = function (geometry) {
  28780. var index;
  28781. if (this.geometriesById) {
  28782. index = this.geometriesById[geometry.id];
  28783. if (index === undefined) {
  28784. return false;
  28785. }
  28786. }
  28787. else {
  28788. index = this.geometries.indexOf(geometry);
  28789. if (index < 0) {
  28790. return false;
  28791. }
  28792. }
  28793. if (index !== this.geometries.length - 1) {
  28794. var lastGeometry = this.geometries[this.geometries.length - 1];
  28795. this.geometries[index] = lastGeometry;
  28796. if (this.geometriesById) {
  28797. this.geometriesById[lastGeometry.id] = index;
  28798. this.geometriesById[geometry.id] = undefined;
  28799. }
  28800. }
  28801. this.geometries.pop();
  28802. //notify the collision coordinator
  28803. if (this.collisionCoordinator) {
  28804. this.collisionCoordinator.onGeometryDeleted(geometry);
  28805. }
  28806. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28807. return true;
  28808. };
  28809. /**
  28810. * Gets the list of geometries attached to the scene
  28811. * @returns an array of Geometry
  28812. */
  28813. Scene.prototype.getGeometries = function () {
  28814. return this.geometries;
  28815. };
  28816. /**
  28817. * Gets the first added mesh found of a given ID
  28818. * @param id defines the id to search for
  28819. * @return the mesh found or null if not found at all
  28820. */
  28821. Scene.prototype.getMeshByID = function (id) {
  28822. for (var index = 0; index < this.meshes.length; index++) {
  28823. if (this.meshes[index].id === id) {
  28824. return this.meshes[index];
  28825. }
  28826. }
  28827. return null;
  28828. };
  28829. /**
  28830. * Gets a list of meshes using their id
  28831. * @param id defines the id to search for
  28832. * @returns a list of meshes
  28833. */
  28834. Scene.prototype.getMeshesByID = function (id) {
  28835. return this.meshes.filter(function (m) {
  28836. return m.id === id;
  28837. });
  28838. };
  28839. /**
  28840. * Gets the first added transform node found of a given ID
  28841. * @param id defines the id to search for
  28842. * @return the found transform node or null if not found at all.
  28843. */
  28844. Scene.prototype.getTransformNodeByID = function (id) {
  28845. for (var index = 0; index < this.transformNodes.length; index++) {
  28846. if (this.transformNodes[index].id === id) {
  28847. return this.transformNodes[index];
  28848. }
  28849. }
  28850. return null;
  28851. };
  28852. /**
  28853. * Gets a list of transform nodes using their id
  28854. * @param id defines the id to search for
  28855. * @returns a list of transform nodes
  28856. */
  28857. Scene.prototype.getTransformNodesByID = function (id) {
  28858. return this.transformNodes.filter(function (m) {
  28859. return m.id === id;
  28860. });
  28861. };
  28862. /**
  28863. * Gets a mesh with its auto-generated unique id
  28864. * @param uniqueId defines the unique id to search for
  28865. * @return the found mesh or null if not found at all.
  28866. */
  28867. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28868. for (var index = 0; index < this.meshes.length; index++) {
  28869. if (this.meshes[index].uniqueId === uniqueId) {
  28870. return this.meshes[index];
  28871. }
  28872. }
  28873. return null;
  28874. };
  28875. /**
  28876. * Gets a the last added mesh using a given id
  28877. * @param id defines the id to search for
  28878. * @return the found mesh or null if not found at all.
  28879. */
  28880. Scene.prototype.getLastMeshByID = function (id) {
  28881. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28882. if (this.meshes[index].id === id) {
  28883. return this.meshes[index];
  28884. }
  28885. }
  28886. return null;
  28887. };
  28888. /**
  28889. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28890. * @param id defines the id to search for
  28891. * @return the found node or null if not found at all
  28892. */
  28893. Scene.prototype.getLastEntryByID = function (id) {
  28894. var index;
  28895. for (index = this.meshes.length - 1; index >= 0; index--) {
  28896. if (this.meshes[index].id === id) {
  28897. return this.meshes[index];
  28898. }
  28899. }
  28900. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28901. if (this.transformNodes[index].id === id) {
  28902. return this.transformNodes[index];
  28903. }
  28904. }
  28905. for (index = this.cameras.length - 1; index >= 0; index--) {
  28906. if (this.cameras[index].id === id) {
  28907. return this.cameras[index];
  28908. }
  28909. }
  28910. for (index = this.lights.length - 1; index >= 0; index--) {
  28911. if (this.lights[index].id === id) {
  28912. return this.lights[index];
  28913. }
  28914. }
  28915. return null;
  28916. };
  28917. /**
  28918. * Gets a node (Mesh, Camera, Light) using a given id
  28919. * @param id defines the id to search for
  28920. * @return the found node or null if not found at all
  28921. */
  28922. Scene.prototype.getNodeByID = function (id) {
  28923. var mesh = this.getMeshByID(id);
  28924. if (mesh) {
  28925. return mesh;
  28926. }
  28927. var transformNode = this.getTransformNodeByID(id);
  28928. if (transformNode) {
  28929. return transformNode;
  28930. }
  28931. var light = this.getLightByID(id);
  28932. if (light) {
  28933. return light;
  28934. }
  28935. var camera = this.getCameraByID(id);
  28936. if (camera) {
  28937. return camera;
  28938. }
  28939. var bone = this.getBoneByID(id);
  28940. if (bone) {
  28941. return bone;
  28942. }
  28943. return null;
  28944. };
  28945. /**
  28946. * Gets a node (Mesh, Camera, Light) using a given name
  28947. * @param name defines the name to search for
  28948. * @return the found node or null if not found at all.
  28949. */
  28950. Scene.prototype.getNodeByName = function (name) {
  28951. var mesh = this.getMeshByName(name);
  28952. if (mesh) {
  28953. return mesh;
  28954. }
  28955. var transformNode = this.getTransformNodeByName(name);
  28956. if (transformNode) {
  28957. return transformNode;
  28958. }
  28959. var light = this.getLightByName(name);
  28960. if (light) {
  28961. return light;
  28962. }
  28963. var camera = this.getCameraByName(name);
  28964. if (camera) {
  28965. return camera;
  28966. }
  28967. var bone = this.getBoneByName(name);
  28968. if (bone) {
  28969. return bone;
  28970. }
  28971. return null;
  28972. };
  28973. /**
  28974. * Gets a mesh using a given name
  28975. * @param name defines the name to search for
  28976. * @return the found mesh or null if not found at all.
  28977. */
  28978. Scene.prototype.getMeshByName = function (name) {
  28979. for (var index = 0; index < this.meshes.length; index++) {
  28980. if (this.meshes[index].name === name) {
  28981. return this.meshes[index];
  28982. }
  28983. }
  28984. return null;
  28985. };
  28986. /**
  28987. * Gets a transform node using a given name
  28988. * @param name defines the name to search for
  28989. * @return the found transform node or null if not found at all.
  28990. */
  28991. Scene.prototype.getTransformNodeByName = function (name) {
  28992. for (var index = 0; index < this.transformNodes.length; index++) {
  28993. if (this.transformNodes[index].name === name) {
  28994. return this.transformNodes[index];
  28995. }
  28996. }
  28997. return null;
  28998. };
  28999. /**
  29000. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29001. * @param id defines the id to search for
  29002. * @return the found skeleton or null if not found at all.
  29003. */
  29004. Scene.prototype.getLastSkeletonByID = function (id) {
  29005. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29006. if (this.skeletons[index].id === id) {
  29007. return this.skeletons[index];
  29008. }
  29009. }
  29010. return null;
  29011. };
  29012. /**
  29013. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29014. * @param id defines the id to search for
  29015. * @return the found skeleton or null if not found at all.
  29016. */
  29017. Scene.prototype.getSkeletonById = function (id) {
  29018. for (var index = 0; index < this.skeletons.length; index++) {
  29019. if (this.skeletons[index].id === id) {
  29020. return this.skeletons[index];
  29021. }
  29022. }
  29023. return null;
  29024. };
  29025. /**
  29026. * Gets a skeleton using a given name
  29027. * @param name defines the name to search for
  29028. * @return the found skeleton or null if not found at all.
  29029. */
  29030. Scene.prototype.getSkeletonByName = function (name) {
  29031. for (var index = 0; index < this.skeletons.length; index++) {
  29032. if (this.skeletons[index].name === name) {
  29033. return this.skeletons[index];
  29034. }
  29035. }
  29036. return null;
  29037. };
  29038. /**
  29039. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29040. * @param id defines the id to search for
  29041. * @return the found morph target manager or null if not found at all.
  29042. */
  29043. Scene.prototype.getMorphTargetManagerById = function (id) {
  29044. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29045. if (this.morphTargetManagers[index].uniqueId === id) {
  29046. return this.morphTargetManagers[index];
  29047. }
  29048. }
  29049. return null;
  29050. };
  29051. /**
  29052. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29053. * @param id defines the id to search for
  29054. * @return the found morph target or null if not found at all.
  29055. */
  29056. Scene.prototype.getMorphTargetById = function (id) {
  29057. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29058. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29059. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29060. var target = morphTargetManager.getTarget(index);
  29061. if (target.id === id) {
  29062. return target;
  29063. }
  29064. }
  29065. }
  29066. return null;
  29067. };
  29068. /**
  29069. * Gets a boolean indicating if the given mesh is active
  29070. * @param mesh defines the mesh to look for
  29071. * @returns true if the mesh is in the active list
  29072. */
  29073. Scene.prototype.isActiveMesh = function (mesh) {
  29074. return (this._activeMeshes.indexOf(mesh) !== -1);
  29075. };
  29076. Object.defineProperty(Scene.prototype, "uid", {
  29077. /**
  29078. * Return a unique id as a string which can serve as an identifier for the scene
  29079. */
  29080. get: function () {
  29081. if (!this._uid) {
  29082. this._uid = BABYLON.Tools.RandomId();
  29083. }
  29084. return this._uid;
  29085. },
  29086. enumerable: true,
  29087. configurable: true
  29088. });
  29089. /**
  29090. * Add an externaly attached data from its key.
  29091. * This method call will fail and return false, if such key already exists.
  29092. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29093. * @param key the unique key that identifies the data
  29094. * @param data the data object to associate to the key for this Engine instance
  29095. * @return true if no such key were already present and the data was added successfully, false otherwise
  29096. */
  29097. Scene.prototype.addExternalData = function (key, data) {
  29098. if (!this._externalData) {
  29099. this._externalData = new BABYLON.StringDictionary();
  29100. }
  29101. return this._externalData.add(key, data);
  29102. };
  29103. /**
  29104. * Get an externaly attached data from its key
  29105. * @param key the unique key that identifies the data
  29106. * @return the associated data, if present (can be null), or undefined if not present
  29107. */
  29108. Scene.prototype.getExternalData = function (key) {
  29109. if (!this._externalData) {
  29110. return null;
  29111. }
  29112. return this._externalData.get(key);
  29113. };
  29114. /**
  29115. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29116. * @param key the unique key that identifies the data
  29117. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29118. * @return the associated data, can be null if the factory returned null.
  29119. */
  29120. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29121. if (!this._externalData) {
  29122. this._externalData = new BABYLON.StringDictionary();
  29123. }
  29124. return this._externalData.getOrAddWithFactory(key, factory);
  29125. };
  29126. /**
  29127. * Remove an externaly attached data from the Engine instance
  29128. * @param key the unique key that identifies the data
  29129. * @return true if the data was successfully removed, false if it doesn't exist
  29130. */
  29131. Scene.prototype.removeExternalData = function (key) {
  29132. return this._externalData.remove(key);
  29133. };
  29134. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29135. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29136. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29137. var step = _a[_i];
  29138. step.action(mesh, subMesh);
  29139. }
  29140. var material = subMesh.getMaterial();
  29141. if (material !== null && material !== undefined) {
  29142. // Render targets
  29143. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29144. if (this._processedMaterials.indexOf(material) === -1) {
  29145. this._processedMaterials.push(material);
  29146. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29147. }
  29148. }
  29149. // Dispatch
  29150. this._activeIndices.addCount(subMesh.indexCount, false);
  29151. this._renderingManager.dispatch(subMesh, mesh, material);
  29152. }
  29153. }
  29154. };
  29155. /**
  29156. * Clear the processed materials smart array preventing retention point in material dispose.
  29157. */
  29158. Scene.prototype.freeProcessedMaterials = function () {
  29159. this._processedMaterials.dispose();
  29160. };
  29161. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29162. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29163. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29164. * when disposing several meshes in a row or a hierarchy of meshes.
  29165. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29166. */
  29167. get: function () {
  29168. return this._preventFreeActiveMeshesAndRenderingGroups;
  29169. },
  29170. set: function (value) {
  29171. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29172. return;
  29173. }
  29174. if (value) {
  29175. this.freeActiveMeshes();
  29176. this.freeRenderingGroups();
  29177. }
  29178. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29179. },
  29180. enumerable: true,
  29181. configurable: true
  29182. });
  29183. /**
  29184. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29185. */
  29186. Scene.prototype.freeActiveMeshes = function () {
  29187. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29188. return;
  29189. }
  29190. this._activeMeshes.dispose();
  29191. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29192. this.activeCamera._activeMeshes.dispose();
  29193. }
  29194. if (this.activeCameras) {
  29195. for (var i = 0; i < this.activeCameras.length; i++) {
  29196. var activeCamera = this.activeCameras[i];
  29197. if (activeCamera && activeCamera._activeMeshes) {
  29198. activeCamera._activeMeshes.dispose();
  29199. }
  29200. }
  29201. }
  29202. };
  29203. /**
  29204. * Clear the info related to rendering groups preventing retention points during dispose.
  29205. */
  29206. Scene.prototype.freeRenderingGroups = function () {
  29207. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29208. return;
  29209. }
  29210. if (this._renderingManager) {
  29211. this._renderingManager.freeRenderingGroups();
  29212. }
  29213. if (this.textures) {
  29214. for (var i = 0; i < this.textures.length; i++) {
  29215. var texture = this.textures[i];
  29216. if (texture && texture.renderList) {
  29217. texture.freeRenderingGroups();
  29218. }
  29219. }
  29220. }
  29221. };
  29222. /** @hidden */
  29223. Scene.prototype._isInIntermediateRendering = function () {
  29224. return this._intermediateRendering;
  29225. };
  29226. /**
  29227. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29228. * @returns the current scene
  29229. */
  29230. Scene.prototype.freezeActiveMeshes = function () {
  29231. if (!this.activeCamera) {
  29232. return this;
  29233. }
  29234. if (!this._frustumPlanes) {
  29235. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29236. }
  29237. this._evaluateActiveMeshes();
  29238. this._activeMeshesFrozen = true;
  29239. return this;
  29240. };
  29241. /**
  29242. * Use this function to restart evaluating active meshes on every frame
  29243. * @returns the current scene
  29244. */
  29245. Scene.prototype.unfreezeActiveMeshes = function () {
  29246. this._activeMeshesFrozen = false;
  29247. return this;
  29248. };
  29249. Scene.prototype._evaluateActiveMeshes = function () {
  29250. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29251. return;
  29252. }
  29253. if (!this.activeCamera) {
  29254. return;
  29255. }
  29256. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29257. this.activeCamera._activeMeshes.reset();
  29258. this._activeMeshes.reset();
  29259. this._renderingManager.reset();
  29260. this._processedMaterials.reset();
  29261. this._activeParticleSystems.reset();
  29262. this._activeSkeletons.reset();
  29263. this._softwareSkinnedMeshes.reset();
  29264. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29265. var step = _a[_i];
  29266. step.action();
  29267. }
  29268. // Determine mesh candidates
  29269. var meshes = this.getActiveMeshCandidates();
  29270. // Check each mesh
  29271. var len = meshes.length;
  29272. for (var i = 0; i < len; i++) {
  29273. var mesh = meshes.data[i];
  29274. if (mesh.isBlocked) {
  29275. continue;
  29276. }
  29277. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29278. if (!mesh.isReady() || !mesh.isEnabled()) {
  29279. continue;
  29280. }
  29281. mesh.computeWorldMatrix();
  29282. // Intersections
  29283. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29284. this._meshesForIntersections.pushNoDuplicate(mesh);
  29285. }
  29286. // Switch to current LOD
  29287. var meshLOD = mesh.getLOD(this.activeCamera);
  29288. if (meshLOD === undefined || meshLOD === null) {
  29289. continue;
  29290. }
  29291. mesh._preActivate();
  29292. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29293. this._activeMeshes.push(mesh);
  29294. this.activeCamera._activeMeshes.push(mesh);
  29295. mesh._activate(this._renderId);
  29296. if (meshLOD !== mesh) {
  29297. meshLOD._activate(this._renderId);
  29298. }
  29299. this._activeMesh(mesh, meshLOD);
  29300. }
  29301. }
  29302. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29303. // Particle systems
  29304. if (this.particlesEnabled) {
  29305. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29306. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29307. var particleSystem = this.particleSystems[particleIndex];
  29308. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29309. continue;
  29310. }
  29311. var emitter = particleSystem.emitter;
  29312. if (!emitter.position || emitter.isEnabled()) {
  29313. this._activeParticleSystems.push(particleSystem);
  29314. particleSystem.animate();
  29315. this._renderingManager.dispatchParticles(particleSystem);
  29316. }
  29317. }
  29318. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29319. }
  29320. };
  29321. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29322. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29323. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29324. mesh.skeleton.prepare();
  29325. }
  29326. if (!mesh.computeBonesUsingShaders) {
  29327. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29328. }
  29329. }
  29330. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29331. var step = _a[_i];
  29332. step.action(sourceMesh, mesh);
  29333. }
  29334. if (mesh !== undefined && mesh !== null
  29335. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29336. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29337. var len = subMeshes.length;
  29338. for (var i = 0; i < len; i++) {
  29339. var subMesh = subMeshes.data[i];
  29340. this._evaluateSubMesh(subMesh, mesh);
  29341. }
  29342. }
  29343. };
  29344. /**
  29345. * Update the transform matrix to update from the current active camera
  29346. * @param force defines a boolean used to force the update even if cache is up to date
  29347. */
  29348. Scene.prototype.updateTransformMatrix = function (force) {
  29349. if (!this.activeCamera) {
  29350. return;
  29351. }
  29352. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29353. };
  29354. /**
  29355. * 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)
  29356. * @param alternateCamera defines the camera to use
  29357. */
  29358. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29359. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29360. };
  29361. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29362. if (camera && camera._skipRendering) {
  29363. return;
  29364. }
  29365. var engine = this._engine;
  29366. this.activeCamera = camera;
  29367. if (!this.activeCamera) {
  29368. throw new Error("Active camera not set");
  29369. }
  29370. // Viewport
  29371. engine.setViewport(this.activeCamera.viewport);
  29372. // Camera
  29373. this.resetCachedMaterial();
  29374. this._renderId++;
  29375. this.updateTransformMatrix();
  29376. if (camera._alternateCamera) {
  29377. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29378. this._alternateRendering = true;
  29379. }
  29380. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29381. // Meshes
  29382. this._evaluateActiveMeshes();
  29383. // Software skinning
  29384. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29385. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29386. mesh.applySkeleton(mesh.skeleton);
  29387. }
  29388. // Render targets
  29389. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29390. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29391. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29392. }
  29393. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29394. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29395. }
  29396. // Collects render targets from external components.
  29397. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29398. var step = _a[_i];
  29399. step.action(this._renderTargets);
  29400. }
  29401. if (this.renderTargetsEnabled) {
  29402. this._intermediateRendering = true;
  29403. if (this._renderTargets.length > 0) {
  29404. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29405. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29406. var renderTarget = this._renderTargets.data[renderIndex];
  29407. if (renderTarget._shouldRender()) {
  29408. this._renderId++;
  29409. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29410. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29411. }
  29412. }
  29413. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29414. this._renderId++;
  29415. }
  29416. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29417. var step = _c[_b];
  29418. step.action(this.activeCamera);
  29419. }
  29420. this._intermediateRendering = false;
  29421. if (this.activeCamera.outputRenderTarget) {
  29422. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29423. if (internalTexture) {
  29424. engine.bindFramebuffer(internalTexture);
  29425. }
  29426. else {
  29427. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29428. }
  29429. }
  29430. else {
  29431. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29432. }
  29433. }
  29434. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29435. // Prepare Frame
  29436. if (this.postProcessManager) {
  29437. this.postProcessManager._prepareFrame();
  29438. }
  29439. // Before Camera Draw
  29440. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29441. var step = _e[_d];
  29442. step.action(this.activeCamera);
  29443. }
  29444. // Render
  29445. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29446. this._renderingManager.render(null, null, true, true);
  29447. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29448. // After Camera Draw
  29449. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29450. var step = _g[_f];
  29451. step.action(this.activeCamera);
  29452. }
  29453. // Finalize frame
  29454. if (this.postProcessManager) {
  29455. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29456. }
  29457. // Reset some special arrays
  29458. this._renderTargets.reset();
  29459. this._alternateRendering = false;
  29460. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29461. };
  29462. Scene.prototype._processSubCameras = function (camera) {
  29463. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29464. this._renderForCamera(camera);
  29465. return;
  29466. }
  29467. // rig cameras
  29468. for (var index = 0; index < camera._rigCameras.length; index++) {
  29469. this._renderForCamera(camera._rigCameras[index], camera);
  29470. }
  29471. this.activeCamera = camera;
  29472. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29473. };
  29474. Scene.prototype._checkIntersections = function () {
  29475. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29476. var sourceMesh = this._meshesForIntersections.data[index];
  29477. if (!sourceMesh.actionManager) {
  29478. continue;
  29479. }
  29480. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29481. var action = sourceMesh.actionManager.actions[actionIndex];
  29482. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29483. var parameters = action.getTriggerParameter();
  29484. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29485. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29486. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29487. if (areIntersecting && currentIntersectionInProgress === -1) {
  29488. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29489. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29490. sourceMesh._intersectionsInProgress.push(otherMesh);
  29491. }
  29492. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29493. sourceMesh._intersectionsInProgress.push(otherMesh);
  29494. }
  29495. }
  29496. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29497. //They intersected, and now they don't.
  29498. //is this trigger an exit trigger? execute an event.
  29499. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29500. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29501. }
  29502. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29503. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29504. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29505. return otherMesh === parameterMesh;
  29506. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29507. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29508. }
  29509. }
  29510. }
  29511. }
  29512. }
  29513. };
  29514. /** @hidden */
  29515. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29516. // Do nothing. Code will be replaced if physics engine component is referenced
  29517. };
  29518. /**
  29519. * Render the scene
  29520. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29521. */
  29522. Scene.prototype.render = function (updateCameras) {
  29523. if (updateCameras === void 0) { updateCameras = true; }
  29524. if (this.isDisposed) {
  29525. return;
  29526. }
  29527. this._frameId++;
  29528. // Register components that have been associated lately to the scene.
  29529. this._registerTransientComponents();
  29530. this._activeParticles.fetchNewFrame();
  29531. this._totalVertices.fetchNewFrame();
  29532. this._activeIndices.fetchNewFrame();
  29533. this._activeBones.fetchNewFrame();
  29534. this._meshesForIntersections.reset();
  29535. this.resetCachedMaterial();
  29536. this.onBeforeAnimationsObservable.notifyObservers(this);
  29537. // Actions
  29538. if (this.actionManager) {
  29539. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29540. }
  29541. if (this._engine.isDeterministicLockStep()) {
  29542. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29543. var defaultFPS = (60.0 / 1000.0);
  29544. var defaultFrameTime = this.getDeterministicFrameTime();
  29545. var stepsTaken = 0;
  29546. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29547. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29548. internalSteps = Math.min(internalSteps, maxSubSteps);
  29549. do {
  29550. this.onBeforeStepObservable.notifyObservers(this);
  29551. // Animations
  29552. this._animationRatio = defaultFrameTime * defaultFPS;
  29553. this._animate();
  29554. this.onAfterAnimationsObservable.notifyObservers(this);
  29555. // Physics
  29556. this._advancePhysicsEngineStep(defaultFrameTime);
  29557. this.onAfterStepObservable.notifyObservers(this);
  29558. this._currentStepId++;
  29559. stepsTaken++;
  29560. deltaTime -= defaultFrameTime;
  29561. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29562. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29563. }
  29564. else {
  29565. // Animations
  29566. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29567. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29568. this._animate();
  29569. this.onAfterAnimationsObservable.notifyObservers(this);
  29570. // Physics
  29571. this._advancePhysicsEngineStep(deltaTime);
  29572. }
  29573. // Before camera update steps
  29574. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29575. var step = _a[_i];
  29576. step.action();
  29577. }
  29578. // Update Cameras
  29579. if (updateCameras) {
  29580. if (this.activeCameras.length > 0) {
  29581. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29582. var camera = this.activeCameras[cameraIndex];
  29583. camera.update();
  29584. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29585. // rig cameras
  29586. for (var index = 0; index < camera._rigCameras.length; index++) {
  29587. camera._rigCameras[index].update();
  29588. }
  29589. }
  29590. }
  29591. }
  29592. else if (this.activeCamera) {
  29593. this.activeCamera.update();
  29594. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29595. // rig cameras
  29596. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29597. this.activeCamera._rigCameras[index].update();
  29598. }
  29599. }
  29600. }
  29601. }
  29602. // Before render
  29603. this.onBeforeRenderObservable.notifyObservers(this);
  29604. // Customs render targets
  29605. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29606. var engine = this.getEngine();
  29607. var currentActiveCamera = this.activeCamera;
  29608. if (this.renderTargetsEnabled) {
  29609. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29610. this._intermediateRendering = true;
  29611. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29612. var renderTarget = this.customRenderTargets[customIndex];
  29613. if (renderTarget._shouldRender()) {
  29614. this._renderId++;
  29615. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29616. if (!this.activeCamera) {
  29617. throw new Error("Active camera not set");
  29618. }
  29619. // Viewport
  29620. engine.setViewport(this.activeCamera.viewport);
  29621. // Camera
  29622. this.updateTransformMatrix();
  29623. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29624. }
  29625. }
  29626. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29627. this._intermediateRendering = false;
  29628. this._renderId++;
  29629. }
  29630. // Restore back buffer
  29631. if (this.customRenderTargets.length > 0) {
  29632. engine.restoreDefaultFramebuffer();
  29633. }
  29634. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29635. this.activeCamera = currentActiveCamera;
  29636. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29637. var step = _c[_b];
  29638. step.action();
  29639. }
  29640. // Clear
  29641. if (this.autoClearDepthAndStencil || this.autoClear) {
  29642. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29643. }
  29644. // Collects render targets from external components.
  29645. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29646. var step = _e[_d];
  29647. step.action(this._renderTargets);
  29648. }
  29649. // Multi-cameras?
  29650. if (this.activeCameras.length > 0) {
  29651. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29652. if (cameraIndex > 0) {
  29653. this._engine.clear(null, false, true, true);
  29654. }
  29655. this._processSubCameras(this.activeCameras[cameraIndex]);
  29656. }
  29657. }
  29658. else {
  29659. if (!this.activeCamera) {
  29660. throw new Error("No camera defined");
  29661. }
  29662. this._processSubCameras(this.activeCamera);
  29663. }
  29664. // Intersection checks
  29665. this._checkIntersections();
  29666. // Executes the after render stage actions.
  29667. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29668. var step = _g[_f];
  29669. step.action();
  29670. }
  29671. // After render
  29672. if (this.afterRender) {
  29673. this.afterRender();
  29674. }
  29675. this.onAfterRenderObservable.notifyObservers(this);
  29676. // Cleaning
  29677. if (this._toBeDisposed.length) {
  29678. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29679. var data = this._toBeDisposed[index];
  29680. if (data) {
  29681. data.dispose();
  29682. }
  29683. }
  29684. this._toBeDisposed = [];
  29685. }
  29686. if (this.dumpNextRenderTargets) {
  29687. this.dumpNextRenderTargets = false;
  29688. }
  29689. this._activeBones.addCount(0, true);
  29690. this._activeIndices.addCount(0, true);
  29691. this._activeParticles.addCount(0, true);
  29692. };
  29693. /**
  29694. * Freeze all materials
  29695. * A frozen material will not be updatable but should be faster to render
  29696. */
  29697. Scene.prototype.freezeMaterials = function () {
  29698. for (var i = 0; i < this.materials.length; i++) {
  29699. this.materials[i].freeze();
  29700. }
  29701. };
  29702. /**
  29703. * Unfreeze all materials
  29704. * A frozen material will not be updatable but should be faster to render
  29705. */
  29706. Scene.prototype.unfreezeMaterials = function () {
  29707. for (var i = 0; i < this.materials.length; i++) {
  29708. this.materials[i].unfreeze();
  29709. }
  29710. };
  29711. /**
  29712. * Releases all held ressources
  29713. */
  29714. Scene.prototype.dispose = function () {
  29715. this.beforeRender = null;
  29716. this.afterRender = null;
  29717. this.skeletons = [];
  29718. this.morphTargetManagers = [];
  29719. this._transientComponents = [];
  29720. this._isReadyForMeshStage.clear();
  29721. this._beforeEvaluateActiveMeshStage.clear();
  29722. this._evaluateSubMeshStage.clear();
  29723. this._activeMeshStage.clear();
  29724. this._cameraDrawRenderTargetStage.clear();
  29725. this._beforeCameraDrawStage.clear();
  29726. this._beforeRenderTargetDrawStage.clear();
  29727. this._beforeRenderingGroupDrawStage.clear();
  29728. this._beforeRenderingMeshStage.clear();
  29729. this._afterRenderingMeshStage.clear();
  29730. this._afterRenderingGroupDrawStage.clear();
  29731. this._afterCameraDrawStage.clear();
  29732. this._afterRenderTargetDrawStage.clear();
  29733. this._afterRenderStage.clear();
  29734. this._beforeCameraUpdateStage.clear();
  29735. this._beforeClearStage.clear();
  29736. this._gatherRenderTargetsStage.clear();
  29737. this._gatherActiveCameraRenderTargetsStage.clear();
  29738. this._pointerMoveStage.clear();
  29739. this._pointerDownStage.clear();
  29740. this._pointerUpStage.clear();
  29741. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29742. var component = _a[_i];
  29743. component.dispose();
  29744. }
  29745. this.importedMeshesFiles = new Array();
  29746. this.stopAllAnimations();
  29747. this.resetCachedMaterial();
  29748. // Smart arrays
  29749. if (this.activeCamera) {
  29750. this.activeCamera._activeMeshes.dispose();
  29751. this.activeCamera = null;
  29752. }
  29753. this._activeMeshes.dispose();
  29754. this._renderingManager.dispose();
  29755. this._processedMaterials.dispose();
  29756. this._activeParticleSystems.dispose();
  29757. this._activeSkeletons.dispose();
  29758. this._softwareSkinnedMeshes.dispose();
  29759. this._renderTargets.dispose();
  29760. this._registeredForLateAnimationBindings.dispose();
  29761. this._meshesForIntersections.dispose();
  29762. this._toBeDisposed = [];
  29763. // Abort active requests
  29764. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29765. var request = _c[_b];
  29766. request.abort();
  29767. }
  29768. // Events
  29769. this.onDisposeObservable.notifyObservers(this);
  29770. this.onDisposeObservable.clear();
  29771. this.onBeforeRenderObservable.clear();
  29772. this.onAfterRenderObservable.clear();
  29773. this.onBeforeRenderTargetsRenderObservable.clear();
  29774. this.onAfterRenderTargetsRenderObservable.clear();
  29775. this.onAfterStepObservable.clear();
  29776. this.onBeforeStepObservable.clear();
  29777. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29778. this.onAfterActiveMeshesEvaluationObservable.clear();
  29779. this.onBeforeParticlesRenderingObservable.clear();
  29780. this.onAfterParticlesRenderingObservable.clear();
  29781. this.onBeforeDrawPhaseObservable.clear();
  29782. this.onAfterDrawPhaseObservable.clear();
  29783. this.onBeforeAnimationsObservable.clear();
  29784. this.onAfterAnimationsObservable.clear();
  29785. this.onDataLoadedObservable.clear();
  29786. this.onBeforeRenderingGroupObservable.clear();
  29787. this.onAfterRenderingGroupObservable.clear();
  29788. this.onMeshImportedObservable.clear();
  29789. this.onBeforeCameraRenderObservable.clear();
  29790. this.onAfterCameraRenderObservable.clear();
  29791. this.onReadyObservable.clear();
  29792. this.onNewCameraAddedObservable.clear();
  29793. this.onCameraRemovedObservable.clear();
  29794. this.onNewLightAddedObservable.clear();
  29795. this.onLightRemovedObservable.clear();
  29796. this.onNewGeometryAddedObservable.clear();
  29797. this.onGeometryRemovedObservable.clear();
  29798. this.onNewTransformNodeAddedObservable.clear();
  29799. this.onTransformNodeRemovedObservable.clear();
  29800. this.onNewMeshAddedObservable.clear();
  29801. this.onMeshRemovedObservable.clear();
  29802. this.onNewMaterialAddedObservable.clear();
  29803. this.onMaterialRemovedObservable.clear();
  29804. this.onNewTextureAddedObservable.clear();
  29805. this.onTextureRemovedObservable.clear();
  29806. this.onPrePointerObservable.clear();
  29807. this.onPointerObservable.clear();
  29808. this.onPreKeyboardObservable.clear();
  29809. this.onKeyboardObservable.clear();
  29810. this.onActiveCameraChanged.clear();
  29811. this.detachControl();
  29812. // Detach cameras
  29813. var canvas = this._engine.getRenderingCanvas();
  29814. if (canvas) {
  29815. var index;
  29816. for (index = 0; index < this.cameras.length; index++) {
  29817. this.cameras[index].detachControl(canvas);
  29818. }
  29819. }
  29820. // Release animation groups
  29821. while (this.animationGroups.length) {
  29822. this.animationGroups[0].dispose();
  29823. }
  29824. // Release lights
  29825. while (this.lights.length) {
  29826. this.lights[0].dispose();
  29827. }
  29828. // Release meshes
  29829. while (this.meshes.length) {
  29830. this.meshes[0].dispose(true);
  29831. }
  29832. while (this.transformNodes.length) {
  29833. this.removeTransformNode(this.transformNodes[0]);
  29834. }
  29835. // Release cameras
  29836. while (this.cameras.length) {
  29837. this.cameras[0].dispose();
  29838. }
  29839. // Release materials
  29840. if (this.defaultMaterial) {
  29841. this.defaultMaterial.dispose();
  29842. }
  29843. while (this.multiMaterials.length) {
  29844. this.multiMaterials[0].dispose();
  29845. }
  29846. while (this.materials.length) {
  29847. this.materials[0].dispose();
  29848. }
  29849. // Release particles
  29850. while (this.particleSystems.length) {
  29851. this.particleSystems[0].dispose();
  29852. }
  29853. // Release postProcesses
  29854. while (this.postProcesses.length) {
  29855. this.postProcesses[0].dispose();
  29856. }
  29857. // Release textures
  29858. while (this.textures.length) {
  29859. this.textures[0].dispose();
  29860. }
  29861. // Release UBO
  29862. this._sceneUbo.dispose();
  29863. if (this._alternateSceneUbo) {
  29864. this._alternateSceneUbo.dispose();
  29865. }
  29866. // Post-processes
  29867. this.postProcessManager.dispose();
  29868. // Remove from engine
  29869. index = this._engine.scenes.indexOf(this);
  29870. if (index > -1) {
  29871. this._engine.scenes.splice(index, 1);
  29872. }
  29873. this._engine.wipeCaches(true);
  29874. this._isDisposed = true;
  29875. };
  29876. Object.defineProperty(Scene.prototype, "isDisposed", {
  29877. /**
  29878. * Gets if the scene is already disposed
  29879. */
  29880. get: function () {
  29881. return this._isDisposed;
  29882. },
  29883. enumerable: true,
  29884. configurable: true
  29885. });
  29886. /**
  29887. * Call this function to reduce memory footprint of the scene.
  29888. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29889. */
  29890. Scene.prototype.clearCachedVertexData = function () {
  29891. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29892. var mesh = this.meshes[meshIndex];
  29893. var geometry = mesh.geometry;
  29894. if (geometry) {
  29895. geometry._indices = [];
  29896. for (var vbName in geometry._vertexBuffers) {
  29897. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29898. continue;
  29899. }
  29900. geometry._vertexBuffers[vbName]._buffer._data = null;
  29901. }
  29902. }
  29903. }
  29904. };
  29905. /**
  29906. * This function will remove the local cached buffer data from texture.
  29907. * It will save memory but will prevent the texture from being rebuilt
  29908. */
  29909. Scene.prototype.cleanCachedTextureBuffer = function () {
  29910. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29911. var baseTexture = _a[_i];
  29912. var buffer = baseTexture._buffer;
  29913. if (buffer) {
  29914. baseTexture._buffer = null;
  29915. }
  29916. }
  29917. };
  29918. /**
  29919. * Get the world extend vectors with an optional filter
  29920. *
  29921. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29922. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29923. */
  29924. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29925. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29926. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29927. filterPredicate = filterPredicate || (function () { return true; });
  29928. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29929. mesh.computeWorldMatrix(true);
  29930. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29931. return;
  29932. }
  29933. var boundingInfo = mesh.getBoundingInfo();
  29934. var minBox = boundingInfo.boundingBox.minimumWorld;
  29935. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29936. BABYLON.Tools.CheckExtends(minBox, min, max);
  29937. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29938. });
  29939. return {
  29940. min: min,
  29941. max: max
  29942. };
  29943. };
  29944. // Picking
  29945. /**
  29946. * Creates a ray that can be used to pick in the scene
  29947. * @param x defines the x coordinate of the origin (on-screen)
  29948. * @param y defines the y coordinate of the origin (on-screen)
  29949. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29950. * @param camera defines the camera to use for the picking
  29951. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29952. * @returns a Ray
  29953. */
  29954. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29955. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29956. var result = BABYLON.Ray.Zero();
  29957. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29958. return result;
  29959. };
  29960. /**
  29961. * Creates a ray that can be used to pick in the scene
  29962. * @param x defines the x coordinate of the origin (on-screen)
  29963. * @param y defines the y coordinate of the origin (on-screen)
  29964. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29965. * @param result defines the ray where to store the picking ray
  29966. * @param camera defines the camera to use for the picking
  29967. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29968. * @returns the current scene
  29969. */
  29970. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29971. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29972. var engine = this._engine;
  29973. if (!camera) {
  29974. if (!this.activeCamera) {
  29975. throw new Error("Active camera not set");
  29976. }
  29977. camera = this.activeCamera;
  29978. }
  29979. var cameraViewport = camera.viewport;
  29980. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29981. // Moving coordinates to local viewport world
  29982. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29983. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29984. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29985. return this;
  29986. };
  29987. /**
  29988. * Creates a ray that can be used to pick in the scene
  29989. * @param x defines the x coordinate of the origin (on-screen)
  29990. * @param y defines the y coordinate of the origin (on-screen)
  29991. * @param camera defines the camera to use for the picking
  29992. * @returns a Ray
  29993. */
  29994. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29995. var result = BABYLON.Ray.Zero();
  29996. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29997. return result;
  29998. };
  29999. /**
  30000. * Creates a ray that can be used to pick in the scene
  30001. * @param x defines the x coordinate of the origin (on-screen)
  30002. * @param y defines the y coordinate of the origin (on-screen)
  30003. * @param result defines the ray where to store the picking ray
  30004. * @param camera defines the camera to use for the picking
  30005. * @returns the current scene
  30006. */
  30007. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30008. if (!BABYLON.PickingInfo) {
  30009. return this;
  30010. }
  30011. var engine = this._engine;
  30012. if (!camera) {
  30013. if (!this.activeCamera) {
  30014. throw new Error("Active camera not set");
  30015. }
  30016. camera = this.activeCamera;
  30017. }
  30018. var cameraViewport = camera.viewport;
  30019. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30020. var identity = BABYLON.Matrix.Identity();
  30021. // Moving coordinates to local viewport world
  30022. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30023. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30024. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30025. return this;
  30026. };
  30027. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30028. if (!BABYLON.PickingInfo) {
  30029. return null;
  30030. }
  30031. var pickingInfo = null;
  30032. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30033. var mesh = this.meshes[meshIndex];
  30034. if (predicate) {
  30035. if (!predicate(mesh)) {
  30036. continue;
  30037. }
  30038. }
  30039. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30040. continue;
  30041. }
  30042. var world = mesh.getWorldMatrix();
  30043. var ray = rayFunction(world);
  30044. var result = mesh.intersects(ray, fastCheck);
  30045. if (!result || !result.hit) {
  30046. continue;
  30047. }
  30048. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30049. continue;
  30050. }
  30051. pickingInfo = result;
  30052. if (fastCheck) {
  30053. break;
  30054. }
  30055. }
  30056. return pickingInfo || new BABYLON.PickingInfo();
  30057. };
  30058. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30059. if (!BABYLON.PickingInfo) {
  30060. return null;
  30061. }
  30062. var pickingInfos = new Array();
  30063. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30064. var mesh = this.meshes[meshIndex];
  30065. if (predicate) {
  30066. if (!predicate(mesh)) {
  30067. continue;
  30068. }
  30069. }
  30070. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30071. continue;
  30072. }
  30073. var world = mesh.getWorldMatrix();
  30074. var ray = rayFunction(world);
  30075. var result = mesh.intersects(ray, false);
  30076. if (!result || !result.hit) {
  30077. continue;
  30078. }
  30079. pickingInfos.push(result);
  30080. }
  30081. return pickingInfos;
  30082. };
  30083. /** Launch a ray to try to pick a mesh in the scene
  30084. * @param x position on screen
  30085. * @param y position on screen
  30086. * @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
  30087. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30088. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30089. * @returns a PickingInfo
  30090. */
  30091. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30092. var _this = this;
  30093. if (!BABYLON.PickingInfo) {
  30094. return null;
  30095. }
  30096. var result = this._internalPick(function (world) {
  30097. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30098. return _this._tempPickingRay;
  30099. }, predicate, fastCheck);
  30100. if (result) {
  30101. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30102. }
  30103. return result;
  30104. };
  30105. /** Use the given ray to pick a mesh in the scene
  30106. * @param ray The ray to use to pick meshes
  30107. * @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
  30108. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30109. * @returns a PickingInfo
  30110. */
  30111. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30112. var _this = this;
  30113. var result = this._internalPick(function (world) {
  30114. if (!_this._pickWithRayInverseMatrix) {
  30115. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30116. }
  30117. world.invertToRef(_this._pickWithRayInverseMatrix);
  30118. if (!_this._cachedRayForTransform) {
  30119. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30120. }
  30121. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30122. return _this._cachedRayForTransform;
  30123. }, predicate, fastCheck);
  30124. if (result) {
  30125. result.ray = ray;
  30126. }
  30127. return result;
  30128. };
  30129. /**
  30130. * Launch a ray to try to pick a mesh in the scene
  30131. * @param x X position on screen
  30132. * @param y Y position on screen
  30133. * @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
  30134. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30135. * @returns an array of PickingInfo
  30136. */
  30137. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30138. var _this = this;
  30139. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30140. };
  30141. /**
  30142. * Launch a ray to try to pick a mesh in the scene
  30143. * @param ray Ray to use
  30144. * @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
  30145. * @returns an array of PickingInfo
  30146. */
  30147. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30148. var _this = this;
  30149. return this._internalMultiPick(function (world) {
  30150. if (!_this._pickWithRayInverseMatrix) {
  30151. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30152. }
  30153. world.invertToRef(_this._pickWithRayInverseMatrix);
  30154. if (!_this._cachedRayForTransform) {
  30155. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30156. }
  30157. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30158. return _this._cachedRayForTransform;
  30159. }, predicate);
  30160. };
  30161. /**
  30162. * Force the value of meshUnderPointer
  30163. * @param mesh defines the mesh to use
  30164. */
  30165. Scene.prototype.setPointerOverMesh = function (mesh) {
  30166. if (this._pointerOverMesh === mesh) {
  30167. return;
  30168. }
  30169. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30170. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30171. }
  30172. this._pointerOverMesh = mesh;
  30173. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30174. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30175. }
  30176. };
  30177. /**
  30178. * Gets the mesh under the pointer
  30179. * @returns a Mesh or null if no mesh is under the pointer
  30180. */
  30181. Scene.prototype.getPointerOverMesh = function () {
  30182. return this._pointerOverMesh;
  30183. };
  30184. // Misc.
  30185. /** @hidden */
  30186. Scene.prototype._rebuildGeometries = function () {
  30187. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30188. var geometry = _a[_i];
  30189. geometry._rebuild();
  30190. }
  30191. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30192. var mesh = _c[_b];
  30193. mesh._rebuild();
  30194. }
  30195. if (this.postProcessManager) {
  30196. this.postProcessManager._rebuild();
  30197. }
  30198. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30199. var component = _e[_d];
  30200. component.rebuild();
  30201. }
  30202. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30203. var system = _g[_f];
  30204. system.rebuild();
  30205. }
  30206. };
  30207. /** @hidden */
  30208. Scene.prototype._rebuildTextures = function () {
  30209. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30210. var texture = _a[_i];
  30211. texture._rebuild();
  30212. }
  30213. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30214. };
  30215. // Tags
  30216. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30217. if (tagsQuery === undefined) {
  30218. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30219. return list;
  30220. }
  30221. var listByTags = [];
  30222. forEach = forEach || (function (item) { return; });
  30223. for (var i in list) {
  30224. var item = list[i];
  30225. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30226. listByTags.push(item);
  30227. forEach(item);
  30228. }
  30229. }
  30230. return listByTags;
  30231. };
  30232. /**
  30233. * Get a list of meshes by tags
  30234. * @param tagsQuery defines the tags query to use
  30235. * @param forEach defines a predicate used to filter results
  30236. * @returns an array of Mesh
  30237. */
  30238. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30239. return this._getByTags(this.meshes, tagsQuery, forEach);
  30240. };
  30241. /**
  30242. * Get a list of cameras by tags
  30243. * @param tagsQuery defines the tags query to use
  30244. * @param forEach defines a predicate used to filter results
  30245. * @returns an array of Camera
  30246. */
  30247. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30248. return this._getByTags(this.cameras, tagsQuery, forEach);
  30249. };
  30250. /**
  30251. * Get a list of lights by tags
  30252. * @param tagsQuery defines the tags query to use
  30253. * @param forEach defines a predicate used to filter results
  30254. * @returns an array of Light
  30255. */
  30256. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30257. return this._getByTags(this.lights, tagsQuery, forEach);
  30258. };
  30259. /**
  30260. * Get a list of materials by tags
  30261. * @param tagsQuery defines the tags query to use
  30262. * @param forEach defines a predicate used to filter results
  30263. * @returns an array of Material
  30264. */
  30265. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30266. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30267. };
  30268. /**
  30269. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30270. * This allowed control for front to back rendering or reversly depending of the special needs.
  30271. *
  30272. * @param renderingGroupId The rendering group id corresponding to its index
  30273. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30274. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30275. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30276. */
  30277. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30278. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30279. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30280. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30281. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30282. };
  30283. /**
  30284. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30285. *
  30286. * @param renderingGroupId The rendering group id corresponding to its index
  30287. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30288. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30289. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30290. */
  30291. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30292. if (depth === void 0) { depth = true; }
  30293. if (stencil === void 0) { stencil = true; }
  30294. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30295. };
  30296. /**
  30297. * Gets the current auto clear configuration for one rendering group of the rendering
  30298. * manager.
  30299. * @param index the rendering group index to get the information for
  30300. * @returns The auto clear setup for the requested rendering group
  30301. */
  30302. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30303. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30304. };
  30305. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30306. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30307. get: function () {
  30308. return this._blockMaterialDirtyMechanism;
  30309. },
  30310. set: function (value) {
  30311. if (this._blockMaterialDirtyMechanism === value) {
  30312. return;
  30313. }
  30314. this._blockMaterialDirtyMechanism = value;
  30315. if (!value) { // Do a complete update
  30316. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30317. }
  30318. },
  30319. enumerable: true,
  30320. configurable: true
  30321. });
  30322. /**
  30323. * Will flag all materials as dirty to trigger new shader compilation
  30324. * @param flag defines the flag used to specify which material part must be marked as dirty
  30325. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30326. */
  30327. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30328. if (this._blockMaterialDirtyMechanism) {
  30329. return;
  30330. }
  30331. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30332. var material = _a[_i];
  30333. if (predicate && !predicate(material)) {
  30334. continue;
  30335. }
  30336. material.markAsDirty(flag);
  30337. }
  30338. };
  30339. /** @hidden */
  30340. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30341. var _this = this;
  30342. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30343. this._activeRequests.push(request);
  30344. request.onCompleteObservable.add(function (request) {
  30345. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30346. });
  30347. return request;
  30348. };
  30349. /** @hidden */
  30350. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30351. var _this = this;
  30352. return new Promise(function (resolve, reject) {
  30353. _this._loadFile(url, function (data) {
  30354. resolve(data);
  30355. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30356. reject(exception);
  30357. });
  30358. });
  30359. };
  30360. // Statics
  30361. Scene._uniqueIdCounter = 0;
  30362. /** The fog is deactivated */
  30363. Scene.FOGMODE_NONE = 0;
  30364. /** The fog density is following an exponential function */
  30365. Scene.FOGMODE_EXP = 1;
  30366. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30367. Scene.FOGMODE_EXP2 = 2;
  30368. /** The fog density is following a linear function. */
  30369. Scene.FOGMODE_LINEAR = 3;
  30370. /**
  30371. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30372. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30373. */
  30374. Scene.MinDeltaTime = 1.0;
  30375. /**
  30376. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30377. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30378. */
  30379. Scene.MaxDeltaTime = 1000.0;
  30380. /** The distance in pixel that you have to move to prevent some events */
  30381. Scene.DragMovementThreshold = 10; // in pixels
  30382. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30383. Scene.LongPressDelay = 500; // in milliseconds
  30384. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30385. Scene.DoubleClickDelay = 300; // in milliseconds
  30386. /** If you need to check double click without raising a single click at first click, enable this flag */
  30387. Scene.ExclusiveDoubleClickMode = false;
  30388. return Scene;
  30389. }(BABYLON.AbstractScene));
  30390. BABYLON.Scene = Scene;
  30391. })(BABYLON || (BABYLON = {}));
  30392. //# sourceMappingURL=babylon.scene.js.map
  30393. var BABYLON;
  30394. (function (BABYLON) {
  30395. /**
  30396. * Set of assets to keep when moving a scene into an asset container.
  30397. */
  30398. var KeepAssets = /** @class */ (function (_super) {
  30399. __extends(KeepAssets, _super);
  30400. function KeepAssets() {
  30401. return _super !== null && _super.apply(this, arguments) || this;
  30402. }
  30403. return KeepAssets;
  30404. }(BABYLON.AbstractScene));
  30405. BABYLON.KeepAssets = KeepAssets;
  30406. /**
  30407. * Container with a set of assets that can be added or removed from a scene.
  30408. */
  30409. var AssetContainer = /** @class */ (function (_super) {
  30410. __extends(AssetContainer, _super);
  30411. /**
  30412. * Instantiates an AssetContainer.
  30413. * @param scene The scene the AssetContainer belongs to.
  30414. */
  30415. function AssetContainer(scene) {
  30416. var _this = _super.call(this) || this;
  30417. _this.scene = scene;
  30418. _this["sounds"] = [];
  30419. _this["effectLayers"] = [];
  30420. _this["layers"] = [];
  30421. _this["lensFlareSystems"] = [];
  30422. _this["proceduralTextures"] = [];
  30423. _this["reflectionProbes"] = [];
  30424. return _this;
  30425. }
  30426. /**
  30427. * Adds all the assets from the container to the scene.
  30428. */
  30429. AssetContainer.prototype.addAllToScene = function () {
  30430. var _this = this;
  30431. this.cameras.forEach(function (o) {
  30432. _this.scene.addCamera(o);
  30433. });
  30434. this.lights.forEach(function (o) {
  30435. _this.scene.addLight(o);
  30436. });
  30437. this.meshes.forEach(function (o) {
  30438. _this.scene.addMesh(o);
  30439. });
  30440. this.skeletons.forEach(function (o) {
  30441. _this.scene.addSkeleton(o);
  30442. });
  30443. this.animations.forEach(function (o) {
  30444. _this.scene.addAnimation(o);
  30445. });
  30446. this.animationGroups.forEach(function (o) {
  30447. _this.scene.addAnimationGroup(o);
  30448. });
  30449. this.multiMaterials.forEach(function (o) {
  30450. _this.scene.addMultiMaterial(o);
  30451. });
  30452. this.materials.forEach(function (o) {
  30453. _this.scene.addMaterial(o);
  30454. });
  30455. this.morphTargetManagers.forEach(function (o) {
  30456. _this.scene.addMorphTargetManager(o);
  30457. });
  30458. this.geometries.forEach(function (o) {
  30459. _this.scene.addGeometry(o);
  30460. });
  30461. this.transformNodes.forEach(function (o) {
  30462. _this.scene.addTransformNode(o);
  30463. });
  30464. this.actionManagers.forEach(function (o) {
  30465. _this.scene.addActionManager(o);
  30466. });
  30467. this.textures.forEach(function (o) {
  30468. _this.scene.addTexture(o);
  30469. });
  30470. this.reflectionProbes.forEach(function (o) {
  30471. _this.scene.addReflectionProbe(o);
  30472. });
  30473. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30474. var component = _a[_i];
  30475. component.addFromContainer(this);
  30476. }
  30477. };
  30478. /**
  30479. * Removes all the assets in the container from the scene
  30480. */
  30481. AssetContainer.prototype.removeAllFromScene = function () {
  30482. var _this = this;
  30483. this.cameras.forEach(function (o) {
  30484. _this.scene.removeCamera(o);
  30485. });
  30486. this.lights.forEach(function (o) {
  30487. _this.scene.removeLight(o);
  30488. });
  30489. this.meshes.forEach(function (o) {
  30490. _this.scene.removeMesh(o);
  30491. });
  30492. this.skeletons.forEach(function (o) {
  30493. _this.scene.removeSkeleton(o);
  30494. });
  30495. this.animations.forEach(function (o) {
  30496. _this.scene.removeAnimation(o);
  30497. });
  30498. this.animationGroups.forEach(function (o) {
  30499. _this.scene.removeAnimationGroup(o);
  30500. });
  30501. this.multiMaterials.forEach(function (o) {
  30502. _this.scene.removeMultiMaterial(o);
  30503. });
  30504. this.materials.forEach(function (o) {
  30505. _this.scene.removeMaterial(o);
  30506. });
  30507. this.morphTargetManagers.forEach(function (o) {
  30508. _this.scene.removeMorphTargetManager(o);
  30509. });
  30510. this.geometries.forEach(function (o) {
  30511. _this.scene.removeGeometry(o);
  30512. });
  30513. this.transformNodes.forEach(function (o) {
  30514. _this.scene.removeTransformNode(o);
  30515. });
  30516. this.actionManagers.forEach(function (o) {
  30517. _this.scene.removeActionManager(o);
  30518. });
  30519. this.textures.forEach(function (o) {
  30520. _this.scene.removeTexture(o);
  30521. });
  30522. this.reflectionProbes.forEach(function (o) {
  30523. _this.scene.removeReflectionProbe(o);
  30524. });
  30525. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30526. var component = _a[_i];
  30527. component.removeFromContainer(this);
  30528. }
  30529. };
  30530. /**
  30531. * Disposes all the assets in the container
  30532. */
  30533. AssetContainer.prototype.dispose = function () {
  30534. this.cameras.forEach(function (o) {
  30535. o.dispose();
  30536. });
  30537. this.lights.forEach(function (o) {
  30538. o.dispose();
  30539. });
  30540. this.meshes.forEach(function (o) {
  30541. o.dispose();
  30542. });
  30543. this.skeletons.forEach(function (o) {
  30544. o.dispose();
  30545. });
  30546. this.animationGroups.forEach(function (o) {
  30547. o.dispose();
  30548. });
  30549. this.multiMaterials.forEach(function (o) {
  30550. o.dispose();
  30551. });
  30552. this.materials.forEach(function (o) {
  30553. o.dispose();
  30554. });
  30555. this.geometries.forEach(function (o) {
  30556. o.dispose();
  30557. });
  30558. this.transformNodes.forEach(function (o) {
  30559. o.dispose();
  30560. });
  30561. this.actionManagers.forEach(function (o) {
  30562. o.dispose();
  30563. });
  30564. this.textures.forEach(function (o) {
  30565. o.dispose();
  30566. });
  30567. this.reflectionProbes.forEach(function (o) {
  30568. o.dispose();
  30569. });
  30570. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30571. var component = _a[_i];
  30572. component.dispose();
  30573. }
  30574. };
  30575. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30576. if (!sourceAssets) {
  30577. return;
  30578. }
  30579. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30580. var asset = sourceAssets_1[_i];
  30581. var move = true;
  30582. if (keepAssets) {
  30583. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30584. var keepAsset = keepAssets_1[_a];
  30585. if (asset === keepAsset) {
  30586. move = false;
  30587. break;
  30588. }
  30589. }
  30590. }
  30591. if (move) {
  30592. targetAssets.push(asset);
  30593. }
  30594. }
  30595. };
  30596. /**
  30597. * Removes all the assets contained in the scene and adds them to the container.
  30598. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30599. */
  30600. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30601. if (keepAssets === undefined) {
  30602. keepAssets = new KeepAssets();
  30603. }
  30604. for (var key in this) {
  30605. if (this.hasOwnProperty(key)) {
  30606. this[key] = this[key] || [];
  30607. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30608. }
  30609. }
  30610. this.removeAllFromScene();
  30611. };
  30612. /**
  30613. * 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.
  30614. * @returns the root mesh
  30615. */
  30616. AssetContainer.prototype.createRootMesh = function () {
  30617. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30618. this.meshes.forEach(function (m) {
  30619. if (!m.parent) {
  30620. rootMesh.addChild(m);
  30621. }
  30622. });
  30623. this.meshes.unshift(rootMesh);
  30624. return rootMesh;
  30625. };
  30626. return AssetContainer;
  30627. }(BABYLON.AbstractScene));
  30628. BABYLON.AssetContainer = AssetContainer;
  30629. })(BABYLON || (BABYLON = {}));
  30630. //# sourceMappingURL=babylon.assetContainer.js.map
  30631. var BABYLON;
  30632. (function (BABYLON) {
  30633. /**
  30634. * Class used to store data that will be store in GPU memory
  30635. */
  30636. var Buffer = /** @class */ (function () {
  30637. /**
  30638. * Constructor
  30639. * @param engine the engine
  30640. * @param data the data to use for this buffer
  30641. * @param updatable whether the data is updatable
  30642. * @param stride the stride (optional)
  30643. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30644. * @param instanced whether the buffer is instanced (optional)
  30645. * @param useBytes set to true if the stride in in bytes (optional)
  30646. */
  30647. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30648. if (stride === void 0) { stride = 0; }
  30649. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30650. if (instanced === void 0) { instanced = false; }
  30651. if (useBytes === void 0) { useBytes = false; }
  30652. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30653. this._engine = engine.getScene().getEngine();
  30654. }
  30655. else {
  30656. this._engine = engine;
  30657. }
  30658. this._updatable = updatable;
  30659. this._instanced = instanced;
  30660. this._data = data;
  30661. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30662. if (!postponeInternalCreation) { // by default
  30663. this.create();
  30664. }
  30665. }
  30666. /**
  30667. * Create a new VertexBuffer based on the current buffer
  30668. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30669. * @param offset defines offset in the buffer (0 by default)
  30670. * @param size defines the size in floats of attributes (position is 3 for instance)
  30671. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30672. * @param instanced defines if the vertex buffer contains indexed data
  30673. * @param useBytes defines if the offset and stride are in bytes
  30674. * @returns the new vertex buffer
  30675. */
  30676. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30677. if (useBytes === void 0) { useBytes = false; }
  30678. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30679. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30680. // a lot of these parameters are ignored as they are overriden by the buffer
  30681. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30682. };
  30683. // Properties
  30684. /**
  30685. * Gets a boolean indicating if the Buffer is updatable?
  30686. * @returns true if the buffer is updatable
  30687. */
  30688. Buffer.prototype.isUpdatable = function () {
  30689. return this._updatable;
  30690. };
  30691. /**
  30692. * Gets current buffer's data
  30693. * @returns a DataArray or null
  30694. */
  30695. Buffer.prototype.getData = function () {
  30696. return this._data;
  30697. };
  30698. /**
  30699. * Gets underlying native buffer
  30700. * @returns underlying native buffer
  30701. */
  30702. Buffer.prototype.getBuffer = function () {
  30703. return this._buffer;
  30704. };
  30705. /**
  30706. * Gets the stride in float32 units (i.e. byte stride / 4).
  30707. * May not be an integer if the byte stride is not divisible by 4.
  30708. * DEPRECATED. Use byteStride instead.
  30709. * @returns the stride in float32 units
  30710. */
  30711. Buffer.prototype.getStrideSize = function () {
  30712. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30713. };
  30714. // Methods
  30715. /**
  30716. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30717. * @param data defines the data to store
  30718. */
  30719. Buffer.prototype.create = function (data) {
  30720. if (data === void 0) { data = null; }
  30721. if (!data && this._buffer) {
  30722. return; // nothing to do
  30723. }
  30724. data = data || this._data;
  30725. if (!data) {
  30726. return;
  30727. }
  30728. if (!this._buffer) { // create buffer
  30729. if (this._updatable) {
  30730. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30731. this._data = data;
  30732. }
  30733. else {
  30734. this._buffer = this._engine.createVertexBuffer(data);
  30735. }
  30736. }
  30737. else if (this._updatable) { // update buffer
  30738. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30739. this._data = data;
  30740. }
  30741. };
  30742. /** @hidden */
  30743. Buffer.prototype._rebuild = function () {
  30744. this._buffer = null;
  30745. this.create(this._data);
  30746. };
  30747. /**
  30748. * Update current buffer data
  30749. * @param data defines the data to store
  30750. */
  30751. Buffer.prototype.update = function (data) {
  30752. this.create(data);
  30753. };
  30754. /**
  30755. * Updates the data directly.
  30756. * @param data the new data
  30757. * @param offset the new offset
  30758. * @param vertexCount the vertex count (optional)
  30759. * @param useBytes set to true if the offset is in bytes
  30760. */
  30761. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30762. if (useBytes === void 0) { useBytes = false; }
  30763. if (!this._buffer) {
  30764. return;
  30765. }
  30766. if (this._updatable) { // update buffer
  30767. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30768. this._data = null;
  30769. }
  30770. };
  30771. /**
  30772. * Release all resources
  30773. */
  30774. Buffer.prototype.dispose = function () {
  30775. if (!this._buffer) {
  30776. return;
  30777. }
  30778. if (this._engine._releaseBuffer(this._buffer)) {
  30779. this._buffer = null;
  30780. }
  30781. };
  30782. return Buffer;
  30783. }());
  30784. BABYLON.Buffer = Buffer;
  30785. })(BABYLON || (BABYLON = {}));
  30786. //# sourceMappingURL=babylon.buffer.js.map
  30787. var BABYLON;
  30788. (function (BABYLON) {
  30789. /**
  30790. * Specialized buffer used to store vertex data
  30791. */
  30792. var VertexBuffer = /** @class */ (function () {
  30793. /**
  30794. * Constructor
  30795. * @param engine the engine
  30796. * @param data the data to use for this vertex buffer
  30797. * @param kind the vertex buffer kind
  30798. * @param updatable whether the data is updatable
  30799. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30800. * @param stride the stride (optional)
  30801. * @param instanced whether the buffer is instanced (optional)
  30802. * @param offset the offset of the data (optional)
  30803. * @param size the number of components (optional)
  30804. * @param type the type of the component (optional)
  30805. * @param normalized whether the data contains normalized data (optional)
  30806. * @param useBytes set to true if stride and offset are in bytes (optional)
  30807. */
  30808. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30809. if (normalized === void 0) { normalized = false; }
  30810. if (useBytes === void 0) { useBytes = false; }
  30811. if (data instanceof BABYLON.Buffer) {
  30812. this._buffer = data;
  30813. this._ownsBuffer = false;
  30814. }
  30815. else {
  30816. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30817. this._ownsBuffer = true;
  30818. }
  30819. this._kind = kind;
  30820. if (type == undefined) {
  30821. var data_1 = this.getData();
  30822. this.type = VertexBuffer.FLOAT;
  30823. if (data_1 instanceof Int8Array) {
  30824. this.type = VertexBuffer.BYTE;
  30825. }
  30826. else if (data_1 instanceof Uint8Array) {
  30827. this.type = VertexBuffer.UNSIGNED_BYTE;
  30828. }
  30829. else if (data_1 instanceof Int16Array) {
  30830. this.type = VertexBuffer.SHORT;
  30831. }
  30832. else if (data_1 instanceof Uint16Array) {
  30833. this.type = VertexBuffer.UNSIGNED_SHORT;
  30834. }
  30835. else if (data_1 instanceof Int32Array) {
  30836. this.type = VertexBuffer.INT;
  30837. }
  30838. else if (data_1 instanceof Uint32Array) {
  30839. this.type = VertexBuffer.UNSIGNED_INT;
  30840. }
  30841. }
  30842. else {
  30843. this.type = type;
  30844. }
  30845. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30846. if (useBytes) {
  30847. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30848. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30849. this.byteOffset = offset || 0;
  30850. }
  30851. else {
  30852. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30853. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30854. this.byteOffset = (offset || 0) * typeByteLength;
  30855. }
  30856. this.normalized = normalized;
  30857. this._instanced = instanced !== undefined ? instanced : false;
  30858. this._instanceDivisor = instanced ? 1 : 0;
  30859. }
  30860. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30861. /**
  30862. * Gets or sets the instance divisor when in instanced mode
  30863. */
  30864. get: function () {
  30865. return this._instanceDivisor;
  30866. },
  30867. set: function (value) {
  30868. this._instanceDivisor = value;
  30869. if (value == 0) {
  30870. this._instanced = false;
  30871. }
  30872. else {
  30873. this._instanced = true;
  30874. }
  30875. },
  30876. enumerable: true,
  30877. configurable: true
  30878. });
  30879. /** @hidden */
  30880. VertexBuffer.prototype._rebuild = function () {
  30881. if (!this._buffer) {
  30882. return;
  30883. }
  30884. this._buffer._rebuild();
  30885. };
  30886. /**
  30887. * Returns the kind of the VertexBuffer (string)
  30888. * @returns a string
  30889. */
  30890. VertexBuffer.prototype.getKind = function () {
  30891. return this._kind;
  30892. };
  30893. // Properties
  30894. /**
  30895. * Gets a boolean indicating if the VertexBuffer is updatable?
  30896. * @returns true if the buffer is updatable
  30897. */
  30898. VertexBuffer.prototype.isUpdatable = function () {
  30899. return this._buffer.isUpdatable();
  30900. };
  30901. /**
  30902. * Gets current buffer's data
  30903. * @returns a DataArray or null
  30904. */
  30905. VertexBuffer.prototype.getData = function () {
  30906. return this._buffer.getData();
  30907. };
  30908. /**
  30909. * Gets underlying native buffer
  30910. * @returns underlying native buffer
  30911. */
  30912. VertexBuffer.prototype.getBuffer = function () {
  30913. return this._buffer.getBuffer();
  30914. };
  30915. /**
  30916. * Gets the stride in float32 units (i.e. byte stride / 4).
  30917. * May not be an integer if the byte stride is not divisible by 4.
  30918. * DEPRECATED. Use byteStride instead.
  30919. * @returns the stride in float32 units
  30920. */
  30921. VertexBuffer.prototype.getStrideSize = function () {
  30922. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30923. };
  30924. /**
  30925. * Returns the offset as a multiple of the type byte length.
  30926. * DEPRECATED. Use byteOffset instead.
  30927. * @returns the offset in bytes
  30928. */
  30929. VertexBuffer.prototype.getOffset = function () {
  30930. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30931. };
  30932. /**
  30933. * Returns the number of components per vertex attribute (integer)
  30934. * @returns the size in float
  30935. */
  30936. VertexBuffer.prototype.getSize = function () {
  30937. return this._size;
  30938. };
  30939. /**
  30940. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30941. * @returns true if this buffer is instanced
  30942. */
  30943. VertexBuffer.prototype.getIsInstanced = function () {
  30944. return this._instanced;
  30945. };
  30946. /**
  30947. * Returns the instancing divisor, zero for non-instanced (integer).
  30948. * @returns a number
  30949. */
  30950. VertexBuffer.prototype.getInstanceDivisor = function () {
  30951. return this._instanceDivisor;
  30952. };
  30953. // Methods
  30954. /**
  30955. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30956. * @param data defines the data to store
  30957. */
  30958. VertexBuffer.prototype.create = function (data) {
  30959. this._buffer.create(data);
  30960. };
  30961. /**
  30962. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30963. * This function will create a new buffer if the current one is not updatable
  30964. * @param data defines the data to store
  30965. */
  30966. VertexBuffer.prototype.update = function (data) {
  30967. this._buffer.update(data);
  30968. };
  30969. /**
  30970. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30971. * Returns the directly updated WebGLBuffer.
  30972. * @param data the new data
  30973. * @param offset the new offset
  30974. * @param useBytes set to true if the offset is in bytes
  30975. */
  30976. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30977. if (useBytes === void 0) { useBytes = false; }
  30978. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30979. };
  30980. /**
  30981. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30982. */
  30983. VertexBuffer.prototype.dispose = function () {
  30984. if (this._ownsBuffer) {
  30985. this._buffer.dispose();
  30986. }
  30987. };
  30988. /**
  30989. * Enumerates each value of this vertex buffer as numbers.
  30990. * @param count the number of values to enumerate
  30991. * @param callback the callback function called for each value
  30992. */
  30993. VertexBuffer.prototype.forEach = function (count, callback) {
  30994. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30995. };
  30996. /**
  30997. * Deduces the stride given a kind.
  30998. * @param kind The kind string to deduce
  30999. * @returns The deduced stride
  31000. */
  31001. VertexBuffer.DeduceStride = function (kind) {
  31002. switch (kind) {
  31003. case VertexBuffer.UVKind:
  31004. case VertexBuffer.UV2Kind:
  31005. case VertexBuffer.UV3Kind:
  31006. case VertexBuffer.UV4Kind:
  31007. case VertexBuffer.UV5Kind:
  31008. case VertexBuffer.UV6Kind:
  31009. return 2;
  31010. case VertexBuffer.NormalKind:
  31011. case VertexBuffer.PositionKind:
  31012. return 3;
  31013. case VertexBuffer.ColorKind:
  31014. case VertexBuffer.MatricesIndicesKind:
  31015. case VertexBuffer.MatricesIndicesExtraKind:
  31016. case VertexBuffer.MatricesWeightsKind:
  31017. case VertexBuffer.MatricesWeightsExtraKind:
  31018. case VertexBuffer.TangentKind:
  31019. return 4;
  31020. default:
  31021. throw new Error("Invalid kind '" + kind + "'");
  31022. }
  31023. };
  31024. /**
  31025. * Gets the byte length of the given type.
  31026. * @param type the type
  31027. * @returns the number of bytes
  31028. */
  31029. VertexBuffer.GetTypeByteLength = function (type) {
  31030. switch (type) {
  31031. case VertexBuffer.BYTE:
  31032. case VertexBuffer.UNSIGNED_BYTE:
  31033. return 1;
  31034. case VertexBuffer.SHORT:
  31035. case VertexBuffer.UNSIGNED_SHORT:
  31036. return 2;
  31037. case VertexBuffer.INT:
  31038. case VertexBuffer.FLOAT:
  31039. return 4;
  31040. default:
  31041. throw new Error("Invalid type '" + type + "'");
  31042. }
  31043. };
  31044. /**
  31045. * Enumerates each value of the given parameters as numbers.
  31046. * @param data the data to enumerate
  31047. * @param byteOffset the byte offset of the data
  31048. * @param byteStride the byte stride of the data
  31049. * @param componentCount the number of components per element
  31050. * @param componentType the type of the component
  31051. * @param count the total number of components
  31052. * @param normalized whether the data is normalized
  31053. * @param callback the callback function called for each value
  31054. */
  31055. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31056. if (data instanceof Array) {
  31057. var offset = byteOffset / 4;
  31058. var stride = byteStride / 4;
  31059. for (var index = 0; index < count; index += componentCount) {
  31060. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31061. callback(data[offset + componentIndex], index + componentIndex);
  31062. }
  31063. offset += stride;
  31064. }
  31065. }
  31066. else {
  31067. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31068. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31069. for (var index = 0; index < count; index += componentCount) {
  31070. var componentByteOffset = byteOffset;
  31071. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31072. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31073. callback(value, index + componentIndex);
  31074. componentByteOffset += componentByteLength;
  31075. }
  31076. byteOffset += byteStride;
  31077. }
  31078. }
  31079. };
  31080. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31081. switch (type) {
  31082. case VertexBuffer.BYTE: {
  31083. var value = dataView.getInt8(byteOffset);
  31084. if (normalized) {
  31085. value = Math.max(value / 127, -1);
  31086. }
  31087. return value;
  31088. }
  31089. case VertexBuffer.UNSIGNED_BYTE: {
  31090. var value = dataView.getUint8(byteOffset);
  31091. if (normalized) {
  31092. value = value / 255;
  31093. }
  31094. return value;
  31095. }
  31096. case VertexBuffer.SHORT: {
  31097. var value = dataView.getInt16(byteOffset, true);
  31098. if (normalized) {
  31099. value = Math.max(value / 16383, -1);
  31100. }
  31101. return value;
  31102. }
  31103. case VertexBuffer.UNSIGNED_SHORT: {
  31104. var value = dataView.getUint16(byteOffset, true);
  31105. if (normalized) {
  31106. value = value / 65535;
  31107. }
  31108. return value;
  31109. }
  31110. case VertexBuffer.FLOAT: {
  31111. return dataView.getFloat32(byteOffset, true);
  31112. }
  31113. default: {
  31114. throw new Error("Invalid component type " + type);
  31115. }
  31116. }
  31117. };
  31118. /**
  31119. * The byte type.
  31120. */
  31121. VertexBuffer.BYTE = 5120;
  31122. /**
  31123. * The unsigned byte type.
  31124. */
  31125. VertexBuffer.UNSIGNED_BYTE = 5121;
  31126. /**
  31127. * The short type.
  31128. */
  31129. VertexBuffer.SHORT = 5122;
  31130. /**
  31131. * The unsigned short type.
  31132. */
  31133. VertexBuffer.UNSIGNED_SHORT = 5123;
  31134. /**
  31135. * The integer type.
  31136. */
  31137. VertexBuffer.INT = 5124;
  31138. /**
  31139. * The unsigned integer type.
  31140. */
  31141. VertexBuffer.UNSIGNED_INT = 5125;
  31142. /**
  31143. * The float type.
  31144. */
  31145. VertexBuffer.FLOAT = 5126;
  31146. // Enums
  31147. /**
  31148. * Positions
  31149. */
  31150. VertexBuffer.PositionKind = "position";
  31151. /**
  31152. * Normals
  31153. */
  31154. VertexBuffer.NormalKind = "normal";
  31155. /**
  31156. * Tangents
  31157. */
  31158. VertexBuffer.TangentKind = "tangent";
  31159. /**
  31160. * Texture coordinates
  31161. */
  31162. VertexBuffer.UVKind = "uv";
  31163. /**
  31164. * Texture coordinates 2
  31165. */
  31166. VertexBuffer.UV2Kind = "uv2";
  31167. /**
  31168. * Texture coordinates 3
  31169. */
  31170. VertexBuffer.UV3Kind = "uv3";
  31171. /**
  31172. * Texture coordinates 4
  31173. */
  31174. VertexBuffer.UV4Kind = "uv4";
  31175. /**
  31176. * Texture coordinates 5
  31177. */
  31178. VertexBuffer.UV5Kind = "uv5";
  31179. /**
  31180. * Texture coordinates 6
  31181. */
  31182. VertexBuffer.UV6Kind = "uv6";
  31183. /**
  31184. * Colors
  31185. */
  31186. VertexBuffer.ColorKind = "color";
  31187. /**
  31188. * Matrix indices (for bones)
  31189. */
  31190. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31191. /**
  31192. * Matrix weights (for bones)
  31193. */
  31194. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31195. /**
  31196. * Additional matrix indices (for bones)
  31197. */
  31198. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31199. /**
  31200. * Additional matrix weights (for bones)
  31201. */
  31202. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31203. return VertexBuffer;
  31204. }());
  31205. BABYLON.VertexBuffer = VertexBuffer;
  31206. })(BABYLON || (BABYLON = {}));
  31207. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31208. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31209. var BABYLON;
  31210. (function (BABYLON) {
  31211. /**
  31212. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31213. */
  31214. var DummyInternalTextureTracker = /** @class */ (function () {
  31215. function DummyInternalTextureTracker() {
  31216. /**
  31217. * Gets or set the previous tracker in the list
  31218. */
  31219. this.previous = null;
  31220. /**
  31221. * Gets or set the next tracker in the list
  31222. */
  31223. this.next = null;
  31224. }
  31225. return DummyInternalTextureTracker;
  31226. }());
  31227. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31228. })(BABYLON || (BABYLON = {}));
  31229. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31230. var BABYLON;
  31231. (function (BABYLON) {
  31232. /**
  31233. * Class used to store data associated with WebGL texture data for the engine
  31234. * This class should not be used directly
  31235. */
  31236. var InternalTexture = /** @class */ (function () {
  31237. /**
  31238. * Creates a new InternalTexture
  31239. * @param engine defines the engine to use
  31240. * @param dataSource defines the type of data that will be used
  31241. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31242. */
  31243. function InternalTexture(engine, dataSource, delayAllocation) {
  31244. if (delayAllocation === void 0) { delayAllocation = false; }
  31245. /**
  31246. * Observable called when the texture is loaded
  31247. */
  31248. this.onLoadedObservable = new BABYLON.Observable();
  31249. /**
  31250. * Gets or set the previous tracker in the list
  31251. */
  31252. this.previous = null;
  31253. /**
  31254. * Gets or set the next tracker in the list
  31255. */
  31256. this.next = null;
  31257. // Private
  31258. /** @hidden */
  31259. this._initialSlot = -1;
  31260. /** @hidden */
  31261. this._designatedSlot = -1;
  31262. /** @hidden */
  31263. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31264. /** @hidden */
  31265. this._comparisonFunction = 0;
  31266. /** @hidden */
  31267. this._sphericalPolynomial = null;
  31268. /** @hidden */
  31269. this._lodGenerationScale = 0;
  31270. /** @hidden */
  31271. this._lodGenerationOffset = 0;
  31272. /** @hidden */
  31273. this._isRGBD = false;
  31274. /** @hidden */
  31275. this._references = 1;
  31276. this._engine = engine;
  31277. this._dataSource = dataSource;
  31278. if (!delayAllocation) {
  31279. this._webGLTexture = engine._createTexture();
  31280. }
  31281. }
  31282. /**
  31283. * Gets the Engine the texture belongs to.
  31284. * @returns The babylon engine
  31285. */
  31286. InternalTexture.prototype.getEngine = function () {
  31287. return this._engine;
  31288. };
  31289. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31290. /**
  31291. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31292. */
  31293. get: function () {
  31294. return this._dataSource;
  31295. },
  31296. enumerable: true,
  31297. configurable: true
  31298. });
  31299. /**
  31300. * Increments the number of references (ie. the number of Texture that point to it)
  31301. */
  31302. InternalTexture.prototype.incrementReferences = function () {
  31303. this._references++;
  31304. };
  31305. /**
  31306. * Change the size of the texture (not the size of the content)
  31307. * @param width defines the new width
  31308. * @param height defines the new height
  31309. * @param depth defines the new depth (1 by default)
  31310. */
  31311. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31312. if (depth === void 0) { depth = 1; }
  31313. this.width = width;
  31314. this.height = height;
  31315. this.depth = depth;
  31316. this.baseWidth = width;
  31317. this.baseHeight = height;
  31318. this.baseDepth = depth;
  31319. this._size = width * height * depth;
  31320. };
  31321. /** @hidden */
  31322. InternalTexture.prototype._rebuild = function () {
  31323. var _this = this;
  31324. var proxy;
  31325. this.isReady = false;
  31326. this._cachedCoordinatesMode = null;
  31327. this._cachedWrapU = null;
  31328. this._cachedWrapV = null;
  31329. this._cachedAnisotropicFilteringLevel = null;
  31330. switch (this._dataSource) {
  31331. case InternalTexture.DATASOURCE_TEMP:
  31332. return;
  31333. case InternalTexture.DATASOURCE_URL:
  31334. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31335. proxy._swapAndDie(_this);
  31336. _this.isReady = true;
  31337. }, null, this._buffer, undefined, this.format);
  31338. return;
  31339. case InternalTexture.DATASOURCE_RAW:
  31340. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31341. proxy._swapAndDie(this);
  31342. this.isReady = true;
  31343. return;
  31344. case InternalTexture.DATASOURCE_RAW3D:
  31345. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31346. proxy._swapAndDie(this);
  31347. this.isReady = true;
  31348. return;
  31349. case InternalTexture.DATASOURCE_DYNAMIC:
  31350. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31351. proxy._swapAndDie(this);
  31352. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31353. // The engine will make sure to update content so no need to flag it as isReady = true
  31354. return;
  31355. case InternalTexture.DATASOURCE_RENDERTARGET:
  31356. var options = new BABYLON.RenderTargetCreationOptions();
  31357. options.generateDepthBuffer = this._generateDepthBuffer;
  31358. options.generateMipMaps = this.generateMipMaps;
  31359. options.generateStencilBuffer = this._generateStencilBuffer;
  31360. options.samplingMode = this.samplingMode;
  31361. options.type = this.type;
  31362. if (this.isCube) {
  31363. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31364. }
  31365. else {
  31366. var size = {
  31367. width: this.width,
  31368. height: this.height
  31369. };
  31370. proxy = this._engine.createRenderTargetTexture(size, options);
  31371. }
  31372. proxy._swapAndDie(this);
  31373. this.isReady = true;
  31374. return;
  31375. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31376. var depthTextureOptions = {
  31377. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31378. comparisonFunction: this._comparisonFunction,
  31379. generateStencil: this._generateStencilBuffer,
  31380. isCube: this.isCube
  31381. };
  31382. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31383. proxy._swapAndDie(this);
  31384. this.isReady = true;
  31385. return;
  31386. case InternalTexture.DATASOURCE_CUBE:
  31387. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31388. proxy._swapAndDie(_this);
  31389. _this.isReady = true;
  31390. }, null, this.format, this._extension);
  31391. return;
  31392. case InternalTexture.DATASOURCE_CUBERAW:
  31393. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31394. proxy._swapAndDie(this);
  31395. this.isReady = true;
  31396. return;
  31397. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31398. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31399. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31400. proxy._swapAndDie(_this);
  31401. _this.isReady = true;
  31402. });
  31403. return;
  31404. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31405. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31406. if (proxy) {
  31407. proxy._swapAndDie(_this);
  31408. }
  31409. _this.isReady = true;
  31410. }, null, this.format, this._extension);
  31411. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31412. return;
  31413. }
  31414. };
  31415. /** @hidden */
  31416. InternalTexture.prototype._swapAndDie = function (target) {
  31417. target._webGLTexture = this._webGLTexture;
  31418. if (this._framebuffer) {
  31419. target._framebuffer = this._framebuffer;
  31420. }
  31421. if (this._depthStencilBuffer) {
  31422. target._depthStencilBuffer = this._depthStencilBuffer;
  31423. }
  31424. if (this._lodTextureHigh) {
  31425. if (target._lodTextureHigh) {
  31426. target._lodTextureHigh.dispose();
  31427. }
  31428. target._lodTextureHigh = this._lodTextureHigh;
  31429. }
  31430. if (this._lodTextureMid) {
  31431. if (target._lodTextureMid) {
  31432. target._lodTextureMid.dispose();
  31433. }
  31434. target._lodTextureMid = this._lodTextureMid;
  31435. }
  31436. if (this._lodTextureLow) {
  31437. if (target._lodTextureLow) {
  31438. target._lodTextureLow.dispose();
  31439. }
  31440. target._lodTextureLow = this._lodTextureLow;
  31441. }
  31442. var cache = this._engine.getLoadedTexturesCache();
  31443. var index = cache.indexOf(this);
  31444. if (index !== -1) {
  31445. cache.splice(index, 1);
  31446. }
  31447. };
  31448. /**
  31449. * Dispose the current allocated resources
  31450. */
  31451. InternalTexture.prototype.dispose = function () {
  31452. if (!this._webGLTexture) {
  31453. return;
  31454. }
  31455. this._references--;
  31456. if (this._references === 0) {
  31457. this._engine._releaseTexture(this);
  31458. this._webGLTexture = null;
  31459. this.previous = null;
  31460. this.next = null;
  31461. }
  31462. };
  31463. /**
  31464. * The source of the texture data is unknown
  31465. */
  31466. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31467. /**
  31468. * Texture data comes from an URL
  31469. */
  31470. InternalTexture.DATASOURCE_URL = 1;
  31471. /**
  31472. * Texture data is only used for temporary storage
  31473. */
  31474. InternalTexture.DATASOURCE_TEMP = 2;
  31475. /**
  31476. * Texture data comes from raw data (ArrayBuffer)
  31477. */
  31478. InternalTexture.DATASOURCE_RAW = 3;
  31479. /**
  31480. * Texture content is dynamic (video or dynamic texture)
  31481. */
  31482. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31483. /**
  31484. * Texture content is generated by rendering to it
  31485. */
  31486. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31487. /**
  31488. * Texture content is part of a multi render target process
  31489. */
  31490. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31491. /**
  31492. * Texture data comes from a cube data file
  31493. */
  31494. InternalTexture.DATASOURCE_CUBE = 7;
  31495. /**
  31496. * Texture data comes from a raw cube data
  31497. */
  31498. InternalTexture.DATASOURCE_CUBERAW = 8;
  31499. /**
  31500. * Texture data come from a prefiltered cube data file
  31501. */
  31502. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31503. /**
  31504. * Texture content is raw 3D data
  31505. */
  31506. InternalTexture.DATASOURCE_RAW3D = 10;
  31507. /**
  31508. * Texture content is a depth texture
  31509. */
  31510. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31511. /**
  31512. * Texture data comes from a raw cube data encoded with RGBD
  31513. */
  31514. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31515. return InternalTexture;
  31516. }());
  31517. BABYLON.InternalTexture = InternalTexture;
  31518. })(BABYLON || (BABYLON = {}));
  31519. //# sourceMappingURL=babylon.internalTexture.js.map
  31520. var BABYLON;
  31521. (function (BABYLON) {
  31522. /**
  31523. * Base class of all the textures in babylon.
  31524. * It groups all the common properties the materials, post process, lights... might need
  31525. * in order to make a correct use of the texture.
  31526. */
  31527. var BaseTexture = /** @class */ (function () {
  31528. /**
  31529. * Instantiates a new BaseTexture.
  31530. * Base class of all the textures in babylon.
  31531. * It groups all the common properties the materials, post process, lights... might need
  31532. * in order to make a correct use of the texture.
  31533. * @param scene Define the scene the texture blongs to
  31534. */
  31535. function BaseTexture(scene) {
  31536. /**
  31537. * Gets or sets an object used to store user defined information.
  31538. */
  31539. this.metadata = null;
  31540. this._hasAlpha = false;
  31541. /**
  31542. * Defines if the alpha value should be determined via the rgb values.
  31543. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31544. */
  31545. this.getAlphaFromRGB = false;
  31546. /**
  31547. * Intensity or strength of the texture.
  31548. * It is commonly used by materials to fine tune the intensity of the texture
  31549. */
  31550. this.level = 1;
  31551. /**
  31552. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31553. * This is part of the texture as textures usually maps to one uv set.
  31554. */
  31555. this.coordinatesIndex = 0;
  31556. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31557. /**
  31558. * | Value | Type | Description |
  31559. * | ----- | ------------------ | ----------- |
  31560. * | 0 | CLAMP_ADDRESSMODE | |
  31561. * | 1 | WRAP_ADDRESSMODE | |
  31562. * | 2 | MIRROR_ADDRESSMODE | |
  31563. */
  31564. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31565. /**
  31566. * | Value | Type | Description |
  31567. * | ----- | ------------------ | ----------- |
  31568. * | 0 | CLAMP_ADDRESSMODE | |
  31569. * | 1 | WRAP_ADDRESSMODE | |
  31570. * | 2 | MIRROR_ADDRESSMODE | |
  31571. */
  31572. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31573. /**
  31574. * | Value | Type | Description |
  31575. * | ----- | ------------------ | ----------- |
  31576. * | 0 | CLAMP_ADDRESSMODE | |
  31577. * | 1 | WRAP_ADDRESSMODE | |
  31578. * | 2 | MIRROR_ADDRESSMODE | |
  31579. */
  31580. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31581. /**
  31582. * With compliant hardware and browser (supporting anisotropic filtering)
  31583. * this defines the level of anisotropic filtering in the texture.
  31584. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31585. */
  31586. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31587. /**
  31588. * Define if the texture is a cube texture or if false a 2d texture.
  31589. */
  31590. this.isCube = false;
  31591. /**
  31592. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31593. */
  31594. this.is3D = false;
  31595. /**
  31596. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31597. * HDR texture are usually stored in linear space.
  31598. * This only impacts the PBR and Background materials
  31599. */
  31600. this.gammaSpace = true;
  31601. /**
  31602. * Is Z inverted in the texture (useful in a cube texture).
  31603. */
  31604. this.invertZ = false;
  31605. /**
  31606. * @hidden
  31607. */
  31608. this.lodLevelInAlpha = false;
  31609. /**
  31610. * Define if the texture is a render target.
  31611. */
  31612. this.isRenderTarget = false;
  31613. /**
  31614. * Define the list of animation attached to the texture.
  31615. */
  31616. this.animations = new Array();
  31617. /**
  31618. * An event triggered when the texture is disposed.
  31619. */
  31620. this.onDisposeObservable = new BABYLON.Observable();
  31621. /**
  31622. * Define the current state of the loading sequence when in delayed load mode.
  31623. */
  31624. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31625. this._cachedSize = BABYLON.Size.Zero();
  31626. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31627. if (this._scene) {
  31628. this._scene.addTexture(this);
  31629. this.uniqueId = this._scene.getUniqueId();
  31630. }
  31631. this._uid = null;
  31632. }
  31633. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31634. get: function () {
  31635. return this._hasAlpha;
  31636. },
  31637. /**
  31638. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31639. */
  31640. set: function (value) {
  31641. if (this._hasAlpha === value) {
  31642. return;
  31643. }
  31644. this._hasAlpha = value;
  31645. if (this._scene) {
  31646. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31647. }
  31648. },
  31649. enumerable: true,
  31650. configurable: true
  31651. });
  31652. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31653. get: function () {
  31654. return this._coordinatesMode;
  31655. },
  31656. /**
  31657. * How a texture is mapped.
  31658. *
  31659. * | Value | Type | Description |
  31660. * | ----- | ----------------------------------- | ----------- |
  31661. * | 0 | EXPLICIT_MODE | |
  31662. * | 1 | SPHERICAL_MODE | |
  31663. * | 2 | PLANAR_MODE | |
  31664. * | 3 | CUBIC_MODE | |
  31665. * | 4 | PROJECTION_MODE | |
  31666. * | 5 | SKYBOX_MODE | |
  31667. * | 6 | INVCUBIC_MODE | |
  31668. * | 7 | EQUIRECTANGULAR_MODE | |
  31669. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31670. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31671. */
  31672. set: function (value) {
  31673. if (this._coordinatesMode === value) {
  31674. return;
  31675. }
  31676. this._coordinatesMode = value;
  31677. if (this._scene) {
  31678. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31679. }
  31680. },
  31681. enumerable: true,
  31682. configurable: true
  31683. });
  31684. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31685. /**
  31686. * Gets whether or not the texture contains RGBD data.
  31687. */
  31688. get: function () {
  31689. return this._texture != null && this._texture._isRGBD;
  31690. },
  31691. enumerable: true,
  31692. configurable: true
  31693. });
  31694. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31695. /**
  31696. * Are mip maps generated for this texture or not.
  31697. */
  31698. get: function () {
  31699. return false;
  31700. },
  31701. enumerable: true,
  31702. configurable: true
  31703. });
  31704. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31705. /**
  31706. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31707. */
  31708. get: function () {
  31709. if (this._texture) {
  31710. return this._texture._lodGenerationOffset;
  31711. }
  31712. return 0.0;
  31713. },
  31714. set: function (value) {
  31715. if (this._texture) {
  31716. this._texture._lodGenerationOffset = value;
  31717. }
  31718. },
  31719. enumerable: true,
  31720. configurable: true
  31721. });
  31722. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31723. /**
  31724. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31725. */
  31726. get: function () {
  31727. if (this._texture) {
  31728. return this._texture._lodGenerationScale;
  31729. }
  31730. return 0.0;
  31731. },
  31732. set: function (value) {
  31733. if (this._texture) {
  31734. this._texture._lodGenerationScale = value;
  31735. }
  31736. },
  31737. enumerable: true,
  31738. configurable: true
  31739. });
  31740. Object.defineProperty(BaseTexture.prototype, "uid", {
  31741. /**
  31742. * Define the unique id of the texture in the scene.
  31743. */
  31744. get: function () {
  31745. if (!this._uid) {
  31746. this._uid = BABYLON.Tools.RandomId();
  31747. }
  31748. return this._uid;
  31749. },
  31750. enumerable: true,
  31751. configurable: true
  31752. });
  31753. /**
  31754. * Return a string representation of the texture.
  31755. * @returns the texture as a string
  31756. */
  31757. BaseTexture.prototype.toString = function () {
  31758. return this.name;
  31759. };
  31760. /**
  31761. * Get the class name of the texture.
  31762. * @returns "BaseTexture"
  31763. */
  31764. BaseTexture.prototype.getClassName = function () {
  31765. return "BaseTexture";
  31766. };
  31767. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31768. /**
  31769. * Callback triggered when the texture has been disposed.
  31770. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31771. */
  31772. set: function (callback) {
  31773. if (this._onDisposeObserver) {
  31774. this.onDisposeObservable.remove(this._onDisposeObserver);
  31775. }
  31776. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31777. },
  31778. enumerable: true,
  31779. configurable: true
  31780. });
  31781. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31782. /**
  31783. * Define if the texture is preventinga material to render or not.
  31784. * If not and the texture is not ready, the engine will use a default black texture instead.
  31785. */
  31786. get: function () {
  31787. return true;
  31788. },
  31789. enumerable: true,
  31790. configurable: true
  31791. });
  31792. /**
  31793. * Get the scene the texture belongs to.
  31794. * @returns the scene or null if undefined
  31795. */
  31796. BaseTexture.prototype.getScene = function () {
  31797. return this._scene;
  31798. };
  31799. /**
  31800. * Get the texture transform matrix used to offset tile the texture for istance.
  31801. * @returns the transformation matrix
  31802. */
  31803. BaseTexture.prototype.getTextureMatrix = function () {
  31804. return BABYLON.Matrix.IdentityReadOnly;
  31805. };
  31806. /**
  31807. * Get the texture reflection matrix used to rotate/transform the reflection.
  31808. * @returns the reflection matrix
  31809. */
  31810. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31811. return BABYLON.Matrix.IdentityReadOnly;
  31812. };
  31813. /**
  31814. * Get the underlying lower level texture from Babylon.
  31815. * @returns the insternal texture
  31816. */
  31817. BaseTexture.prototype.getInternalTexture = function () {
  31818. return this._texture;
  31819. };
  31820. /**
  31821. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31822. * @returns true if ready or not blocking
  31823. */
  31824. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31825. return !this.isBlocking || this.isReady();
  31826. };
  31827. /**
  31828. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31829. * @returns true if fully ready
  31830. */
  31831. BaseTexture.prototype.isReady = function () {
  31832. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31833. this.delayLoad();
  31834. return false;
  31835. }
  31836. if (this._texture) {
  31837. return this._texture.isReady;
  31838. }
  31839. return false;
  31840. };
  31841. /**
  31842. * Get the size of the texture.
  31843. * @returns the texture size.
  31844. */
  31845. BaseTexture.prototype.getSize = function () {
  31846. if (this._texture) {
  31847. if (this._texture.width) {
  31848. this._cachedSize.width = this._texture.width;
  31849. this._cachedSize.height = this._texture.height;
  31850. return this._cachedSize;
  31851. }
  31852. if (this._texture._size) {
  31853. this._cachedSize.width = this._texture._size;
  31854. this._cachedSize.height = this._texture._size;
  31855. return this._cachedSize;
  31856. }
  31857. }
  31858. return this._cachedSize;
  31859. };
  31860. /**
  31861. * Get the base size of the texture.
  31862. * It can be different from the size if the texture has been resized for POT for instance
  31863. * @returns the base size
  31864. */
  31865. BaseTexture.prototype.getBaseSize = function () {
  31866. if (!this.isReady() || !this._texture) {
  31867. return BABYLON.Size.Zero();
  31868. }
  31869. if (this._texture._size) {
  31870. return new BABYLON.Size(this._texture._size, this._texture._size);
  31871. }
  31872. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31873. };
  31874. /**
  31875. * Update the sampling mode of the texture.
  31876. * Default is Trilinear mode.
  31877. *
  31878. * | Value | Type | Description |
  31879. * | ----- | ------------------ | ----------- |
  31880. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31881. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31882. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31883. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31884. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31885. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31886. * | 7 | NEAREST_LINEAR | |
  31887. * | 8 | NEAREST_NEAREST | |
  31888. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31889. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31890. * | 11 | LINEAR_LINEAR | |
  31891. * | 12 | LINEAR_NEAREST | |
  31892. *
  31893. * > _mag_: magnification filter (close to the viewer)
  31894. * > _min_: minification filter (far from the viewer)
  31895. * > _mip_: filter used between mip map levels
  31896. *@param samplingMode Define the new sampling mode of the texture
  31897. */
  31898. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  31899. if (!this._texture) {
  31900. return;
  31901. }
  31902. var scene = this.getScene();
  31903. if (!scene) {
  31904. return;
  31905. }
  31906. this._samplingMode = samplingMode;
  31907. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31908. };
  31909. /**
  31910. * Scales the texture if is `canRescale()`
  31911. * @param ratio the resize factor we want to use to rescale
  31912. */
  31913. BaseTexture.prototype.scale = function (ratio) {
  31914. };
  31915. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31916. /**
  31917. * Get if the texture can rescale.
  31918. */
  31919. get: function () {
  31920. return false;
  31921. },
  31922. enumerable: true,
  31923. configurable: true
  31924. });
  31925. /** @hidden */
  31926. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31927. if (!this._scene) {
  31928. return null;
  31929. }
  31930. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31931. for (var index = 0; index < texturesCache.length; index++) {
  31932. var texturesCacheEntry = texturesCache[index];
  31933. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31934. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31935. texturesCacheEntry.incrementReferences();
  31936. return texturesCacheEntry;
  31937. }
  31938. }
  31939. }
  31940. return null;
  31941. };
  31942. /** @hidden */
  31943. BaseTexture.prototype._rebuild = function () {
  31944. };
  31945. /**
  31946. * Triggers the load sequence in delayed load mode.
  31947. */
  31948. BaseTexture.prototype.delayLoad = function () {
  31949. };
  31950. /**
  31951. * Clones the texture.
  31952. * @returns the cloned texture
  31953. */
  31954. BaseTexture.prototype.clone = function () {
  31955. return null;
  31956. };
  31957. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31958. /**
  31959. * Get the texture underlying type (INT, FLOAT...)
  31960. */
  31961. get: function () {
  31962. if (!this._texture) {
  31963. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31964. }
  31965. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31966. },
  31967. enumerable: true,
  31968. configurable: true
  31969. });
  31970. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31971. /**
  31972. * Get the texture underlying format (RGB, RGBA...)
  31973. */
  31974. get: function () {
  31975. if (!this._texture) {
  31976. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31977. }
  31978. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31979. },
  31980. enumerable: true,
  31981. configurable: true
  31982. });
  31983. /**
  31984. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31985. * This will returns an RGBA array buffer containing either in values (0-255) or
  31986. * float values (0-1) depending of the underlying buffer type.
  31987. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31988. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31989. * @param buffer defines a user defined buffer to fill with data (can be null)
  31990. * @returns The Array buffer containing the pixels data.
  31991. */
  31992. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31993. if (faceIndex === void 0) { faceIndex = 0; }
  31994. if (level === void 0) { level = 0; }
  31995. if (buffer === void 0) { buffer = null; }
  31996. if (!this._texture) {
  31997. return null;
  31998. }
  31999. var size = this.getSize();
  32000. var width = size.width;
  32001. var height = size.height;
  32002. var scene = this.getScene();
  32003. if (!scene) {
  32004. return null;
  32005. }
  32006. var engine = scene.getEngine();
  32007. if (level != 0) {
  32008. width = width / Math.pow(2, level);
  32009. height = height / Math.pow(2, level);
  32010. width = Math.round(width);
  32011. height = Math.round(height);
  32012. }
  32013. if (this._texture.isCube) {
  32014. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32015. }
  32016. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32017. };
  32018. /**
  32019. * Release and destroy the underlying lower level texture aka internalTexture.
  32020. */
  32021. BaseTexture.prototype.releaseInternalTexture = function () {
  32022. if (this._texture) {
  32023. this._texture.dispose();
  32024. this._texture = null;
  32025. }
  32026. };
  32027. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32028. /**
  32029. * Get the polynomial representation of the texture data.
  32030. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32031. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32032. */
  32033. get: function () {
  32034. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32035. return null;
  32036. }
  32037. if (!this._texture._sphericalPolynomial) {
  32038. this._texture._sphericalPolynomial =
  32039. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32040. }
  32041. return this._texture._sphericalPolynomial;
  32042. },
  32043. set: function (value) {
  32044. if (this._texture) {
  32045. this._texture._sphericalPolynomial = value;
  32046. }
  32047. },
  32048. enumerable: true,
  32049. configurable: true
  32050. });
  32051. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32052. /** @hidden */
  32053. get: function () {
  32054. if (this._texture) {
  32055. return this._texture._lodTextureHigh;
  32056. }
  32057. return null;
  32058. },
  32059. enumerable: true,
  32060. configurable: true
  32061. });
  32062. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32063. /** @hidden */
  32064. get: function () {
  32065. if (this._texture) {
  32066. return this._texture._lodTextureMid;
  32067. }
  32068. return null;
  32069. },
  32070. enumerable: true,
  32071. configurable: true
  32072. });
  32073. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32074. /** @hidden */
  32075. get: function () {
  32076. if (this._texture) {
  32077. return this._texture._lodTextureLow;
  32078. }
  32079. return null;
  32080. },
  32081. enumerable: true,
  32082. configurable: true
  32083. });
  32084. /**
  32085. * Dispose the texture and release its associated resources.
  32086. */
  32087. BaseTexture.prototype.dispose = function () {
  32088. if (!this._scene) {
  32089. return;
  32090. }
  32091. // Animations
  32092. this._scene.stopAnimation(this);
  32093. // Remove from scene
  32094. this._scene._removePendingData(this);
  32095. var index = this._scene.textures.indexOf(this);
  32096. if (index >= 0) {
  32097. this._scene.textures.splice(index, 1);
  32098. }
  32099. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32100. if (this._texture === undefined) {
  32101. return;
  32102. }
  32103. // Release
  32104. this.releaseInternalTexture();
  32105. // Callback
  32106. this.onDisposeObservable.notifyObservers(this);
  32107. this.onDisposeObservable.clear();
  32108. };
  32109. /**
  32110. * Serialize the texture into a JSON representation that can be parsed later on.
  32111. * @returns the JSON representation of the texture
  32112. */
  32113. BaseTexture.prototype.serialize = function () {
  32114. if (!this.name) {
  32115. return null;
  32116. }
  32117. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32118. // Animations
  32119. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32120. return serializationObject;
  32121. };
  32122. /**
  32123. * Helper function to be called back once a list of texture contains only ready textures.
  32124. * @param textures Define the list of textures to wait for
  32125. * @param callback Define the callback triggered once the entire list will be ready
  32126. */
  32127. BaseTexture.WhenAllReady = function (textures, callback) {
  32128. var numRemaining = textures.length;
  32129. if (numRemaining === 0) {
  32130. callback();
  32131. return;
  32132. }
  32133. var _loop_1 = function () {
  32134. texture = textures[i];
  32135. if (texture.isReady()) {
  32136. if (--numRemaining === 0) {
  32137. callback();
  32138. }
  32139. }
  32140. else {
  32141. onLoadObservable = texture.onLoadObservable;
  32142. var onLoadCallback_1 = function () {
  32143. onLoadObservable.removeCallback(onLoadCallback_1);
  32144. if (--numRemaining === 0) {
  32145. callback();
  32146. }
  32147. };
  32148. onLoadObservable.add(onLoadCallback_1);
  32149. }
  32150. };
  32151. var texture, onLoadObservable;
  32152. for (var i = 0; i < textures.length; i++) {
  32153. _loop_1();
  32154. }
  32155. };
  32156. /**
  32157. * Default anisotropic filtering level for the application.
  32158. * It is set to 4 as a good tradeoff between perf and quality.
  32159. */
  32160. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32161. __decorate([
  32162. BABYLON.serialize()
  32163. ], BaseTexture.prototype, "uniqueId", void 0);
  32164. __decorate([
  32165. BABYLON.serialize()
  32166. ], BaseTexture.prototype, "name", void 0);
  32167. __decorate([
  32168. BABYLON.serialize()
  32169. ], BaseTexture.prototype, "metadata", void 0);
  32170. __decorate([
  32171. BABYLON.serialize("hasAlpha")
  32172. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32173. __decorate([
  32174. BABYLON.serialize()
  32175. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32176. __decorate([
  32177. BABYLON.serialize()
  32178. ], BaseTexture.prototype, "level", void 0);
  32179. __decorate([
  32180. BABYLON.serialize()
  32181. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32182. __decorate([
  32183. BABYLON.serialize("coordinatesMode")
  32184. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32185. __decorate([
  32186. BABYLON.serialize()
  32187. ], BaseTexture.prototype, "wrapU", void 0);
  32188. __decorate([
  32189. BABYLON.serialize()
  32190. ], BaseTexture.prototype, "wrapV", void 0);
  32191. __decorate([
  32192. BABYLON.serialize()
  32193. ], BaseTexture.prototype, "wrapR", void 0);
  32194. __decorate([
  32195. BABYLON.serialize()
  32196. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32197. __decorate([
  32198. BABYLON.serialize()
  32199. ], BaseTexture.prototype, "isCube", void 0);
  32200. __decorate([
  32201. BABYLON.serialize()
  32202. ], BaseTexture.prototype, "is3D", void 0);
  32203. __decorate([
  32204. BABYLON.serialize()
  32205. ], BaseTexture.prototype, "gammaSpace", void 0);
  32206. __decorate([
  32207. BABYLON.serialize()
  32208. ], BaseTexture.prototype, "invertZ", void 0);
  32209. __decorate([
  32210. BABYLON.serialize()
  32211. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32212. __decorate([
  32213. BABYLON.serialize()
  32214. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32215. __decorate([
  32216. BABYLON.serialize()
  32217. ], BaseTexture.prototype, "lodGenerationScale", null);
  32218. __decorate([
  32219. BABYLON.serialize()
  32220. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32221. return BaseTexture;
  32222. }());
  32223. BABYLON.BaseTexture = BaseTexture;
  32224. })(BABYLON || (BABYLON = {}));
  32225. //# sourceMappingURL=babylon.baseTexture.js.map
  32226. var BABYLON;
  32227. (function (BABYLON) {
  32228. /**
  32229. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32230. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32231. */
  32232. var Texture = /** @class */ (function (_super) {
  32233. __extends(Texture, _super);
  32234. /**
  32235. * Instantiates a new texture.
  32236. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32237. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32238. * @param url define the url of the picture to load as a texture
  32239. * @param scene define the scene the texture will belong to
  32240. * @param noMipmap define if the texture will require mip maps or not
  32241. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32242. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32243. * @param onLoad define a callback triggered when the texture has been loaded
  32244. * @param onError define a callback triggered when an error occurred during the loading session
  32245. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32246. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32247. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32248. */
  32249. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32250. if (noMipmap === void 0) { noMipmap = false; }
  32251. if (invertY === void 0) { invertY = true; }
  32252. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32253. if (onLoad === void 0) { onLoad = null; }
  32254. if (onError === void 0) { onError = null; }
  32255. if (buffer === void 0) { buffer = null; }
  32256. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32257. var _this = _super.call(this, scene) || this;
  32258. /**
  32259. * Define an offset on the texture to offset the u coordinates of the UVs
  32260. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32261. */
  32262. _this.uOffset = 0;
  32263. /**
  32264. * Define an offset on the texture to offset the v coordinates of the UVs
  32265. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32266. */
  32267. _this.vOffset = 0;
  32268. /**
  32269. * Define an offset on the texture to scale the u coordinates of the UVs
  32270. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32271. */
  32272. _this.uScale = 1.0;
  32273. /**
  32274. * Define an offset on the texture to scale the v coordinates of the UVs
  32275. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32276. */
  32277. _this.vScale = 1.0;
  32278. /**
  32279. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32280. * @see http://doc.babylonjs.com/how_to/more_materials
  32281. */
  32282. _this.uAng = 0;
  32283. /**
  32284. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32285. * @see http://doc.babylonjs.com/how_to/more_materials
  32286. */
  32287. _this.vAng = 0;
  32288. /**
  32289. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32290. * @see http://doc.babylonjs.com/how_to/more_materials
  32291. */
  32292. _this.wAng = 0;
  32293. /**
  32294. * Defines the center of rotation (U)
  32295. */
  32296. _this.uRotationCenter = 0.5;
  32297. /**
  32298. * Defines the center of rotation (V)
  32299. */
  32300. _this.vRotationCenter = 0.5;
  32301. /**
  32302. * Defines the center of rotation (W)
  32303. */
  32304. _this.wRotationCenter = 0.5;
  32305. /**
  32306. * Observable triggered once the texture has been loaded.
  32307. */
  32308. _this.onLoadObservable = new BABYLON.Observable();
  32309. _this._isBlocking = true;
  32310. _this.name = url || "";
  32311. _this.url = url;
  32312. _this._noMipmap = noMipmap;
  32313. _this._invertY = invertY;
  32314. _this._samplingMode = samplingMode;
  32315. _this._buffer = buffer;
  32316. _this._deleteBuffer = deleteBuffer;
  32317. if (format) {
  32318. _this._format = format;
  32319. }
  32320. scene = _this.getScene();
  32321. if (!scene) {
  32322. return _this;
  32323. }
  32324. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32325. var load = function () {
  32326. if (_this.onLoadObservable.hasObservers()) {
  32327. _this.onLoadObservable.notifyObservers(_this);
  32328. }
  32329. if (onLoad) {
  32330. onLoad();
  32331. }
  32332. if (!_this.isBlocking && scene) {
  32333. scene.resetCachedMaterial();
  32334. }
  32335. };
  32336. if (!_this.url) {
  32337. _this._delayedOnLoad = load;
  32338. _this._delayedOnError = onError;
  32339. return _this;
  32340. }
  32341. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32342. if (!_this._texture) {
  32343. if (!scene.useDelayedTextureLoading) {
  32344. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32345. if (deleteBuffer) {
  32346. delete _this._buffer;
  32347. }
  32348. }
  32349. else {
  32350. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32351. _this._delayedOnLoad = load;
  32352. _this._delayedOnError = onError;
  32353. }
  32354. }
  32355. else {
  32356. if (_this._texture.isReady) {
  32357. BABYLON.Tools.SetImmediate(function () { return load(); });
  32358. }
  32359. else {
  32360. _this._texture.onLoadedObservable.add(load);
  32361. }
  32362. }
  32363. return _this;
  32364. }
  32365. Object.defineProperty(Texture.prototype, "noMipmap", {
  32366. /**
  32367. * Are mip maps generated for this texture or not.
  32368. */
  32369. get: function () {
  32370. return this._noMipmap;
  32371. },
  32372. enumerable: true,
  32373. configurable: true
  32374. });
  32375. Object.defineProperty(Texture.prototype, "isBlocking", {
  32376. get: function () {
  32377. return this._isBlocking;
  32378. },
  32379. /**
  32380. * Is the texture preventing material to render while loading.
  32381. * If false, a default texture will be used instead of the loading one during the preparation step.
  32382. */
  32383. set: function (value) {
  32384. this._isBlocking = value;
  32385. },
  32386. enumerable: true,
  32387. configurable: true
  32388. });
  32389. Object.defineProperty(Texture.prototype, "samplingMode", {
  32390. /**
  32391. * Get the current sampling mode associated with the texture.
  32392. */
  32393. get: function () {
  32394. return this._samplingMode;
  32395. },
  32396. enumerable: true,
  32397. configurable: true
  32398. });
  32399. Object.defineProperty(Texture.prototype, "invertY", {
  32400. /**
  32401. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32402. */
  32403. get: function () {
  32404. return this._invertY;
  32405. },
  32406. enumerable: true,
  32407. configurable: true
  32408. });
  32409. /**
  32410. * Update the url (and optional buffer) of this texture if url was null during construction.
  32411. * @param url the url of the texture
  32412. * @param buffer the buffer of the texture (defaults to null)
  32413. * @param onLoad callback called when the texture is loaded (defaults to null)
  32414. */
  32415. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32416. if (buffer === void 0) { buffer = null; }
  32417. if (this.url) {
  32418. this.releaseInternalTexture();
  32419. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32420. }
  32421. this.url = url;
  32422. this._buffer = buffer;
  32423. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32424. if (onLoad) {
  32425. this._delayedOnLoad = onLoad;
  32426. }
  32427. this.delayLoad();
  32428. };
  32429. /**
  32430. * Finish the loading sequence of a texture flagged as delayed load.
  32431. * @hidden
  32432. */
  32433. Texture.prototype.delayLoad = function () {
  32434. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32435. return;
  32436. }
  32437. var scene = this.getScene();
  32438. if (!scene) {
  32439. return;
  32440. }
  32441. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32442. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32443. if (!this._texture) {
  32444. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32445. if (this._deleteBuffer) {
  32446. delete this._buffer;
  32447. }
  32448. }
  32449. else {
  32450. if (this._delayedOnLoad) {
  32451. if (this._texture.isReady) {
  32452. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32453. }
  32454. else {
  32455. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32456. }
  32457. }
  32458. }
  32459. this._delayedOnLoad = null;
  32460. this._delayedOnError = null;
  32461. };
  32462. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32463. x *= this.uScale;
  32464. y *= this.vScale;
  32465. x -= this.uRotationCenter * this.uScale;
  32466. y -= this.vRotationCenter * this.vScale;
  32467. z -= this.wRotationCenter;
  32468. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32469. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32470. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32471. t.z += this.wRotationCenter;
  32472. };
  32473. /**
  32474. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32475. * @returns the transform matrix of the texture.
  32476. */
  32477. Texture.prototype.getTextureMatrix = function () {
  32478. var _this = this;
  32479. if (this.uOffset === this._cachedUOffset &&
  32480. this.vOffset === this._cachedVOffset &&
  32481. this.uScale === this._cachedUScale &&
  32482. this.vScale === this._cachedVScale &&
  32483. this.uAng === this._cachedUAng &&
  32484. this.vAng === this._cachedVAng &&
  32485. this.wAng === this._cachedWAng) {
  32486. return this._cachedTextureMatrix;
  32487. }
  32488. this._cachedUOffset = this.uOffset;
  32489. this._cachedVOffset = this.vOffset;
  32490. this._cachedUScale = this.uScale;
  32491. this._cachedVScale = this.vScale;
  32492. this._cachedUAng = this.uAng;
  32493. this._cachedVAng = this.vAng;
  32494. this._cachedWAng = this.wAng;
  32495. if (!this._cachedTextureMatrix) {
  32496. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32497. this._rowGenerationMatrix = new BABYLON.Matrix();
  32498. this._t0 = BABYLON.Vector3.Zero();
  32499. this._t1 = BABYLON.Vector3.Zero();
  32500. this._t2 = BABYLON.Vector3.Zero();
  32501. }
  32502. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32503. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32504. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32505. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32506. this._t1.subtractInPlace(this._t0);
  32507. this._t2.subtractInPlace(this._t0);
  32508. BABYLON.Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);
  32509. var scene = this.getScene();
  32510. if (!scene) {
  32511. return this._cachedTextureMatrix;
  32512. }
  32513. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32514. return mat.hasTexture(_this);
  32515. });
  32516. return this._cachedTextureMatrix;
  32517. };
  32518. /**
  32519. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32520. * @returns The reflection texture transform
  32521. */
  32522. Texture.prototype.getReflectionTextureMatrix = function () {
  32523. var _this = this;
  32524. var scene = this.getScene();
  32525. if (!scene) {
  32526. return this._cachedTextureMatrix;
  32527. }
  32528. if (this.uOffset === this._cachedUOffset &&
  32529. this.vOffset === this._cachedVOffset &&
  32530. this.uScale === this._cachedUScale &&
  32531. this.vScale === this._cachedVScale &&
  32532. this.coordinatesMode === this._cachedCoordinatesMode) {
  32533. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32534. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32535. return this._cachedTextureMatrix;
  32536. }
  32537. }
  32538. else {
  32539. return this._cachedTextureMatrix;
  32540. }
  32541. }
  32542. if (!this._cachedTextureMatrix) {
  32543. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32544. }
  32545. if (!this._projectionModeMatrix) {
  32546. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32547. }
  32548. this._cachedUOffset = this.uOffset;
  32549. this._cachedVOffset = this.vOffset;
  32550. this._cachedUScale = this.uScale;
  32551. this._cachedVScale = this.vScale;
  32552. this._cachedCoordinatesMode = this.coordinatesMode;
  32553. switch (this.coordinatesMode) {
  32554. case Texture.PLANAR_MODE:
  32555. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32556. this._cachedTextureMatrix[0] = this.uScale;
  32557. this._cachedTextureMatrix[5] = this.vScale;
  32558. this._cachedTextureMatrix[12] = this.uOffset;
  32559. this._cachedTextureMatrix[13] = this.vOffset;
  32560. break;
  32561. case Texture.PROJECTION_MODE:
  32562. BABYLON.Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);
  32563. var projectionMatrix = scene.getProjectionMatrix();
  32564. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32565. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32566. break;
  32567. default:
  32568. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32569. break;
  32570. }
  32571. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32572. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32573. });
  32574. return this._cachedTextureMatrix;
  32575. };
  32576. /**
  32577. * Clones the texture.
  32578. * @returns the cloned texture
  32579. */
  32580. Texture.prototype.clone = function () {
  32581. var _this = this;
  32582. return BABYLON.SerializationHelper.Clone(function () {
  32583. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32584. }, this);
  32585. };
  32586. /**
  32587. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32588. * @returns The JSON representation of the texture
  32589. */
  32590. Texture.prototype.serialize = function () {
  32591. var serializationObject = _super.prototype.serialize.call(this);
  32592. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32593. serializationObject.base64String = this._buffer;
  32594. serializationObject.name = serializationObject.name.replace("data:", "");
  32595. }
  32596. serializationObject.invertY = this._invertY;
  32597. serializationObject.samplingMode = this.samplingMode;
  32598. return serializationObject;
  32599. };
  32600. /**
  32601. * Get the current class name of the texture useful for serialization or dynamic coding.
  32602. * @returns "Texture"
  32603. */
  32604. Texture.prototype.getClassName = function () {
  32605. return "Texture";
  32606. };
  32607. /**
  32608. * Dispose the texture and release its associated resources.
  32609. */
  32610. Texture.prototype.dispose = function () {
  32611. _super.prototype.dispose.call(this);
  32612. this.onLoadObservable.clear();
  32613. this._delayedOnLoad = null;
  32614. this._delayedOnError = null;
  32615. };
  32616. /**
  32617. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32618. * @param parsedTexture Define the JSON representation of the texture
  32619. * @param scene Define the scene the parsed texture should be instantiated in
  32620. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32621. * @returns The parsed texture if successful
  32622. */
  32623. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32624. if (parsedTexture.customType) {
  32625. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32626. // Update Sampling Mode
  32627. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32628. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32629. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32630. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32631. }
  32632. }
  32633. return parsedCustomTexture;
  32634. }
  32635. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32636. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32637. }
  32638. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32639. return null;
  32640. }
  32641. var texture = BABYLON.SerializationHelper.Parse(function () {
  32642. var generateMipMaps = true;
  32643. if (parsedTexture.noMipmap) {
  32644. generateMipMaps = false;
  32645. }
  32646. if (parsedTexture.mirrorPlane) {
  32647. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32648. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32649. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32650. return mirrorTexture;
  32651. }
  32652. else if (parsedTexture.isRenderTarget) {
  32653. var renderTargetTexture = null;
  32654. if (parsedTexture.isCube) {
  32655. // Search for an existing reflection probe (which contains a cube render target texture)
  32656. if (scene.reflectionProbes) {
  32657. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32658. var probe = scene.reflectionProbes[index];
  32659. if (probe.name === parsedTexture.name) {
  32660. return probe.cubeTexture;
  32661. }
  32662. }
  32663. }
  32664. }
  32665. else {
  32666. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32667. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32668. }
  32669. return renderTargetTexture;
  32670. }
  32671. else {
  32672. var texture;
  32673. if (parsedTexture.base64String) {
  32674. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32675. }
  32676. else {
  32677. var url = rootUrl + parsedTexture.name;
  32678. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32679. url = parsedTexture.url;
  32680. }
  32681. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32682. }
  32683. return texture;
  32684. }
  32685. }, parsedTexture, scene);
  32686. // Update Sampling Mode
  32687. if (parsedTexture.samplingMode) {
  32688. var sampling = parsedTexture.samplingMode;
  32689. if (texture && texture._samplingMode !== sampling) {
  32690. texture.updateSamplingMode(sampling);
  32691. }
  32692. }
  32693. // Animations
  32694. if (texture && parsedTexture.animations) {
  32695. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32696. var parsedAnimation = parsedTexture.animations[animationIndex];
  32697. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32698. }
  32699. }
  32700. return texture;
  32701. };
  32702. /**
  32703. * Creates a texture from its base 64 representation.
  32704. * @param data Define the base64 payload without the data: prefix
  32705. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32706. * @param scene Define the scene the texture should belong to
  32707. * @param noMipmap Forces the texture to not create mip map information if true
  32708. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32709. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32710. * @param onLoad define a callback triggered when the texture has been loaded
  32711. * @param onError define a callback triggered when an error occurred during the loading session
  32712. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32713. * @returns the created texture
  32714. */
  32715. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32716. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32717. if (onLoad === void 0) { onLoad = null; }
  32718. if (onError === void 0) { onError = null; }
  32719. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32720. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32721. };
  32722. /**
  32723. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32724. * @param data Define the base64 payload without the data: prefix
  32725. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32726. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32727. * @param scene Define the scene the texture should belong to
  32728. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32729. * @param noMipmap Forces the texture to not create mip map information if true
  32730. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32731. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32732. * @param onLoad define a callback triggered when the texture has been loaded
  32733. * @param onError define a callback triggered when an error occurred during the loading session
  32734. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32735. * @returns the created texture
  32736. */
  32737. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32738. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32739. if (noMipmap === void 0) { noMipmap = false; }
  32740. if (invertY === void 0) { invertY = true; }
  32741. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32742. if (onLoad === void 0) { onLoad = null; }
  32743. if (onError === void 0) { onError = null; }
  32744. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32745. if (name.substr(0, 5) !== "data:") {
  32746. name = "data:" + name;
  32747. }
  32748. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32749. };
  32750. /** nearest is mag = nearest and min = nearest and mip = linear */
  32751. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32752. /** nearest is mag = nearest and min = nearest and mip = linear */
  32753. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32754. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32755. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32756. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32757. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32758. /** Trilinear is mag = linear and min = linear and mip = linear */
  32759. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32760. /** Trilinear is mag = linear and min = linear and mip = linear */
  32761. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32762. /** mag = nearest and min = nearest and mip = nearest */
  32763. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32764. /** mag = nearest and min = linear and mip = nearest */
  32765. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32766. /** mag = nearest and min = linear and mip = linear */
  32767. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32768. /** mag = nearest and min = linear and mip = none */
  32769. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32770. /** mag = nearest and min = nearest and mip = none */
  32771. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32772. /** mag = linear and min = nearest and mip = nearest */
  32773. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32774. /** mag = linear and min = nearest and mip = linear */
  32775. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32776. /** mag = linear and min = linear and mip = none */
  32777. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32778. /** mag = linear and min = nearest and mip = none */
  32779. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32780. /** Explicit coordinates mode */
  32781. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32782. /** Spherical coordinates mode */
  32783. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32784. /** Planar coordinates mode */
  32785. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32786. /** Cubic coordinates mode */
  32787. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32788. /** Projection coordinates mode */
  32789. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32790. /** Inverse Cubic coordinates mode */
  32791. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32792. /** Inverse Cubic coordinates mode */
  32793. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32794. /** Equirectangular coordinates mode */
  32795. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32796. /** Equirectangular Fixed coordinates mode */
  32797. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32798. /** Equirectangular Fixed Mirrored coordinates mode */
  32799. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32800. /** Texture is not repeating outside of 0..1 UVs */
  32801. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32802. /** Texture is repeating outside of 0..1 UVs */
  32803. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32804. /** Texture is repeating and mirrored */
  32805. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32806. /**
  32807. * 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
  32808. */
  32809. Texture.UseSerializedUrlIfAny = false;
  32810. __decorate([
  32811. BABYLON.serialize()
  32812. ], Texture.prototype, "url", void 0);
  32813. __decorate([
  32814. BABYLON.serialize()
  32815. ], Texture.prototype, "uOffset", void 0);
  32816. __decorate([
  32817. BABYLON.serialize()
  32818. ], Texture.prototype, "vOffset", void 0);
  32819. __decorate([
  32820. BABYLON.serialize()
  32821. ], Texture.prototype, "uScale", void 0);
  32822. __decorate([
  32823. BABYLON.serialize()
  32824. ], Texture.prototype, "vScale", void 0);
  32825. __decorate([
  32826. BABYLON.serialize()
  32827. ], Texture.prototype, "uAng", void 0);
  32828. __decorate([
  32829. BABYLON.serialize()
  32830. ], Texture.prototype, "vAng", void 0);
  32831. __decorate([
  32832. BABYLON.serialize()
  32833. ], Texture.prototype, "wAng", void 0);
  32834. __decorate([
  32835. BABYLON.serialize()
  32836. ], Texture.prototype, "uRotationCenter", void 0);
  32837. __decorate([
  32838. BABYLON.serialize()
  32839. ], Texture.prototype, "vRotationCenter", void 0);
  32840. __decorate([
  32841. BABYLON.serialize()
  32842. ], Texture.prototype, "wRotationCenter", void 0);
  32843. __decorate([
  32844. BABYLON.serialize()
  32845. ], Texture.prototype, "isBlocking", null);
  32846. return Texture;
  32847. }(BABYLON.BaseTexture));
  32848. BABYLON.Texture = Texture;
  32849. })(BABYLON || (BABYLON = {}));
  32850. //# sourceMappingURL=babylon.texture.js.map
  32851. var BABYLON;
  32852. (function (BABYLON) {
  32853. /**
  32854. * @hidden
  32855. **/
  32856. var _CreationDataStorage = /** @class */ (function () {
  32857. function _CreationDataStorage() {
  32858. }
  32859. return _CreationDataStorage;
  32860. }());
  32861. BABYLON._CreationDataStorage = _CreationDataStorage;
  32862. /**
  32863. * @hidden
  32864. **/
  32865. var _InstanceDataStorage = /** @class */ (function () {
  32866. function _InstanceDataStorage() {
  32867. this.visibleInstances = {};
  32868. this.renderIdForInstances = new Array();
  32869. this.batchCache = new _InstancesBatch();
  32870. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32871. }
  32872. return _InstanceDataStorage;
  32873. }());
  32874. /**
  32875. * @hidden
  32876. **/
  32877. var _InstancesBatch = /** @class */ (function () {
  32878. function _InstancesBatch() {
  32879. this.mustReturn = false;
  32880. this.visibleInstances = new Array();
  32881. this.renderSelf = new Array();
  32882. }
  32883. return _InstancesBatch;
  32884. }());
  32885. BABYLON._InstancesBatch = _InstancesBatch;
  32886. /**
  32887. * Class used to represent renderable models
  32888. */
  32889. var Mesh = /** @class */ (function (_super) {
  32890. __extends(Mesh, _super);
  32891. /**
  32892. * @constructor
  32893. * @param name The value used by scene.getMeshByName() to do a lookup.
  32894. * @param scene The scene to add this mesh to.
  32895. * @param parent The parent of this mesh, if it has one
  32896. * @param source An optional Mesh from which geometry is shared, cloned.
  32897. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32898. * When false, achieved by calling a clone(), also passing False.
  32899. * This will make creation of children, recursive.
  32900. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32901. */
  32902. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32903. if (scene === void 0) { scene = null; }
  32904. if (parent === void 0) { parent = null; }
  32905. if (source === void 0) { source = null; }
  32906. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32907. var _this = _super.call(this, name, scene) || this;
  32908. // Members
  32909. /**
  32910. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32911. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32912. */
  32913. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32914. /**
  32915. * Gets the list of instances created from this mesh
  32916. * it is not supposed to be modified manually.
  32917. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32918. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32919. */
  32920. _this.instances = new Array();
  32921. _this._LODLevels = new Array();
  32922. /** @hidden */
  32923. _this._instanceDataStorage = new _InstanceDataStorage();
  32924. // Use by builder only to know what orientation were the mesh build in.
  32925. /** @hidden */
  32926. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32927. /**
  32928. * Use this property to change the original side orientation defined at construction time
  32929. */
  32930. _this.overrideMaterialSideOrientation = null;
  32931. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32932. // Will be used to save a source mesh reference, If any
  32933. _this._source = null;
  32934. scene = _this.getScene();
  32935. if (source) {
  32936. // Geometry
  32937. if (source._geometry) {
  32938. source._geometry.applyToMesh(_this);
  32939. }
  32940. // Deep copy
  32941. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32942. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32943. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32944. ], ["_poseMatrix"]);
  32945. // Source mesh
  32946. _this._source = source;
  32947. if (scene.useClonedMeshhMap) {
  32948. if (!source.meshMap) {
  32949. source.meshMap = {};
  32950. }
  32951. source.meshMap[_this.uniqueId] = _this;
  32952. }
  32953. // Construction Params
  32954. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32955. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32956. _this._creationDataStorage = source._creationDataStorage;
  32957. // Animation ranges
  32958. if (_this._source._ranges) {
  32959. var ranges = _this._source._ranges;
  32960. for (var name in ranges) {
  32961. if (!ranges.hasOwnProperty(name)) {
  32962. continue;
  32963. }
  32964. if (!ranges[name]) {
  32965. continue;
  32966. }
  32967. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32968. }
  32969. }
  32970. // Metadata
  32971. if (source.metadata && source.metadata.clone) {
  32972. _this.metadata = source.metadata.clone();
  32973. }
  32974. else {
  32975. _this.metadata = source.metadata;
  32976. }
  32977. // Tags
  32978. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32979. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32980. }
  32981. // Parent
  32982. _this.parent = source.parent;
  32983. // Pivot
  32984. _this.setPivotMatrix(source.getPivotMatrix());
  32985. _this.id = name + "." + source.id;
  32986. // Material
  32987. _this.material = source.material;
  32988. var index;
  32989. if (!doNotCloneChildren) {
  32990. // Children
  32991. var directDescendants = source.getDescendants(true);
  32992. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32993. var child = directDescendants[index_1];
  32994. if (child.clone) {
  32995. child.clone(name + "." + child.name, _this);
  32996. }
  32997. }
  32998. }
  32999. // Physics clone
  33000. var physicsEngine = _this.getScene().getPhysicsEngine();
  33001. if (clonePhysicsImpostor && physicsEngine) {
  33002. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33003. if (impostor) {
  33004. _this.physicsImpostor = impostor.clone(_this);
  33005. }
  33006. }
  33007. // Particles
  33008. for (index = 0; index < scene.particleSystems.length; index++) {
  33009. var system = scene.particleSystems[index];
  33010. if (system.emitter === source) {
  33011. system.clone(system.name, _this);
  33012. }
  33013. }
  33014. _this.refreshBoundingInfo();
  33015. _this.computeWorldMatrix(true);
  33016. }
  33017. // Parent
  33018. if (parent !== null) {
  33019. _this.parent = parent;
  33020. }
  33021. return _this;
  33022. }
  33023. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33024. /**
  33025. * An event triggered before rendering the mesh
  33026. */
  33027. get: function () {
  33028. if (!this._onBeforeRenderObservable) {
  33029. this._onBeforeRenderObservable = new BABYLON.Observable();
  33030. }
  33031. return this._onBeforeRenderObservable;
  33032. },
  33033. enumerable: true,
  33034. configurable: true
  33035. });
  33036. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33037. /**
  33038. * An event triggered after rendering the mesh
  33039. */
  33040. get: function () {
  33041. if (!this._onAfterRenderObservable) {
  33042. this._onAfterRenderObservable = new BABYLON.Observable();
  33043. }
  33044. return this._onAfterRenderObservable;
  33045. },
  33046. enumerable: true,
  33047. configurable: true
  33048. });
  33049. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33050. /**
  33051. * An event triggered before drawing the mesh
  33052. */
  33053. get: function () {
  33054. if (!this._onBeforeDrawObservable) {
  33055. this._onBeforeDrawObservable = new BABYLON.Observable();
  33056. }
  33057. return this._onBeforeDrawObservable;
  33058. },
  33059. enumerable: true,
  33060. configurable: true
  33061. });
  33062. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33063. /**
  33064. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33065. */
  33066. set: function (callback) {
  33067. if (this._onBeforeDrawObserver) {
  33068. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33069. }
  33070. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33071. },
  33072. enumerable: true,
  33073. configurable: true
  33074. });
  33075. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33076. /**
  33077. * Gets or sets the morph target manager
  33078. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33079. */
  33080. get: function () {
  33081. return this._morphTargetManager;
  33082. },
  33083. set: function (value) {
  33084. if (this._morphTargetManager === value) {
  33085. return;
  33086. }
  33087. this._morphTargetManager = value;
  33088. this._syncGeometryWithMorphTargetManager();
  33089. },
  33090. enumerable: true,
  33091. configurable: true
  33092. });
  33093. Object.defineProperty(Mesh.prototype, "source", {
  33094. /**
  33095. * Gets the source mesh (the one used to clone this one from)
  33096. */
  33097. get: function () {
  33098. return this._source;
  33099. },
  33100. enumerable: true,
  33101. configurable: true
  33102. });
  33103. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33104. /**
  33105. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33106. */
  33107. get: function () {
  33108. return this._unIndexed;
  33109. },
  33110. set: function (value) {
  33111. if (this._unIndexed !== value) {
  33112. this._unIndexed = value;
  33113. this._markSubMeshesAsAttributesDirty();
  33114. }
  33115. },
  33116. enumerable: true,
  33117. configurable: true
  33118. });
  33119. // Methods
  33120. /**
  33121. * Gets the class name
  33122. * @returns the string "Mesh".
  33123. */
  33124. Mesh.prototype.getClassName = function () {
  33125. return "Mesh";
  33126. };
  33127. /**
  33128. * Returns a description of this mesh
  33129. * @param fullDetails define if full details about this mesh must be used
  33130. * @returns a descriptive string representing this mesh
  33131. */
  33132. Mesh.prototype.toString = function (fullDetails) {
  33133. var ret = _super.prototype.toString.call(this, fullDetails);
  33134. ret += ", n vertices: " + this.getTotalVertices();
  33135. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33136. if (this.animations) {
  33137. for (var i = 0; i < this.animations.length; i++) {
  33138. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33139. }
  33140. }
  33141. if (fullDetails) {
  33142. if (this._geometry) {
  33143. var ib = this.getIndices();
  33144. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33145. if (vb && ib) {
  33146. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33147. }
  33148. }
  33149. else {
  33150. ret += ", flat shading: UNKNOWN";
  33151. }
  33152. }
  33153. return ret;
  33154. };
  33155. /** @hidden */
  33156. Mesh.prototype._unBindEffect = function () {
  33157. _super.prototype._unBindEffect.call(this);
  33158. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33159. var instance = _a[_i];
  33160. instance._unBindEffect();
  33161. }
  33162. };
  33163. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33164. /**
  33165. * Gets a boolean indicating if this mesh has LOD
  33166. */
  33167. get: function () {
  33168. return this._LODLevels.length > 0;
  33169. },
  33170. enumerable: true,
  33171. configurable: true
  33172. });
  33173. /**
  33174. * Gets the list of MeshLODLevel associated with the current mesh
  33175. * @returns an array of MeshLODLevel
  33176. */
  33177. Mesh.prototype.getLODLevels = function () {
  33178. return this._LODLevels;
  33179. };
  33180. Mesh.prototype._sortLODLevels = function () {
  33181. this._LODLevels.sort(function (a, b) {
  33182. if (a.distance < b.distance) {
  33183. return 1;
  33184. }
  33185. if (a.distance > b.distance) {
  33186. return -1;
  33187. }
  33188. return 0;
  33189. });
  33190. };
  33191. /**
  33192. * Add a mesh as LOD level triggered at the given distance.
  33193. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33194. * @param distance The distance from the center of the object to show this level
  33195. * @param mesh The mesh to be added as LOD level (can be null)
  33196. * @return This mesh (for chaining)
  33197. */
  33198. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33199. if (mesh && mesh._masterMesh) {
  33200. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33201. return this;
  33202. }
  33203. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33204. this._LODLevels.push(level);
  33205. if (mesh) {
  33206. mesh._masterMesh = this;
  33207. }
  33208. this._sortLODLevels();
  33209. return this;
  33210. };
  33211. /**
  33212. * Returns the LOD level mesh at the passed distance or null if not found.
  33213. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33214. * @param distance The distance from the center of the object to show this level
  33215. * @returns a Mesh or `null`
  33216. */
  33217. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33218. for (var index = 0; index < this._LODLevels.length; index++) {
  33219. var level = this._LODLevels[index];
  33220. if (level.distance === distance) {
  33221. return level.mesh;
  33222. }
  33223. }
  33224. return null;
  33225. };
  33226. /**
  33227. * Remove a mesh from the LOD array
  33228. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33229. * @param mesh defines the mesh to be removed
  33230. * @return This mesh (for chaining)
  33231. */
  33232. Mesh.prototype.removeLODLevel = function (mesh) {
  33233. for (var index = 0; index < this._LODLevels.length; index++) {
  33234. if (this._LODLevels[index].mesh === mesh) {
  33235. this._LODLevels.splice(index, 1);
  33236. if (mesh) {
  33237. mesh._masterMesh = null;
  33238. }
  33239. }
  33240. }
  33241. this._sortLODLevels();
  33242. return this;
  33243. };
  33244. /**
  33245. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33246. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33247. * @param camera defines the camera to use to compute distance
  33248. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33249. * @return This mesh (for chaining)
  33250. */
  33251. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33252. if (!this._LODLevels || this._LODLevels.length === 0) {
  33253. return this;
  33254. }
  33255. var bSphere;
  33256. if (boundingSphere) {
  33257. bSphere = boundingSphere;
  33258. }
  33259. else {
  33260. var boundingInfo = this.getBoundingInfo();
  33261. bSphere = boundingInfo.boundingSphere;
  33262. }
  33263. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33264. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33265. if (this.onLODLevelSelection) {
  33266. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33267. }
  33268. return this;
  33269. }
  33270. for (var index = 0; index < this._LODLevels.length; index++) {
  33271. var level = this._LODLevels[index];
  33272. if (level.distance < distanceToCamera) {
  33273. if (level.mesh) {
  33274. level.mesh._preActivate();
  33275. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33276. }
  33277. if (this.onLODLevelSelection) {
  33278. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33279. }
  33280. return level.mesh;
  33281. }
  33282. }
  33283. if (this.onLODLevelSelection) {
  33284. this.onLODLevelSelection(distanceToCamera, this, this);
  33285. }
  33286. return this;
  33287. };
  33288. Object.defineProperty(Mesh.prototype, "geometry", {
  33289. /**
  33290. * Gets the mesh internal Geometry object
  33291. */
  33292. get: function () {
  33293. return this._geometry;
  33294. },
  33295. enumerable: true,
  33296. configurable: true
  33297. });
  33298. /**
  33299. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33300. * @returns the total number of vertices
  33301. */
  33302. Mesh.prototype.getTotalVertices = function () {
  33303. if (this._geometry === null || this._geometry === undefined) {
  33304. return 0;
  33305. }
  33306. return this._geometry.getTotalVertices();
  33307. };
  33308. /**
  33309. * Returns the content of an associated vertex buffer
  33310. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33311. * - BABYLON.VertexBuffer.PositionKind
  33312. * - BABYLON.VertexBuffer.UVKind
  33313. * - BABYLON.VertexBuffer.UV2Kind
  33314. * - BABYLON.VertexBuffer.UV3Kind
  33315. * - BABYLON.VertexBuffer.UV4Kind
  33316. * - BABYLON.VertexBuffer.UV5Kind
  33317. * - BABYLON.VertexBuffer.UV6Kind
  33318. * - BABYLON.VertexBuffer.ColorKind
  33319. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33320. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33321. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33322. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33323. * @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
  33324. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33325. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33326. */
  33327. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33328. if (!this._geometry) {
  33329. return null;
  33330. }
  33331. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33332. };
  33333. /**
  33334. * Returns the mesh VertexBuffer object from the requested `kind`
  33335. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33336. * - BABYLON.VertexBuffer.PositionKind
  33337. * - BABYLON.VertexBuffer.UVKind
  33338. * - BABYLON.VertexBuffer.UV2Kind
  33339. * - BABYLON.VertexBuffer.UV3Kind
  33340. * - BABYLON.VertexBuffer.UV4Kind
  33341. * - BABYLON.VertexBuffer.UV5Kind
  33342. * - BABYLON.VertexBuffer.UV6Kind
  33343. * - BABYLON.VertexBuffer.ColorKind
  33344. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33345. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33346. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33347. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33348. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33349. */
  33350. Mesh.prototype.getVertexBuffer = function (kind) {
  33351. if (!this._geometry) {
  33352. return null;
  33353. }
  33354. return this._geometry.getVertexBuffer(kind);
  33355. };
  33356. /**
  33357. * Tests if a specific vertex buffer is associated with this mesh
  33358. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33359. * - BABYLON.VertexBuffer.PositionKind
  33360. * - BABYLON.VertexBuffer.UVKind
  33361. * - BABYLON.VertexBuffer.UV2Kind
  33362. * - BABYLON.VertexBuffer.UV3Kind
  33363. * - BABYLON.VertexBuffer.UV4Kind
  33364. * - BABYLON.VertexBuffer.UV5Kind
  33365. * - BABYLON.VertexBuffer.UV6Kind
  33366. * - BABYLON.VertexBuffer.ColorKind
  33367. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33368. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33369. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33370. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33371. * @returns a boolean
  33372. */
  33373. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33374. if (!this._geometry) {
  33375. if (this._delayInfo) {
  33376. return this._delayInfo.indexOf(kind) !== -1;
  33377. }
  33378. return false;
  33379. }
  33380. return this._geometry.isVerticesDataPresent(kind);
  33381. };
  33382. /**
  33383. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33384. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33385. * - BABYLON.VertexBuffer.PositionKind
  33386. * - BABYLON.VertexBuffer.UVKind
  33387. * - BABYLON.VertexBuffer.UV2Kind
  33388. * - BABYLON.VertexBuffer.UV3Kind
  33389. * - BABYLON.VertexBuffer.UV4Kind
  33390. * - BABYLON.VertexBuffer.UV5Kind
  33391. * - BABYLON.VertexBuffer.UV6Kind
  33392. * - BABYLON.VertexBuffer.ColorKind
  33393. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33394. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33395. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33396. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33397. * @returns a boolean
  33398. */
  33399. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33400. if (!this._geometry) {
  33401. if (this._delayInfo) {
  33402. return this._delayInfo.indexOf(kind) !== -1;
  33403. }
  33404. return false;
  33405. }
  33406. return this._geometry.isVertexBufferUpdatable(kind);
  33407. };
  33408. /**
  33409. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33410. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33411. * - BABYLON.VertexBuffer.PositionKind
  33412. * - BABYLON.VertexBuffer.UVKind
  33413. * - BABYLON.VertexBuffer.UV2Kind
  33414. * - BABYLON.VertexBuffer.UV3Kind
  33415. * - BABYLON.VertexBuffer.UV4Kind
  33416. * - BABYLON.VertexBuffer.UV5Kind
  33417. * - BABYLON.VertexBuffer.UV6Kind
  33418. * - BABYLON.VertexBuffer.ColorKind
  33419. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33420. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33421. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33422. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33423. * @returns an array of strings
  33424. */
  33425. Mesh.prototype.getVerticesDataKinds = function () {
  33426. if (!this._geometry) {
  33427. var result = new Array();
  33428. if (this._delayInfo) {
  33429. this._delayInfo.forEach(function (kind, index, array) {
  33430. result.push(kind);
  33431. });
  33432. }
  33433. return result;
  33434. }
  33435. return this._geometry.getVerticesDataKinds();
  33436. };
  33437. /**
  33438. * Returns a positive integer : the total number of indices in this mesh geometry.
  33439. * @returns the numner of indices or zero if the mesh has no geometry.
  33440. */
  33441. Mesh.prototype.getTotalIndices = function () {
  33442. if (!this._geometry) {
  33443. return 0;
  33444. }
  33445. return this._geometry.getTotalIndices();
  33446. };
  33447. /**
  33448. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33449. * @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.
  33450. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33451. * @returns the indices array or an empty array if the mesh has no geometry
  33452. */
  33453. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33454. if (!this._geometry) {
  33455. return [];
  33456. }
  33457. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33458. };
  33459. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33460. get: function () {
  33461. return this._masterMesh !== null && this._masterMesh !== undefined;
  33462. },
  33463. enumerable: true,
  33464. configurable: true
  33465. });
  33466. /**
  33467. * Determine if the current mesh is ready to be rendered
  33468. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33469. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33470. * @returns true if all associated assets are ready (material, textures, shaders)
  33471. */
  33472. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33473. if (completeCheck === void 0) { completeCheck = false; }
  33474. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33475. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33476. return false;
  33477. }
  33478. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33479. return false;
  33480. }
  33481. if (!this.subMeshes || this.subMeshes.length === 0) {
  33482. return true;
  33483. }
  33484. if (!completeCheck) {
  33485. return true;
  33486. }
  33487. var engine = this.getEngine();
  33488. var scene = this.getScene();
  33489. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33490. this.computeWorldMatrix();
  33491. var mat = this.material || scene.defaultMaterial;
  33492. if (mat) {
  33493. if (mat._storeEffectOnSubMeshes) {
  33494. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33495. var subMesh = _a[_i];
  33496. var effectiveMaterial = subMesh.getMaterial();
  33497. if (effectiveMaterial) {
  33498. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33499. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33500. return false;
  33501. }
  33502. }
  33503. else {
  33504. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33505. return false;
  33506. }
  33507. }
  33508. }
  33509. }
  33510. }
  33511. else {
  33512. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33513. return false;
  33514. }
  33515. }
  33516. }
  33517. // Shadows
  33518. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33519. var light = _c[_b];
  33520. var generator = light.getShadowGenerator();
  33521. if (generator) {
  33522. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33523. var subMesh = _e[_d];
  33524. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33525. return false;
  33526. }
  33527. }
  33528. }
  33529. }
  33530. // LOD
  33531. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33532. var lod = _g[_f];
  33533. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33534. return false;
  33535. }
  33536. }
  33537. return true;
  33538. };
  33539. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33540. /**
  33541. * 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.
  33542. */
  33543. get: function () {
  33544. return this._areNormalsFrozen;
  33545. },
  33546. enumerable: true,
  33547. configurable: true
  33548. });
  33549. /**
  33550. * 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.
  33551. * @returns the current mesh
  33552. */
  33553. Mesh.prototype.freezeNormals = function () {
  33554. this._areNormalsFrozen = true;
  33555. return this;
  33556. };
  33557. /**
  33558. * 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
  33559. * @returns the current mesh
  33560. */
  33561. Mesh.prototype.unfreezeNormals = function () {
  33562. this._areNormalsFrozen = false;
  33563. return this;
  33564. };
  33565. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33566. /**
  33567. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33568. */
  33569. set: function (count) {
  33570. this._instanceDataStorage.overridenInstanceCount = count;
  33571. },
  33572. enumerable: true,
  33573. configurable: true
  33574. });
  33575. // Methods
  33576. /** @hidden */
  33577. Mesh.prototype._preActivate = function () {
  33578. var sceneRenderId = this.getScene().getRenderId();
  33579. if (this._preActivateId === sceneRenderId) {
  33580. return this;
  33581. }
  33582. this._preActivateId = sceneRenderId;
  33583. this._instanceDataStorage.visibleInstances = null;
  33584. return this;
  33585. };
  33586. /** @hidden */
  33587. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33588. if (this._instanceDataStorage.visibleInstances) {
  33589. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33590. }
  33591. return this;
  33592. };
  33593. /** @hidden */
  33594. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33595. if (!this._instanceDataStorage.visibleInstances) {
  33596. this._instanceDataStorage.visibleInstances = {
  33597. defaultRenderId: renderId,
  33598. selfDefaultRenderId: this._renderId
  33599. };
  33600. }
  33601. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33602. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33603. }
  33604. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33605. return this;
  33606. };
  33607. /**
  33608. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33609. * This means the mesh underlying bounding box and sphere are recomputed.
  33610. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33611. * @returns the current mesh
  33612. */
  33613. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33614. if (applySkeleton === void 0) { applySkeleton = false; }
  33615. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33616. return this;
  33617. }
  33618. var bias = this.geometry ? this.geometry.boundingBias : null;
  33619. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33620. return this;
  33621. };
  33622. /** @hidden */
  33623. Mesh.prototype._createGlobalSubMesh = function (force) {
  33624. var totalVertices = this.getTotalVertices();
  33625. if (!totalVertices || !this.getIndices()) {
  33626. return null;
  33627. }
  33628. // Check if we need to recreate the submeshes
  33629. if (this.subMeshes && this.subMeshes.length > 0) {
  33630. var ib = this.getIndices();
  33631. if (!ib) {
  33632. return null;
  33633. }
  33634. var totalIndices = ib.length;
  33635. var needToRecreate = false;
  33636. if (force) {
  33637. needToRecreate = true;
  33638. }
  33639. else {
  33640. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33641. var submesh = _a[_i];
  33642. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33643. needToRecreate = true;
  33644. break;
  33645. }
  33646. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33647. needToRecreate = true;
  33648. break;
  33649. }
  33650. }
  33651. }
  33652. if (!needToRecreate) {
  33653. return this.subMeshes[0];
  33654. }
  33655. }
  33656. this.releaseSubMeshes();
  33657. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33658. };
  33659. /**
  33660. * This function will subdivide the mesh into multiple submeshes
  33661. * @param count defines the expected number of submeshes
  33662. */
  33663. Mesh.prototype.subdivide = function (count) {
  33664. if (count < 1) {
  33665. return;
  33666. }
  33667. var totalIndices = this.getTotalIndices();
  33668. var subdivisionSize = (totalIndices / count) | 0;
  33669. var offset = 0;
  33670. // Ensure that subdivisionSize is a multiple of 3
  33671. while (subdivisionSize % 3 !== 0) {
  33672. subdivisionSize++;
  33673. }
  33674. this.releaseSubMeshes();
  33675. for (var index = 0; index < count; index++) {
  33676. if (offset >= totalIndices) {
  33677. break;
  33678. }
  33679. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33680. offset += subdivisionSize;
  33681. }
  33682. this.synchronizeInstances();
  33683. };
  33684. /**
  33685. * Copy a FloatArray into a specific associated vertex buffer
  33686. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33687. * - BABYLON.VertexBuffer.PositionKind
  33688. * - BABYLON.VertexBuffer.UVKind
  33689. * - BABYLON.VertexBuffer.UV2Kind
  33690. * - BABYLON.VertexBuffer.UV3Kind
  33691. * - BABYLON.VertexBuffer.UV4Kind
  33692. * - BABYLON.VertexBuffer.UV5Kind
  33693. * - BABYLON.VertexBuffer.UV6Kind
  33694. * - BABYLON.VertexBuffer.ColorKind
  33695. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33696. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33697. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33698. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33699. * @param data defines the data source
  33700. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33701. * @param stride defines the data stride size (can be null)
  33702. * @returns the current mesh
  33703. */
  33704. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33705. if (updatable === void 0) { updatable = false; }
  33706. if (!this._geometry) {
  33707. var vertexData = new BABYLON.VertexData();
  33708. vertexData.set(data, kind);
  33709. var scene = this.getScene();
  33710. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33711. }
  33712. else {
  33713. this._geometry.setVerticesData(kind, data, updatable, stride);
  33714. }
  33715. return this;
  33716. };
  33717. /**
  33718. * Flags an associated vertex buffer as updatable
  33719. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33720. * - BABYLON.VertexBuffer.PositionKind
  33721. * - BABYLON.VertexBuffer.UVKind
  33722. * - BABYLON.VertexBuffer.UV2Kind
  33723. * - BABYLON.VertexBuffer.UV3Kind
  33724. * - BABYLON.VertexBuffer.UV4Kind
  33725. * - BABYLON.VertexBuffer.UV5Kind
  33726. * - BABYLON.VertexBuffer.UV6Kind
  33727. * - BABYLON.VertexBuffer.ColorKind
  33728. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33729. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33730. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33731. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33732. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33733. */
  33734. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33735. if (updatable === void 0) { updatable = true; }
  33736. var vb = this.getVertexBuffer(kind);
  33737. if (!vb || vb.isUpdatable() === updatable) {
  33738. return;
  33739. }
  33740. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33741. };
  33742. /**
  33743. * Sets the mesh global Vertex Buffer
  33744. * @param buffer defines the buffer to use
  33745. * @returns the current mesh
  33746. */
  33747. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33748. if (!this._geometry) {
  33749. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33750. }
  33751. this._geometry.setVerticesBuffer(buffer);
  33752. return this;
  33753. };
  33754. /**
  33755. * Update a specific associated vertex buffer
  33756. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33757. * - BABYLON.VertexBuffer.PositionKind
  33758. * - BABYLON.VertexBuffer.UVKind
  33759. * - BABYLON.VertexBuffer.UV2Kind
  33760. * - BABYLON.VertexBuffer.UV3Kind
  33761. * - BABYLON.VertexBuffer.UV4Kind
  33762. * - BABYLON.VertexBuffer.UV5Kind
  33763. * - BABYLON.VertexBuffer.UV6Kind
  33764. * - BABYLON.VertexBuffer.ColorKind
  33765. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33766. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33767. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33768. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33769. * @param data defines the data source
  33770. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33771. * @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)
  33772. * @returns the current mesh
  33773. */
  33774. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33775. if (!this._geometry) {
  33776. return this;
  33777. }
  33778. if (!makeItUnique) {
  33779. this._geometry.updateVerticesData(kind, data, updateExtends);
  33780. }
  33781. else {
  33782. this.makeGeometryUnique();
  33783. this.updateVerticesData(kind, data, updateExtends, false);
  33784. }
  33785. return this;
  33786. };
  33787. /**
  33788. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33789. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33790. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33791. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33792. * @returns the current mesh
  33793. */
  33794. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33795. if (computeNormals === void 0) { computeNormals = true; }
  33796. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33797. if (!positions) {
  33798. return this;
  33799. }
  33800. positionFunction(positions);
  33801. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33802. if (computeNormals) {
  33803. var indices = this.getIndices();
  33804. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33805. if (!normals) {
  33806. return this;
  33807. }
  33808. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33809. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33810. }
  33811. return this;
  33812. };
  33813. /**
  33814. * Creates a un-shared specific occurence of the geometry for the mesh.
  33815. * @returns the current mesh
  33816. */
  33817. Mesh.prototype.makeGeometryUnique = function () {
  33818. if (!this._geometry) {
  33819. return this;
  33820. }
  33821. var oldGeometry = this._geometry;
  33822. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33823. oldGeometry.releaseForMesh(this, true);
  33824. geometry.applyToMesh(this);
  33825. return this;
  33826. };
  33827. /**
  33828. * Set the index buffer of this mesh
  33829. * @param indices defines the source data
  33830. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33831. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33832. * @returns the current mesh
  33833. */
  33834. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33835. if (totalVertices === void 0) { totalVertices = null; }
  33836. if (updatable === void 0) { updatable = false; }
  33837. if (!this._geometry) {
  33838. var vertexData = new BABYLON.VertexData();
  33839. vertexData.indices = indices;
  33840. var scene = this.getScene();
  33841. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33842. }
  33843. else {
  33844. this._geometry.setIndices(indices, totalVertices, updatable);
  33845. }
  33846. return this;
  33847. };
  33848. /**
  33849. * Update the current index buffer
  33850. * @param indices defines the source data
  33851. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33852. * @returns the current mesh
  33853. */
  33854. Mesh.prototype.updateIndices = function (indices, offset) {
  33855. if (!this._geometry) {
  33856. return this;
  33857. }
  33858. this._geometry.updateIndices(indices, offset);
  33859. return this;
  33860. };
  33861. /**
  33862. * Invert the geometry to move from a right handed system to a left handed one.
  33863. * @returns the current mesh
  33864. */
  33865. Mesh.prototype.toLeftHanded = function () {
  33866. if (!this._geometry) {
  33867. return this;
  33868. }
  33869. this._geometry.toLeftHanded();
  33870. return this;
  33871. };
  33872. /** @hidden */
  33873. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33874. if (!this._geometry) {
  33875. return this;
  33876. }
  33877. var engine = this.getScene().getEngine();
  33878. // Wireframe
  33879. var indexToBind;
  33880. if (this._unIndexed) {
  33881. indexToBind = null;
  33882. }
  33883. else {
  33884. switch (fillMode) {
  33885. case BABYLON.Material.PointFillMode:
  33886. indexToBind = null;
  33887. break;
  33888. case BABYLON.Material.WireFrameFillMode:
  33889. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33890. break;
  33891. default:
  33892. case BABYLON.Material.TriangleFillMode:
  33893. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33894. break;
  33895. }
  33896. }
  33897. // VBOs
  33898. this._geometry._bind(effect, indexToBind);
  33899. return this;
  33900. };
  33901. /** @hidden */
  33902. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33903. if (alternate === void 0) { alternate = false; }
  33904. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33905. return this;
  33906. }
  33907. if (this._onBeforeDrawObservable) {
  33908. this._onBeforeDrawObservable.notifyObservers(this);
  33909. }
  33910. var scene = this.getScene();
  33911. var engine = scene.getEngine();
  33912. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33913. // or triangles as points
  33914. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33915. }
  33916. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33917. // Triangles as wireframe
  33918. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33919. }
  33920. else {
  33921. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33922. }
  33923. if (scene._isAlternateRenderingEnabled && !alternate) {
  33924. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33925. if (!effect || !scene.activeCamera) {
  33926. return this;
  33927. }
  33928. scene._switchToAlternateCameraConfiguration(true);
  33929. this._effectiveMaterial.bindView(effect);
  33930. this._effectiveMaterial.bindViewProjection(effect);
  33931. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33932. this._draw(subMesh, fillMode, instancesCount, true);
  33933. engine.setViewport(scene.activeCamera.viewport);
  33934. scene._switchToAlternateCameraConfiguration(false);
  33935. this._effectiveMaterial.bindView(effect);
  33936. this._effectiveMaterial.bindViewProjection(effect);
  33937. }
  33938. return this;
  33939. };
  33940. /**
  33941. * Registers for this mesh a javascript function called just before the rendering process
  33942. * @param func defines the function to call before rendering this mesh
  33943. * @returns the current mesh
  33944. */
  33945. Mesh.prototype.registerBeforeRender = function (func) {
  33946. this.onBeforeRenderObservable.add(func);
  33947. return this;
  33948. };
  33949. /**
  33950. * Disposes a previously registered javascript function called before the rendering
  33951. * @param func defines the function to remove
  33952. * @returns the current mesh
  33953. */
  33954. Mesh.prototype.unregisterBeforeRender = function (func) {
  33955. this.onBeforeRenderObservable.removeCallback(func);
  33956. return this;
  33957. };
  33958. /**
  33959. * Registers for this mesh a javascript function called just after the rendering is complete
  33960. * @param func defines the function to call after rendering this mesh
  33961. * @returns the current mesh
  33962. */
  33963. Mesh.prototype.registerAfterRender = function (func) {
  33964. this.onAfterRenderObservable.add(func);
  33965. return this;
  33966. };
  33967. /**
  33968. * Disposes a previously registered javascript function called after the rendering.
  33969. * @param func defines the function to remove
  33970. * @returns the current mesh
  33971. */
  33972. Mesh.prototype.unregisterAfterRender = function (func) {
  33973. this.onAfterRenderObservable.removeCallback(func);
  33974. return this;
  33975. };
  33976. /** @hidden */
  33977. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33978. var scene = this.getScene();
  33979. var batchCache = this._instanceDataStorage.batchCache;
  33980. batchCache.mustReturn = false;
  33981. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33982. batchCache.visibleInstances[subMeshId] = null;
  33983. if (this._instanceDataStorage.visibleInstances) {
  33984. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33985. var currentRenderId = scene.getRenderId();
  33986. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33987. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33988. var selfRenderId = this._renderId;
  33989. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33990. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33991. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33992. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33993. }
  33994. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33995. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33996. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33997. batchCache.mustReturn = true;
  33998. return batchCache;
  33999. }
  34000. if (currentRenderId !== selfRenderId) {
  34001. batchCache.renderSelf[subMeshId] = false;
  34002. }
  34003. }
  34004. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34005. }
  34006. return batchCache;
  34007. };
  34008. /** @hidden */
  34009. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34010. var visibleInstances = batch.visibleInstances[subMesh._id];
  34011. if (!visibleInstances) {
  34012. return this;
  34013. }
  34014. var matricesCount = visibleInstances.length + 1;
  34015. var bufferSize = matricesCount * 16 * 4;
  34016. var instanceStorage = this._instanceDataStorage;
  34017. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34018. var instancesBuffer = instanceStorage.instancesBuffer;
  34019. while (instanceStorage.instancesBufferSize < bufferSize) {
  34020. instanceStorage.instancesBufferSize *= 2;
  34021. }
  34022. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34023. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34024. }
  34025. var offset = 0;
  34026. var instancesCount = 0;
  34027. var world = this.getWorldMatrix();
  34028. if (batch.renderSelf[subMesh._id]) {
  34029. world.copyToArray(instanceStorage.instancesData, offset);
  34030. offset += 16;
  34031. instancesCount++;
  34032. }
  34033. if (visibleInstances) {
  34034. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34035. var instance = visibleInstances[instanceIndex];
  34036. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34037. offset += 16;
  34038. instancesCount++;
  34039. }
  34040. }
  34041. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34042. if (instancesBuffer) {
  34043. instancesBuffer.dispose();
  34044. }
  34045. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34046. instanceStorage.instancesBuffer = instancesBuffer;
  34047. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34048. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34049. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34050. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34051. }
  34052. else {
  34053. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34054. }
  34055. this._bind(subMesh, effect, fillMode);
  34056. this._draw(subMesh, fillMode, instancesCount);
  34057. engine.unbindInstanceAttributes();
  34058. return this;
  34059. };
  34060. /** @hidden */
  34061. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34062. var scene = this.getScene();
  34063. var engine = scene.getEngine();
  34064. if (hardwareInstancedRendering) {
  34065. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34066. }
  34067. else {
  34068. if (batch.renderSelf[subMesh._id]) {
  34069. // Draw
  34070. if (onBeforeDraw) {
  34071. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34072. }
  34073. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34074. }
  34075. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34076. if (visibleInstancesForSubMesh) {
  34077. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34078. var instance = visibleInstancesForSubMesh[instanceIndex];
  34079. // World
  34080. var world = instance.getWorldMatrix();
  34081. if (onBeforeDraw) {
  34082. onBeforeDraw(true, world, effectiveMaterial);
  34083. }
  34084. // Draw
  34085. this._draw(subMesh, fillMode);
  34086. }
  34087. }
  34088. }
  34089. return this;
  34090. };
  34091. /**
  34092. * 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
  34093. * @param subMesh defines the subMesh to render
  34094. * @param enableAlphaMode defines if alpha mode can be changed
  34095. * @returns the current mesh
  34096. */
  34097. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34098. if (this._checkOcclusionQuery()) {
  34099. return this;
  34100. }
  34101. var scene = this.getScene();
  34102. // Managing instances
  34103. var batch = this._getInstancesRenderList(subMesh._id);
  34104. if (batch.mustReturn) {
  34105. return this;
  34106. }
  34107. // Checking geometry state
  34108. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34109. return this;
  34110. }
  34111. if (this._onBeforeRenderObservable) {
  34112. this._onBeforeRenderObservable.notifyObservers(this);
  34113. }
  34114. var engine = scene.getEngine();
  34115. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34116. // Material
  34117. var material = subMesh.getMaterial();
  34118. if (!material) {
  34119. return this;
  34120. }
  34121. this._effectiveMaterial = material;
  34122. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34123. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34124. return this;
  34125. }
  34126. }
  34127. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34128. return this;
  34129. }
  34130. // Alpha mode
  34131. if (enableAlphaMode) {
  34132. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34133. }
  34134. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34135. var step = _a[_i];
  34136. step.action(this, subMesh, batch);
  34137. }
  34138. var effect;
  34139. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34140. effect = subMesh.effect;
  34141. }
  34142. else {
  34143. effect = this._effectiveMaterial.getEffect();
  34144. }
  34145. if (!effect) {
  34146. return this;
  34147. }
  34148. var sideOrientation = this.overrideMaterialSideOrientation;
  34149. if (sideOrientation == null) {
  34150. sideOrientation = this._effectiveMaterial.sideOrientation;
  34151. if (this._getWorldMatrixDeterminant() < 0) {
  34152. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34153. }
  34154. }
  34155. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34156. if (this._effectiveMaterial.forceDepthWrite) {
  34157. engine.setDepthWrite(true);
  34158. }
  34159. // Bind
  34160. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34161. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34162. this._bind(subMesh, effect, fillMode);
  34163. }
  34164. var world = this.getWorldMatrix();
  34165. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34166. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34167. }
  34168. else {
  34169. this._effectiveMaterial.bind(world, this);
  34170. }
  34171. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34172. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34173. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34174. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34175. }
  34176. // Draw
  34177. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34178. // Unbind
  34179. this._effectiveMaterial.unbind();
  34180. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34181. var step = _c[_b];
  34182. step.action(this, subMesh, batch);
  34183. }
  34184. if (this._onAfterRenderObservable) {
  34185. this._onAfterRenderObservable.notifyObservers(this);
  34186. }
  34187. return this;
  34188. };
  34189. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34190. if (isInstance && effectiveMaterial) {
  34191. effectiveMaterial.bindOnlyWorldMatrix(world);
  34192. }
  34193. };
  34194. /**
  34195. * Renormalize the mesh and patch it up if there are no weights
  34196. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34197. * However in the case of zero weights then we set just a single influence to 1.
  34198. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34199. */
  34200. Mesh.prototype.cleanMatrixWeights = function () {
  34201. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34202. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34203. this.normalizeSkinWeightsAndExtra();
  34204. }
  34205. else {
  34206. this.normalizeSkinFourWeights();
  34207. }
  34208. }
  34209. };
  34210. // faster 4 weight version.
  34211. Mesh.prototype.normalizeSkinFourWeights = function () {
  34212. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34213. var numWeights = matricesWeights.length;
  34214. for (var a = 0; a < numWeights; a += 4) {
  34215. // accumulate weights
  34216. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34217. // check for invalid weight and just set it to 1.
  34218. if (t === 0) {
  34219. matricesWeights[a] = 1;
  34220. }
  34221. else {
  34222. // renormalize so everything adds to 1 use reciprical
  34223. var recip = 1 / t;
  34224. matricesWeights[a] *= recip;
  34225. matricesWeights[a + 1] *= recip;
  34226. matricesWeights[a + 2] *= recip;
  34227. matricesWeights[a + 3] *= recip;
  34228. }
  34229. }
  34230. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34231. };
  34232. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34233. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34234. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34235. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34236. var numWeights = matricesWeights.length;
  34237. for (var a = 0; a < numWeights; a += 4) {
  34238. // accumulate weights
  34239. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34240. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34241. // check for invalid weight and just set it to 1.
  34242. if (t === 0) {
  34243. matricesWeights[a] = 1;
  34244. }
  34245. else {
  34246. // renormalize so everything adds to 1 use reciprical
  34247. var recip = 1 / t;
  34248. matricesWeights[a] *= recip;
  34249. matricesWeights[a + 1] *= recip;
  34250. matricesWeights[a + 2] *= recip;
  34251. matricesWeights[a + 3] *= recip;
  34252. // same goes for extras
  34253. matricesWeightsExtra[a] *= recip;
  34254. matricesWeightsExtra[a + 1] *= recip;
  34255. matricesWeightsExtra[a + 2] *= recip;
  34256. matricesWeightsExtra[a + 3] *= recip;
  34257. }
  34258. }
  34259. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34260. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34261. };
  34262. /**
  34263. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34264. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34265. * the user know there was an issue with importing the mesh
  34266. * @returns a validation object with skinned, valid and report string
  34267. */
  34268. Mesh.prototype.validateSkinning = function () {
  34269. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34270. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34271. if (matricesWeights === null || this.skeleton == null) {
  34272. return { skinned: false, valid: true, report: "not skinned" };
  34273. }
  34274. var numWeights = matricesWeights.length;
  34275. var numberNotSorted = 0;
  34276. var missingWeights = 0;
  34277. var maxUsedWeights = 0;
  34278. var numberNotNormalized = 0;
  34279. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34280. var usedWeightCounts = new Array();
  34281. for (var a = 0; a <= numInfluences; a++) {
  34282. usedWeightCounts[a] = 0;
  34283. }
  34284. var toleranceEpsilon = 0.001;
  34285. for (var a = 0; a < numWeights; a += 4) {
  34286. var lastWeight = matricesWeights[a];
  34287. var t = lastWeight;
  34288. var usedWeights = t === 0 ? 0 : 1;
  34289. for (var b = 1; b < numInfluences; b++) {
  34290. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34291. if (d > lastWeight) {
  34292. numberNotSorted++;
  34293. }
  34294. if (d !== 0) {
  34295. usedWeights++;
  34296. }
  34297. t += d;
  34298. lastWeight = d;
  34299. }
  34300. // count the buffer weights usage
  34301. usedWeightCounts[usedWeights]++;
  34302. // max influences
  34303. if (usedWeights > maxUsedWeights) {
  34304. maxUsedWeights = usedWeights;
  34305. }
  34306. // check for invalid weight and just set it to 1.
  34307. if (t === 0) {
  34308. missingWeights++;
  34309. }
  34310. else {
  34311. // renormalize so everything adds to 1 use reciprical
  34312. var recip = 1 / t;
  34313. var tolerance = 0;
  34314. for (b = 0; b < numInfluences; b++) {
  34315. if (b < 4) {
  34316. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34317. }
  34318. else {
  34319. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34320. }
  34321. }
  34322. // arbitary epsilon value for dicdating not normalized
  34323. if (tolerance > toleranceEpsilon) {
  34324. numberNotNormalized++;
  34325. }
  34326. }
  34327. }
  34328. // validate bone indices are in range of the skeleton
  34329. var numBones = this.skeleton.bones.length;
  34330. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34331. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34332. var numBadBoneIndices = 0;
  34333. for (var a = 0; a < numWeights; a++) {
  34334. for (var b = 0; b < numInfluences; b++) {
  34335. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34336. if (index >= numBones || index < 0) {
  34337. numBadBoneIndices++;
  34338. }
  34339. }
  34340. }
  34341. // log mesh stats
  34342. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34343. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34344. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34345. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34346. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34347. };
  34348. /** @hidden */
  34349. Mesh.prototype._checkDelayState = function () {
  34350. var scene = this.getScene();
  34351. if (this._geometry) {
  34352. this._geometry.load(scene);
  34353. }
  34354. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34355. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34356. this._queueLoad(scene);
  34357. }
  34358. return this;
  34359. };
  34360. Mesh.prototype._queueLoad = function (scene) {
  34361. var _this = this;
  34362. scene._addPendingData(this);
  34363. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34364. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34365. if (data instanceof ArrayBuffer) {
  34366. _this._delayLoadingFunction(data, _this);
  34367. }
  34368. else {
  34369. _this._delayLoadingFunction(JSON.parse(data), _this);
  34370. }
  34371. _this.instances.forEach(function (instance) {
  34372. instance._syncSubMeshes();
  34373. });
  34374. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34375. scene._removePendingData(_this);
  34376. }, function () { }, scene.offlineProvider, getBinaryData);
  34377. return this;
  34378. };
  34379. /**
  34380. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34381. * A mesh is in the frustum if its bounding box intersects the frustum
  34382. * @param frustumPlanes defines the frustum to test
  34383. * @returns true if the mesh is in the frustum planes
  34384. */
  34385. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34386. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34387. return false;
  34388. }
  34389. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34390. return false;
  34391. }
  34392. this._checkDelayState();
  34393. return true;
  34394. };
  34395. /**
  34396. * Sets the mesh material by the material or multiMaterial `id` property
  34397. * @param id is a string identifying the material or the multiMaterial
  34398. * @returns the current mesh
  34399. */
  34400. Mesh.prototype.setMaterialByID = function (id) {
  34401. var materials = this.getScene().materials;
  34402. var index;
  34403. for (index = materials.length - 1; index > -1; index--) {
  34404. if (materials[index].id === id) {
  34405. this.material = materials[index];
  34406. return this;
  34407. }
  34408. }
  34409. // Multi
  34410. var multiMaterials = this.getScene().multiMaterials;
  34411. for (index = multiMaterials.length - 1; index > -1; index--) {
  34412. if (multiMaterials[index].id === id) {
  34413. this.material = multiMaterials[index];
  34414. return this;
  34415. }
  34416. }
  34417. return this;
  34418. };
  34419. /**
  34420. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34421. * @returns an array of IAnimatable
  34422. */
  34423. Mesh.prototype.getAnimatables = function () {
  34424. var results = new Array();
  34425. if (this.material) {
  34426. results.push(this.material);
  34427. }
  34428. if (this.skeleton) {
  34429. results.push(this.skeleton);
  34430. }
  34431. return results;
  34432. };
  34433. /**
  34434. * Modifies the mesh geometry according to the passed transformation matrix.
  34435. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34436. * The mesh normals are modified using the same transformation.
  34437. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34438. * @param transform defines the transform matrix to use
  34439. * @see http://doc.babylonjs.com/resources/baking_transformations
  34440. * @returns the current mesh
  34441. */
  34442. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34443. // Position
  34444. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34445. return this;
  34446. }
  34447. var submeshes = this.subMeshes.splice(0);
  34448. this._resetPointsArrayCache();
  34449. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34450. var temp = new Array();
  34451. var index;
  34452. for (index = 0; index < data.length; index += 3) {
  34453. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34454. }
  34455. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34456. // Normals
  34457. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34458. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34459. temp = [];
  34460. for (index = 0; index < data.length; index += 3) {
  34461. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34462. }
  34463. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34464. }
  34465. // flip faces?
  34466. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34467. this.flipFaces();
  34468. }
  34469. // Restore submeshes
  34470. this.releaseSubMeshes();
  34471. this.subMeshes = submeshes;
  34472. return this;
  34473. };
  34474. /**
  34475. * Modifies the mesh geometry according to its own current World Matrix.
  34476. * The mesh World Matrix is then reset.
  34477. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34478. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34479. * @see http://doc.babylonjs.com/resources/baking_transformations
  34480. * @returns the current mesh
  34481. */
  34482. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34483. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34484. this.scaling.copyFromFloats(1, 1, 1);
  34485. this.position.copyFromFloats(0, 0, 0);
  34486. this.rotation.copyFromFloats(0, 0, 0);
  34487. //only if quaternion is already set
  34488. if (this.rotationQuaternion) {
  34489. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34490. }
  34491. this._worldMatrix = BABYLON.Matrix.Identity();
  34492. return this;
  34493. };
  34494. Object.defineProperty(Mesh.prototype, "_positions", {
  34495. // Cache
  34496. /** @hidden */
  34497. get: function () {
  34498. if (this._geometry) {
  34499. return this._geometry._positions;
  34500. }
  34501. return null;
  34502. },
  34503. enumerable: true,
  34504. configurable: true
  34505. });
  34506. /** @hidden */
  34507. Mesh.prototype._resetPointsArrayCache = function () {
  34508. if (this._geometry) {
  34509. this._geometry._resetPointsArrayCache();
  34510. }
  34511. return this;
  34512. };
  34513. /** @hidden */
  34514. Mesh.prototype._generatePointsArray = function () {
  34515. if (this._geometry) {
  34516. return this._geometry._generatePointsArray();
  34517. }
  34518. return false;
  34519. };
  34520. /**
  34521. * Returns a new Mesh object generated from the current mesh properties.
  34522. * This method must not get confused with createInstance()
  34523. * @param name is a string, the name given to the new mesh
  34524. * @param newParent can be any Node object (default `null`)
  34525. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34526. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34527. * @returns a new mesh
  34528. */
  34529. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34530. if (name === void 0) { name = ""; }
  34531. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34532. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34533. };
  34534. /**
  34535. * Releases resources associated with this mesh.
  34536. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34537. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34538. */
  34539. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34540. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34541. this.morphTargetManager = null;
  34542. if (this._geometry) {
  34543. this._geometry.releaseForMesh(this, true);
  34544. }
  34545. if (this._onBeforeDrawObservable) {
  34546. this._onBeforeDrawObservable.clear();
  34547. }
  34548. if (this._onBeforeRenderObservable) {
  34549. this._onBeforeRenderObservable.clear();
  34550. }
  34551. if (this._onAfterRenderObservable) {
  34552. this._onAfterRenderObservable.clear();
  34553. }
  34554. // Sources
  34555. if (this._scene.useClonedMeshhMap) {
  34556. if (this.meshMap) {
  34557. for (var uniqueId in this.meshMap) {
  34558. var mesh = this.meshMap[uniqueId];
  34559. if (mesh) {
  34560. mesh._source = null;
  34561. this.meshMap[uniqueId] = undefined;
  34562. }
  34563. }
  34564. }
  34565. if (this._source && this._source.meshMap) {
  34566. this._source.meshMap[this.uniqueId] = undefined;
  34567. }
  34568. }
  34569. else {
  34570. var meshes = this.getScene().meshes;
  34571. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34572. var abstractMesh = meshes_1[_i];
  34573. var mesh = abstractMesh;
  34574. if (mesh._source && mesh._source === this) {
  34575. mesh._source = null;
  34576. }
  34577. }
  34578. }
  34579. this._source = null;
  34580. // Instances
  34581. if (this._instanceDataStorage.instancesBuffer) {
  34582. this._instanceDataStorage.instancesBuffer.dispose();
  34583. this._instanceDataStorage.instancesBuffer = null;
  34584. }
  34585. while (this.instances.length) {
  34586. this.instances[0].dispose();
  34587. }
  34588. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34589. };
  34590. /**
  34591. * Modifies the mesh geometry according to a displacement map.
  34592. * 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.
  34593. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34594. * @param url is a string, the URL from the image file is to be downloaded.
  34595. * @param minHeight is the lower limit of the displacement.
  34596. * @param maxHeight is the upper limit of the displacement.
  34597. * @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.
  34598. * @param uvOffset is an optional vector2 used to offset UV.
  34599. * @param uvScale is an optional vector2 used to scale UV.
  34600. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34601. * @returns the Mesh.
  34602. */
  34603. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34604. var _this = this;
  34605. if (forceUpdate === void 0) { forceUpdate = false; }
  34606. var scene = this.getScene();
  34607. var onload = function (img) {
  34608. // Getting height map data
  34609. var canvas = document.createElement("canvas");
  34610. var context = canvas.getContext("2d");
  34611. var heightMapWidth = img.width;
  34612. var heightMapHeight = img.height;
  34613. canvas.width = heightMapWidth;
  34614. canvas.height = heightMapHeight;
  34615. context.drawImage(img, 0, 0);
  34616. // Create VertexData from map data
  34617. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34618. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34619. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34620. //execute success callback, if set
  34621. if (onSuccess) {
  34622. onSuccess(_this);
  34623. }
  34624. };
  34625. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34626. return this;
  34627. };
  34628. /**
  34629. * Modifies the mesh geometry according to a displacementMap buffer.
  34630. * 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.
  34631. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34632. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34633. * @param heightMapWidth is the width of the buffer image.
  34634. * @param heightMapHeight is the height of the buffer image.
  34635. * @param minHeight is the lower limit of the displacement.
  34636. * @param maxHeight is the upper limit of the displacement.
  34637. * @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.
  34638. * @param uvOffset is an optional vector2 used to offset UV.
  34639. * @param uvScale is an optional vector2 used to scale UV.
  34640. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34641. * @returns the Mesh.
  34642. */
  34643. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34644. if (forceUpdate === void 0) { forceUpdate = false; }
  34645. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34646. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34647. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34648. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34649. return this;
  34650. }
  34651. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34652. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34653. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34654. var position = BABYLON.Vector3.Zero();
  34655. var normal = BABYLON.Vector3.Zero();
  34656. var uv = BABYLON.Vector2.Zero();
  34657. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34658. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34659. for (var index = 0; index < positions.length; index += 3) {
  34660. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34661. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34662. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34663. // Compute height
  34664. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34665. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34666. var pos = (u + v * heightMapWidth) * 4;
  34667. var r = buffer[pos] / 255.0;
  34668. var g = buffer[pos + 1] / 255.0;
  34669. var b = buffer[pos + 2] / 255.0;
  34670. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34671. normal.normalize();
  34672. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34673. position = position.add(normal);
  34674. position.toArray(positions, index);
  34675. }
  34676. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34677. if (forceUpdate) {
  34678. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34679. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34680. }
  34681. else {
  34682. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34683. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34684. }
  34685. return this;
  34686. };
  34687. /**
  34688. * Modify the mesh to get a flat shading rendering.
  34689. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34690. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34691. * @returns current mesh
  34692. */
  34693. Mesh.prototype.convertToFlatShadedMesh = function () {
  34694. var kinds = this.getVerticesDataKinds();
  34695. var vbs = {};
  34696. var data = {};
  34697. var newdata = {};
  34698. var updatableNormals = false;
  34699. var kindIndex;
  34700. var kind;
  34701. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34702. kind = kinds[kindIndex];
  34703. var vertexBuffer = this.getVertexBuffer(kind);
  34704. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34705. updatableNormals = vertexBuffer.isUpdatable();
  34706. kinds.splice(kindIndex, 1);
  34707. kindIndex--;
  34708. continue;
  34709. }
  34710. vbs[kind] = vertexBuffer;
  34711. data[kind] = vbs[kind].getData();
  34712. newdata[kind] = [];
  34713. }
  34714. // Save previous submeshes
  34715. var previousSubmeshes = this.subMeshes.slice(0);
  34716. var indices = this.getIndices();
  34717. var totalIndices = this.getTotalIndices();
  34718. // Generating unique vertices per face
  34719. var index;
  34720. for (index = 0; index < totalIndices; index++) {
  34721. var vertexIndex = indices[index];
  34722. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34723. kind = kinds[kindIndex];
  34724. var stride = vbs[kind].getStrideSize();
  34725. for (var offset = 0; offset < stride; offset++) {
  34726. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34727. }
  34728. }
  34729. }
  34730. // Updating faces & normal
  34731. var normals = [];
  34732. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34733. for (index = 0; index < totalIndices; index += 3) {
  34734. indices[index] = index;
  34735. indices[index + 1] = index + 1;
  34736. indices[index + 2] = index + 2;
  34737. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34738. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34739. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34740. var p1p2 = p1.subtract(p2);
  34741. var p3p2 = p3.subtract(p2);
  34742. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34743. // Store same normals for every vertex
  34744. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34745. normals.push(normal.x);
  34746. normals.push(normal.y);
  34747. normals.push(normal.z);
  34748. }
  34749. }
  34750. this.setIndices(indices);
  34751. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34752. // Updating vertex buffers
  34753. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34754. kind = kinds[kindIndex];
  34755. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34756. }
  34757. // Updating submeshes
  34758. this.releaseSubMeshes();
  34759. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34760. var previousOne = previousSubmeshes[submeshIndex];
  34761. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34762. }
  34763. this.synchronizeInstances();
  34764. return this;
  34765. };
  34766. /**
  34767. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34768. * In other words, more vertices, no more indices and a single bigger VBO.
  34769. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34770. * @returns current mesh
  34771. */
  34772. Mesh.prototype.convertToUnIndexedMesh = function () {
  34773. var kinds = this.getVerticesDataKinds();
  34774. var vbs = {};
  34775. var data = {};
  34776. var newdata = {};
  34777. var kindIndex;
  34778. var kind;
  34779. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34780. kind = kinds[kindIndex];
  34781. var vertexBuffer = this.getVertexBuffer(kind);
  34782. vbs[kind] = vertexBuffer;
  34783. data[kind] = vbs[kind].getData();
  34784. newdata[kind] = [];
  34785. }
  34786. // Save previous submeshes
  34787. var previousSubmeshes = this.subMeshes.slice(0);
  34788. var indices = this.getIndices();
  34789. var totalIndices = this.getTotalIndices();
  34790. // Generating unique vertices per face
  34791. var index;
  34792. for (index = 0; index < totalIndices; index++) {
  34793. var vertexIndex = indices[index];
  34794. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34795. kind = kinds[kindIndex];
  34796. var stride = vbs[kind].getStrideSize();
  34797. for (var offset = 0; offset < stride; offset++) {
  34798. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34799. }
  34800. }
  34801. }
  34802. // Updating indices
  34803. for (index = 0; index < totalIndices; index += 3) {
  34804. indices[index] = index;
  34805. indices[index + 1] = index + 1;
  34806. indices[index + 2] = index + 2;
  34807. }
  34808. this.setIndices(indices);
  34809. // Updating vertex buffers
  34810. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34811. kind = kinds[kindIndex];
  34812. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34813. }
  34814. // Updating submeshes
  34815. this.releaseSubMeshes();
  34816. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34817. var previousOne = previousSubmeshes[submeshIndex];
  34818. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34819. }
  34820. this._unIndexed = true;
  34821. this.synchronizeInstances();
  34822. return this;
  34823. };
  34824. /**
  34825. * Inverses facet orientations.
  34826. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34827. * @param flipNormals will also inverts the normals
  34828. * @returns current mesh
  34829. */
  34830. Mesh.prototype.flipFaces = function (flipNormals) {
  34831. if (flipNormals === void 0) { flipNormals = false; }
  34832. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34833. var i;
  34834. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34835. for (i = 0; i < vertex_data.normals.length; i++) {
  34836. vertex_data.normals[i] *= -1;
  34837. }
  34838. }
  34839. if (vertex_data.indices) {
  34840. var temp;
  34841. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34842. // reassign indices
  34843. temp = vertex_data.indices[i + 1];
  34844. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34845. vertex_data.indices[i + 2] = temp;
  34846. }
  34847. }
  34848. vertex_data.applyToMesh(this);
  34849. return this;
  34850. };
  34851. // Instances
  34852. /**
  34853. * Creates a new InstancedMesh object from the mesh model.
  34854. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34855. * @param name defines the name of the new instance
  34856. * @returns a new InstancedMesh
  34857. */
  34858. Mesh.prototype.createInstance = function (name) {
  34859. return new BABYLON.InstancedMesh(name, this);
  34860. };
  34861. /**
  34862. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34863. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34864. * @returns the current mesh
  34865. */
  34866. Mesh.prototype.synchronizeInstances = function () {
  34867. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34868. var instance = this.instances[instanceIndex];
  34869. instance._syncSubMeshes();
  34870. }
  34871. return this;
  34872. };
  34873. /**
  34874. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34875. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34876. * This should be used together with the simplification to avoid disappearing triangles.
  34877. * @param successCallback an optional success callback to be called after the optimization finished.
  34878. * @returns the current mesh
  34879. */
  34880. Mesh.prototype.optimizeIndices = function (successCallback) {
  34881. var _this = this;
  34882. var indices = this.getIndices();
  34883. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34884. if (!positions || !indices) {
  34885. return this;
  34886. }
  34887. var vectorPositions = new Array();
  34888. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34889. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34890. }
  34891. var dupes = new Array();
  34892. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34893. var realPos = vectorPositions.length - 1 - iteration;
  34894. var testedPosition = vectorPositions[realPos];
  34895. for (var j = 0; j < realPos; ++j) {
  34896. var againstPosition = vectorPositions[j];
  34897. if (testedPosition.equals(againstPosition)) {
  34898. dupes[realPos] = j;
  34899. break;
  34900. }
  34901. }
  34902. }, function () {
  34903. for (var i = 0; i < indices.length; ++i) {
  34904. indices[i] = dupes[indices[i]] || indices[i];
  34905. }
  34906. //indices are now reordered
  34907. var originalSubMeshes = _this.subMeshes.slice(0);
  34908. _this.setIndices(indices);
  34909. _this.subMeshes = originalSubMeshes;
  34910. if (successCallback) {
  34911. successCallback(_this);
  34912. }
  34913. });
  34914. return this;
  34915. };
  34916. /**
  34917. * Serialize current mesh
  34918. * @param serializationObject defines the object which will receive the serialization data
  34919. */
  34920. Mesh.prototype.serialize = function (serializationObject) {
  34921. serializationObject.name = this.name;
  34922. serializationObject.id = this.id;
  34923. serializationObject.type = this.getClassName();
  34924. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34925. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34926. }
  34927. serializationObject.position = this.position.asArray();
  34928. if (this.rotationQuaternion) {
  34929. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34930. }
  34931. else if (this.rotation) {
  34932. serializationObject.rotation = this.rotation.asArray();
  34933. }
  34934. serializationObject.scaling = this.scaling.asArray();
  34935. if (this._postMultiplyPivotMatrix) {
  34936. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34937. }
  34938. else {
  34939. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34940. }
  34941. serializationObject.isEnabled = this.isEnabled(false);
  34942. serializationObject.isVisible = this.isVisible;
  34943. serializationObject.infiniteDistance = this.infiniteDistance;
  34944. serializationObject.pickable = this.isPickable;
  34945. serializationObject.receiveShadows = this.receiveShadows;
  34946. serializationObject.billboardMode = this.billboardMode;
  34947. serializationObject.visibility = this.visibility;
  34948. serializationObject.checkCollisions = this.checkCollisions;
  34949. serializationObject.isBlocker = this.isBlocker;
  34950. // Parent
  34951. if (this.parent) {
  34952. serializationObject.parentId = this.parent.id;
  34953. }
  34954. // Geometry
  34955. serializationObject.isUnIndexed = this.isUnIndexed;
  34956. var geometry = this._geometry;
  34957. if (geometry) {
  34958. var geometryId = geometry.id;
  34959. serializationObject.geometryId = geometryId;
  34960. // SubMeshes
  34961. serializationObject.subMeshes = [];
  34962. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34963. var subMesh = this.subMeshes[subIndex];
  34964. serializationObject.subMeshes.push({
  34965. materialIndex: subMesh.materialIndex,
  34966. verticesStart: subMesh.verticesStart,
  34967. verticesCount: subMesh.verticesCount,
  34968. indexStart: subMesh.indexStart,
  34969. indexCount: subMesh.indexCount
  34970. });
  34971. }
  34972. }
  34973. // Material
  34974. if (this.material) {
  34975. serializationObject.materialId = this.material.id;
  34976. }
  34977. else {
  34978. this.material = null;
  34979. }
  34980. // Morph targets
  34981. if (this.morphTargetManager) {
  34982. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34983. }
  34984. // Skeleton
  34985. if (this.skeleton) {
  34986. serializationObject.skeletonId = this.skeleton.id;
  34987. }
  34988. // Physics
  34989. //TODO implement correct serialization for physics impostors.
  34990. var impostor = this.getPhysicsImpostor();
  34991. if (impostor) {
  34992. serializationObject.physicsMass = impostor.getParam("mass");
  34993. serializationObject.physicsFriction = impostor.getParam("friction");
  34994. serializationObject.physicsRestitution = impostor.getParam("mass");
  34995. serializationObject.physicsImpostor = impostor.type;
  34996. }
  34997. // Metadata
  34998. if (this.metadata) {
  34999. serializationObject.metadata = this.metadata;
  35000. }
  35001. // Instances
  35002. serializationObject.instances = [];
  35003. for (var index = 0; index < this.instances.length; index++) {
  35004. var instance = this.instances[index];
  35005. if (instance.doNotSerialize) {
  35006. continue;
  35007. }
  35008. var serializationInstance = {
  35009. name: instance.name,
  35010. id: instance.id,
  35011. position: instance.position.asArray(),
  35012. scaling: instance.scaling.asArray()
  35013. };
  35014. if (instance.parent) {
  35015. serializationInstance.parentId = instance.parent.id;
  35016. }
  35017. if (instance.rotationQuaternion) {
  35018. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35019. }
  35020. else if (instance.rotation) {
  35021. serializationInstance.rotation = instance.rotation.asArray();
  35022. }
  35023. serializationObject.instances.push(serializationInstance);
  35024. // Animations
  35025. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35026. serializationInstance.ranges = instance.serializeAnimationRanges();
  35027. }
  35028. //
  35029. // Animations
  35030. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35031. serializationObject.ranges = this.serializeAnimationRanges();
  35032. // Layer mask
  35033. serializationObject.layerMask = this.layerMask;
  35034. // Alpha
  35035. serializationObject.alphaIndex = this.alphaIndex;
  35036. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35037. // Overlay
  35038. serializationObject.overlayAlpha = this.overlayAlpha;
  35039. serializationObject.overlayColor = this.overlayColor.asArray();
  35040. serializationObject.renderOverlay = this.renderOverlay;
  35041. // Fog
  35042. serializationObject.applyFog = this.applyFog;
  35043. // Action Manager
  35044. if (this.actionManager) {
  35045. serializationObject.actions = this.actionManager.serialize(this.name);
  35046. }
  35047. };
  35048. /** @hidden */
  35049. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35050. if (!this.geometry) {
  35051. return;
  35052. }
  35053. this._markSubMeshesAsAttributesDirty();
  35054. var morphTargetManager = this._morphTargetManager;
  35055. if (morphTargetManager && morphTargetManager.vertexCount) {
  35056. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35057. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35058. this.morphTargetManager = null;
  35059. return;
  35060. }
  35061. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35062. var morphTarget = morphTargetManager.getActiveTarget(index);
  35063. var positions = morphTarget.getPositions();
  35064. if (!positions) {
  35065. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35066. return;
  35067. }
  35068. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35069. var normals = morphTarget.getNormals();
  35070. if (normals) {
  35071. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35072. }
  35073. var tangents = morphTarget.getTangents();
  35074. if (tangents) {
  35075. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35076. }
  35077. }
  35078. }
  35079. else {
  35080. var index = 0;
  35081. // Positions
  35082. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35083. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35084. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35085. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35086. }
  35087. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35088. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35089. }
  35090. index++;
  35091. }
  35092. }
  35093. };
  35094. // Statics
  35095. /**
  35096. * Returns a new Mesh object parsed from the source provided.
  35097. * @param parsedMesh is the source
  35098. * @param scene defines the hosting scene
  35099. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35100. * @returns a new Mesh
  35101. */
  35102. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35103. var mesh;
  35104. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35105. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35106. }
  35107. else {
  35108. mesh = new Mesh(parsedMesh.name, scene);
  35109. }
  35110. mesh.id = parsedMesh.id;
  35111. if (BABYLON.Tags) {
  35112. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35113. }
  35114. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35115. if (parsedMesh.metadata !== undefined) {
  35116. mesh.metadata = parsedMesh.metadata;
  35117. }
  35118. if (parsedMesh.rotationQuaternion) {
  35119. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35120. }
  35121. else if (parsedMesh.rotation) {
  35122. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35123. }
  35124. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35125. if (parsedMesh.localMatrix) {
  35126. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35127. }
  35128. else if (parsedMesh.pivotMatrix) {
  35129. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35130. }
  35131. mesh.setEnabled(parsedMesh.isEnabled);
  35132. mesh.isVisible = parsedMesh.isVisible;
  35133. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35134. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35135. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35136. if (parsedMesh.applyFog !== undefined) {
  35137. mesh.applyFog = parsedMesh.applyFog;
  35138. }
  35139. if (parsedMesh.pickable !== undefined) {
  35140. mesh.isPickable = parsedMesh.pickable;
  35141. }
  35142. if (parsedMesh.alphaIndex !== undefined) {
  35143. mesh.alphaIndex = parsedMesh.alphaIndex;
  35144. }
  35145. mesh.receiveShadows = parsedMesh.receiveShadows;
  35146. mesh.billboardMode = parsedMesh.billboardMode;
  35147. if (parsedMesh.visibility !== undefined) {
  35148. mesh.visibility = parsedMesh.visibility;
  35149. }
  35150. mesh.checkCollisions = parsedMesh.checkCollisions;
  35151. if (parsedMesh.isBlocker !== undefined) {
  35152. mesh.isBlocker = parsedMesh.isBlocker;
  35153. }
  35154. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35155. // freezeWorldMatrix
  35156. if (parsedMesh.freezeWorldMatrix) {
  35157. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35158. }
  35159. // Parent
  35160. if (parsedMesh.parentId) {
  35161. mesh._waitingParentId = parsedMesh.parentId;
  35162. }
  35163. // Actions
  35164. if (parsedMesh.actions !== undefined) {
  35165. mesh._waitingActions = parsedMesh.actions;
  35166. }
  35167. // Overlay
  35168. if (parsedMesh.overlayAlpha !== undefined) {
  35169. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35170. }
  35171. if (parsedMesh.overlayColor !== undefined) {
  35172. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35173. }
  35174. if (parsedMesh.renderOverlay !== undefined) {
  35175. mesh.renderOverlay = parsedMesh.renderOverlay;
  35176. }
  35177. // Geometry
  35178. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35179. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35180. if (parsedMesh.delayLoadingFile) {
  35181. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35182. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35183. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35184. if (parsedMesh._binaryInfo) {
  35185. mesh._binaryInfo = parsedMesh._binaryInfo;
  35186. }
  35187. mesh._delayInfo = [];
  35188. if (parsedMesh.hasUVs) {
  35189. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35190. }
  35191. if (parsedMesh.hasUVs2) {
  35192. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35193. }
  35194. if (parsedMesh.hasUVs3) {
  35195. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35196. }
  35197. if (parsedMesh.hasUVs4) {
  35198. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35199. }
  35200. if (parsedMesh.hasUVs5) {
  35201. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35202. }
  35203. if (parsedMesh.hasUVs6) {
  35204. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35205. }
  35206. if (parsedMesh.hasColors) {
  35207. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35208. }
  35209. if (parsedMesh.hasMatricesIndices) {
  35210. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35211. }
  35212. if (parsedMesh.hasMatricesWeights) {
  35213. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35214. }
  35215. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35216. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35217. mesh._checkDelayState();
  35218. }
  35219. }
  35220. else {
  35221. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35222. }
  35223. // Material
  35224. if (parsedMesh.materialId) {
  35225. mesh.setMaterialByID(parsedMesh.materialId);
  35226. }
  35227. else {
  35228. mesh.material = null;
  35229. }
  35230. // Morph targets
  35231. if (parsedMesh.morphTargetManagerId > -1) {
  35232. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35233. }
  35234. // Skeleton
  35235. if (parsedMesh.skeletonId > -1) {
  35236. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35237. if (parsedMesh.numBoneInfluencers) {
  35238. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35239. }
  35240. }
  35241. // Animations
  35242. if (parsedMesh.animations) {
  35243. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35244. var parsedAnimation = parsedMesh.animations[animationIndex];
  35245. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35246. }
  35247. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35248. }
  35249. if (parsedMesh.autoAnimate) {
  35250. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35251. }
  35252. // Layer Mask
  35253. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35254. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35255. }
  35256. else {
  35257. mesh.layerMask = 0x0FFFFFFF;
  35258. }
  35259. // Physics
  35260. if (parsedMesh.physicsImpostor) {
  35261. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35262. mass: parsedMesh.physicsMass,
  35263. friction: parsedMesh.physicsFriction,
  35264. restitution: parsedMesh.physicsRestitution
  35265. }, scene);
  35266. }
  35267. // Instances
  35268. if (parsedMesh.instances) {
  35269. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35270. var parsedInstance = parsedMesh.instances[index];
  35271. var instance = mesh.createInstance(parsedInstance.name);
  35272. if (parsedInstance.id) {
  35273. instance.id = parsedInstance.id;
  35274. }
  35275. if (BABYLON.Tags) {
  35276. if (parsedInstance.tags) {
  35277. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35278. }
  35279. else {
  35280. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35281. }
  35282. }
  35283. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35284. if (parsedInstance.parentId) {
  35285. instance._waitingParentId = parsedInstance.parentId;
  35286. }
  35287. if (parsedInstance.rotationQuaternion) {
  35288. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35289. }
  35290. else if (parsedInstance.rotation) {
  35291. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35292. }
  35293. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35294. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35295. instance.checkCollisions = parsedInstance.checkCollisions;
  35296. }
  35297. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35298. instance.isPickable = parsedInstance.pickable;
  35299. }
  35300. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35301. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35302. }
  35303. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35304. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35305. }
  35306. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35307. instance.alphaIndex = parsedInstance.alphaIndex;
  35308. }
  35309. // Physics
  35310. if (parsedInstance.physicsImpostor) {
  35311. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35312. mass: parsedInstance.physicsMass,
  35313. friction: parsedInstance.physicsFriction,
  35314. restitution: parsedInstance.physicsRestitution
  35315. }, scene);
  35316. }
  35317. // Animation
  35318. if (parsedInstance.animations) {
  35319. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35320. parsedAnimation = parsedInstance.animations[animationIndex];
  35321. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35322. }
  35323. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35324. if (parsedInstance.autoAnimate) {
  35325. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35326. }
  35327. }
  35328. }
  35329. }
  35330. return mesh;
  35331. };
  35332. /**
  35333. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35334. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35335. * @param name defines the name of the mesh to create
  35336. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35337. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35338. * @param closePath creates a seam between the first and the last points of each path of the path array
  35339. * @param offset is taken in account only if the `pathArray` is containing a single path
  35340. * @param scene defines the hosting scene
  35341. * @param updatable defines if the mesh must be flagged as updatable
  35342. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35343. * @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)
  35344. * @returns a new Mesh
  35345. */
  35346. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35347. if (closeArray === void 0) { closeArray = false; }
  35348. if (updatable === void 0) { updatable = false; }
  35349. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35350. pathArray: pathArray,
  35351. closeArray: closeArray,
  35352. closePath: closePath,
  35353. offset: offset,
  35354. updatable: updatable,
  35355. sideOrientation: sideOrientation,
  35356. instance: instance
  35357. }, scene);
  35358. };
  35359. /**
  35360. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35361. * @param name defines the name of the mesh to create
  35362. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35363. * @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
  35364. * @param scene defines the hosting scene
  35365. * @param updatable defines if the mesh must be flagged as updatable
  35366. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35367. * @returns a new Mesh
  35368. */
  35369. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35370. if (scene === void 0) { scene = null; }
  35371. var options = {
  35372. radius: radius,
  35373. tessellation: tessellation,
  35374. sideOrientation: sideOrientation,
  35375. updatable: updatable
  35376. };
  35377. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35378. };
  35379. /**
  35380. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35381. * @param name defines the name of the mesh to create
  35382. * @param size sets the size (float) of each box side (default 1)
  35383. * @param scene defines the hosting scene
  35384. * @param updatable defines if the mesh must be flagged as updatable
  35385. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35386. * @returns a new Mesh
  35387. */
  35388. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35389. if (scene === void 0) { scene = null; }
  35390. var options = {
  35391. size: size,
  35392. sideOrientation: sideOrientation,
  35393. updatable: updatable
  35394. };
  35395. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35396. };
  35397. /**
  35398. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35399. * @param name defines the name of the mesh to create
  35400. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35401. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35402. * @param scene defines the hosting scene
  35403. * @param updatable defines if the mesh must be flagged as updatable
  35404. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35405. * @returns a new Mesh
  35406. */
  35407. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35408. var options = {
  35409. segments: segments,
  35410. diameterX: diameter,
  35411. diameterY: diameter,
  35412. diameterZ: diameter,
  35413. sideOrientation: sideOrientation,
  35414. updatable: updatable
  35415. };
  35416. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35417. };
  35418. /**
  35419. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35420. * @param name defines the name of the mesh to create
  35421. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35422. * @param diameterTop set the top cap diameter (floats, default 1)
  35423. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35424. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35425. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35426. * @param scene defines the hosting scene
  35427. * @param updatable defines if the mesh must be flagged as updatable
  35428. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35429. * @returns a new Mesh
  35430. */
  35431. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35432. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35433. if (scene !== undefined) {
  35434. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35435. updatable = scene;
  35436. }
  35437. scene = subdivisions;
  35438. subdivisions = 1;
  35439. }
  35440. var options = {
  35441. height: height,
  35442. diameterTop: diameterTop,
  35443. diameterBottom: diameterBottom,
  35444. tessellation: tessellation,
  35445. subdivisions: subdivisions,
  35446. sideOrientation: sideOrientation,
  35447. updatable: updatable
  35448. };
  35449. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35450. };
  35451. // Torus (Code from SharpDX.org)
  35452. /**
  35453. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35454. * @param name defines the name of the mesh to create
  35455. * @param diameter sets the diameter size (float) of the torus (default 1)
  35456. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35457. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35458. * @param scene defines the hosting scene
  35459. * @param updatable defines if the mesh must be flagged as updatable
  35460. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35461. * @returns a new Mesh
  35462. */
  35463. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35464. var options = {
  35465. diameter: diameter,
  35466. thickness: thickness,
  35467. tessellation: tessellation,
  35468. sideOrientation: sideOrientation,
  35469. updatable: updatable
  35470. };
  35471. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35472. };
  35473. /**
  35474. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35475. * @param name defines the name of the mesh to create
  35476. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35477. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35478. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35479. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35480. * @param p the number of windings on X axis (positive integers, default 2)
  35481. * @param q the number of windings on Y axis (positive integers, default 3)
  35482. * @param scene defines the hosting scene
  35483. * @param updatable defines if the mesh must be flagged as updatable
  35484. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35485. * @returns a new Mesh
  35486. */
  35487. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35488. var options = {
  35489. radius: radius,
  35490. tube: tube,
  35491. radialSegments: radialSegments,
  35492. tubularSegments: tubularSegments,
  35493. p: p,
  35494. q: q,
  35495. sideOrientation: sideOrientation,
  35496. updatable: updatable
  35497. };
  35498. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35499. };
  35500. /**
  35501. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35502. * @param name defines the name of the mesh to create
  35503. * @param points is an array successive Vector3
  35504. * @param scene defines the hosting scene
  35505. * @param updatable defines if the mesh must be flagged as updatable
  35506. * @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).
  35507. * @returns a new Mesh
  35508. */
  35509. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35510. if (scene === void 0) { scene = null; }
  35511. if (updatable === void 0) { updatable = false; }
  35512. if (instance === void 0) { instance = null; }
  35513. var options = {
  35514. points: points,
  35515. updatable: updatable,
  35516. instance: instance
  35517. };
  35518. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35519. };
  35520. /**
  35521. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35522. * @param name defines the name of the mesh to create
  35523. * @param points is an array successive Vector3
  35524. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35525. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35526. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35527. * @param scene defines the hosting scene
  35528. * @param updatable defines if the mesh must be flagged as updatable
  35529. * @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)
  35530. * @returns a new Mesh
  35531. */
  35532. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35533. if (scene === void 0) { scene = null; }
  35534. var options = {
  35535. points: points,
  35536. dashSize: dashSize,
  35537. gapSize: gapSize,
  35538. dashNb: dashNb,
  35539. updatable: updatable,
  35540. instance: instance
  35541. };
  35542. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35543. };
  35544. /**
  35545. * Creates a polygon mesh.
  35546. * Please consider using the same method from the MeshBuilder class instead.
  35547. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35548. * 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.
  35549. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35550. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35551. * Remember you can only change the shape positions, not their number when updating a polygon.
  35552. */
  35553. /**
  35554. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35555. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35556. * @param name defines the name of the mesh to create
  35557. * @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
  35558. * @param scene defines the hosting scene
  35559. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35560. * @param updatable defines if the mesh must be flagged as updatable
  35561. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35562. * @returns a new Mesh
  35563. */
  35564. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35565. var options = {
  35566. shape: shape,
  35567. holes: holes,
  35568. updatable: updatable,
  35569. sideOrientation: sideOrientation
  35570. };
  35571. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35572. };
  35573. /**
  35574. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35575. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35576. * @param name defines the name of the mesh to create
  35577. * @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
  35578. * @param depth defines the height of extrusion
  35579. * @param scene defines the hosting scene
  35580. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35581. * @param updatable defines if the mesh must be flagged as updatable
  35582. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35583. * @returns a new Mesh
  35584. */
  35585. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35586. var options = {
  35587. shape: shape,
  35588. holes: holes,
  35589. depth: depth,
  35590. updatable: updatable,
  35591. sideOrientation: sideOrientation
  35592. };
  35593. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35594. };
  35595. /**
  35596. * Creates an extruded shape mesh.
  35597. * 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
  35598. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35599. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35600. * @param name defines the name of the mesh to create
  35601. * @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
  35602. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35603. * @param scale is the value to scale the shape
  35604. * @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
  35605. * @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
  35606. * @param scene defines the hosting scene
  35607. * @param updatable defines if the mesh must be flagged as updatable
  35608. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35609. * @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)
  35610. * @returns a new Mesh
  35611. */
  35612. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35613. if (scene === void 0) { scene = null; }
  35614. var options = {
  35615. shape: shape,
  35616. path: path,
  35617. scale: scale,
  35618. rotation: rotation,
  35619. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35620. sideOrientation: sideOrientation,
  35621. instance: instance,
  35622. updatable: updatable
  35623. };
  35624. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35625. };
  35626. /**
  35627. * Creates an custom extruded shape mesh.
  35628. * The custom extrusion is a parametric shape.
  35629. * It has no predefined shape. Its final shape will depend on the input parameters.
  35630. * Please consider using the same method from the MeshBuilder class instead
  35631. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35632. * @param name defines the name of the mesh to create
  35633. * @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
  35634. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35635. * @param scaleFunction is a custom Javascript function called on each path point
  35636. * @param rotationFunction is a custom Javascript function called on each path point
  35637. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35638. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35639. * @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
  35640. * @param scene defines the hosting scene
  35641. * @param updatable defines if the mesh must be flagged as updatable
  35642. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35643. * @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)
  35644. * @returns a new Mesh
  35645. */
  35646. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35647. var options = {
  35648. shape: shape,
  35649. path: path,
  35650. scaleFunction: scaleFunction,
  35651. rotationFunction: rotationFunction,
  35652. ribbonCloseArray: ribbonCloseArray,
  35653. ribbonClosePath: ribbonClosePath,
  35654. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35655. sideOrientation: sideOrientation,
  35656. instance: instance,
  35657. updatable: updatable
  35658. };
  35659. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35660. };
  35661. /**
  35662. * Creates lathe mesh.
  35663. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35664. * Please consider using the same method from the MeshBuilder class instead
  35665. * @param name defines the name of the mesh to create
  35666. * @param shape is a required array of successive Vector3. This array depicts the shape to be 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
  35667. * @param radius is the radius value of the lathe
  35668. * @param tessellation is the side number of the lathe.
  35669. * @param scene defines the hosting scene
  35670. * @param updatable defines if the mesh must be flagged as updatable
  35671. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35672. * @returns a new Mesh
  35673. */
  35674. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35675. var options = {
  35676. shape: shape,
  35677. radius: radius,
  35678. tessellation: tessellation,
  35679. sideOrientation: sideOrientation,
  35680. updatable: updatable
  35681. };
  35682. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35683. };
  35684. /**
  35685. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35686. * @param name defines the name of the mesh to create
  35687. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35688. * @param scene defines the hosting scene
  35689. * @param updatable defines if the mesh must be flagged as updatable
  35690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35691. * @returns a new Mesh
  35692. */
  35693. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35694. var options = {
  35695. size: size,
  35696. width: size,
  35697. height: size,
  35698. sideOrientation: sideOrientation,
  35699. updatable: updatable
  35700. };
  35701. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35702. };
  35703. /**
  35704. * Creates a ground mesh.
  35705. * Please consider using the same method from the MeshBuilder class instead
  35706. * @param name defines the name of the mesh to create
  35707. * @param width set the width of the ground
  35708. * @param height set the height of the ground
  35709. * @param subdivisions sets the number of subdivisions per side
  35710. * @param scene defines the hosting scene
  35711. * @param updatable defines if the mesh must be flagged as updatable
  35712. * @returns a new Mesh
  35713. */
  35714. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35715. var options = {
  35716. width: width,
  35717. height: height,
  35718. subdivisions: subdivisions,
  35719. updatable: updatable
  35720. };
  35721. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35722. };
  35723. /**
  35724. * Creates a tiled ground mesh.
  35725. * Please consider using the same method from the MeshBuilder class instead
  35726. * @param name defines the name of the mesh to create
  35727. * @param xmin set the ground minimum X coordinate
  35728. * @param zmin set the ground minimum Y coordinate
  35729. * @param xmax set the ground maximum X coordinate
  35730. * @param zmax set the ground maximum Z coordinate
  35731. * @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
  35732. * @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
  35733. * @param scene defines the hosting scene
  35734. * @param updatable defines if the mesh must be flagged as updatable
  35735. * @returns a new Mesh
  35736. */
  35737. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35738. var options = {
  35739. xmin: xmin,
  35740. zmin: zmin,
  35741. xmax: xmax,
  35742. zmax: zmax,
  35743. subdivisions: subdivisions,
  35744. precision: precision,
  35745. updatable: updatable
  35746. };
  35747. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35748. };
  35749. /**
  35750. * Creates a ground mesh from a height map.
  35751. * Please consider using the same method from the MeshBuilder class instead
  35752. * @see http://doc.babylonjs.com/babylon101/height_map
  35753. * @param name defines the name of the mesh to create
  35754. * @param url sets the URL of the height map image resource
  35755. * @param width set the ground width size
  35756. * @param height set the ground height size
  35757. * @param subdivisions sets the number of subdivision per side
  35758. * @param minHeight is the minimum altitude on the ground
  35759. * @param maxHeight is the maximum altitude on the ground
  35760. * @param scene defines the hosting scene
  35761. * @param updatable defines if the mesh must be flagged as updatable
  35762. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35763. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35764. * @returns a new Mesh
  35765. */
  35766. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35767. var options = {
  35768. width: width,
  35769. height: height,
  35770. subdivisions: subdivisions,
  35771. minHeight: minHeight,
  35772. maxHeight: maxHeight,
  35773. updatable: updatable,
  35774. onReady: onReady,
  35775. alphaFilter: alphaFilter
  35776. };
  35777. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35778. };
  35779. /**
  35780. * Creates a tube mesh.
  35781. * The tube is a parametric shape.
  35782. * It has no predefined shape. Its final shape will depend on the input parameters.
  35783. * Please consider using the same method from the MeshBuilder class instead
  35784. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35785. * @param name defines the name of the mesh to create
  35786. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35787. * @param radius sets the tube radius size
  35788. * @param tessellation is the number of sides on the tubular surface
  35789. * @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
  35790. * @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
  35791. * @param scene defines the hosting scene
  35792. * @param updatable defines if the mesh must be flagged as updatable
  35793. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35794. * @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)
  35795. * @returns a new Mesh
  35796. */
  35797. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35798. var options = {
  35799. path: path,
  35800. radius: radius,
  35801. tessellation: tessellation,
  35802. radiusFunction: radiusFunction,
  35803. arc: 1,
  35804. cap: cap,
  35805. updatable: updatable,
  35806. sideOrientation: sideOrientation,
  35807. instance: instance
  35808. };
  35809. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35810. };
  35811. /**
  35812. * Creates a polyhedron mesh.
  35813. * Please consider using the same method from the MeshBuilder class instead.
  35814. * * 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
  35815. * * The parameter `size` (positive float, default 1) sets the polygon size
  35816. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35817. * * 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`
  35818. * * 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
  35819. * * 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)`)
  35820. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  35821. * * 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
  35822. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35823. * * 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
  35824. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35825. * @param name defines the name of the mesh to create
  35826. * @param options defines the options used to create the mesh
  35827. * @param scene defines the hosting scene
  35828. * @returns a new Mesh
  35829. */
  35830. Mesh.CreatePolyhedron = function (name, options, scene) {
  35831. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35832. };
  35833. /**
  35834. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35835. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35836. * * 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`)
  35837. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35838. * * 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
  35839. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35840. * * 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
  35841. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35842. * @param name defines the name of the mesh
  35843. * @param options defines the options used to create the mesh
  35844. * @param scene defines the hosting scene
  35845. * @returns a new Mesh
  35846. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35847. */
  35848. Mesh.CreateIcoSphere = function (name, options, scene) {
  35849. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35850. };
  35851. /**
  35852. * Creates a decal mesh.
  35853. * Please consider using the same method from the MeshBuilder class instead.
  35854. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35855. * @param name defines the name of the mesh
  35856. * @param sourceMesh defines the mesh receiving the decal
  35857. * @param position sets the position of the decal in world coordinates
  35858. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35859. * @param size sets the decal scaling
  35860. * @param angle sets the angle to rotate the decal
  35861. * @returns a new Mesh
  35862. */
  35863. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35864. var options = {
  35865. position: position,
  35866. normal: normal,
  35867. size: size,
  35868. angle: angle
  35869. };
  35870. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35871. };
  35872. // Skeletons
  35873. /**
  35874. * Prepare internal position array for software CPU skinning
  35875. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35876. */
  35877. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35878. if (!this._sourcePositions) {
  35879. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35880. if (!source) {
  35881. return this._sourcePositions;
  35882. }
  35883. this._sourcePositions = new Float32Array(source);
  35884. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35885. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35886. }
  35887. }
  35888. return this._sourcePositions;
  35889. };
  35890. /**
  35891. * Prepare internal normal array for software CPU skinning
  35892. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35893. */
  35894. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35895. if (!this._sourceNormals) {
  35896. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35897. if (!source) {
  35898. return this._sourceNormals;
  35899. }
  35900. this._sourceNormals = new Float32Array(source);
  35901. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35902. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35903. }
  35904. }
  35905. return this._sourceNormals;
  35906. };
  35907. /**
  35908. * Updates the vertex buffer by applying transformation from the bones
  35909. * @param skeleton defines the skeleton to apply to current mesh
  35910. * @returns the current mesh
  35911. */
  35912. Mesh.prototype.applySkeleton = function (skeleton) {
  35913. if (!this.geometry) {
  35914. return this;
  35915. }
  35916. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35917. return this;
  35918. }
  35919. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35920. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35921. return this;
  35922. }
  35923. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35924. return this;
  35925. }
  35926. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35927. return this;
  35928. }
  35929. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35930. return this;
  35931. }
  35932. if (!this._sourcePositions) {
  35933. var submeshes = this.subMeshes.slice();
  35934. this.setPositionsForCPUSkinning();
  35935. this.subMeshes = submeshes;
  35936. }
  35937. if (!this._sourceNormals) {
  35938. this.setNormalsForCPUSkinning();
  35939. }
  35940. // positionsData checks for not being Float32Array will only pass at most once
  35941. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35942. if (!positionsData) {
  35943. return this;
  35944. }
  35945. if (!(positionsData instanceof Float32Array)) {
  35946. positionsData = new Float32Array(positionsData);
  35947. }
  35948. // normalsData checks for not being Float32Array will only pass at most once
  35949. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35950. if (!normalsData) {
  35951. return this;
  35952. }
  35953. if (!(normalsData instanceof Float32Array)) {
  35954. normalsData = new Float32Array(normalsData);
  35955. }
  35956. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35957. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35958. if (!matricesWeightsData || !matricesIndicesData) {
  35959. return this;
  35960. }
  35961. var needExtras = this.numBoneInfluencers > 4;
  35962. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35963. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35964. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35965. var tempVector3 = BABYLON.Vector3.Zero();
  35966. var finalMatrix = new BABYLON.Matrix();
  35967. var tempMatrix = new BABYLON.Matrix();
  35968. var matWeightIdx = 0;
  35969. var inf;
  35970. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35971. var weight;
  35972. for (inf = 0; inf < 4; inf++) {
  35973. weight = matricesWeightsData[matWeightIdx + inf];
  35974. if (weight > 0) {
  35975. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35976. finalMatrix.addToSelf(tempMatrix);
  35977. }
  35978. }
  35979. if (needExtras) {
  35980. for (inf = 0; inf < 4; inf++) {
  35981. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35982. if (weight > 0) {
  35983. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35984. finalMatrix.addToSelf(tempMatrix);
  35985. }
  35986. }
  35987. }
  35988. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35989. tempVector3.toArray(positionsData, index);
  35990. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35991. tempVector3.toArray(normalsData, index);
  35992. finalMatrix.reset();
  35993. }
  35994. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35995. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35996. return this;
  35997. };
  35998. // Tools
  35999. /**
  36000. * 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
  36001. * @param meshes defines the list of meshes to scan
  36002. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36003. */
  36004. Mesh.MinMax = function (meshes) {
  36005. var minVector = null;
  36006. var maxVector = null;
  36007. meshes.forEach(function (mesh, index, array) {
  36008. var boundingInfo = mesh.getBoundingInfo();
  36009. var boundingBox = boundingInfo.boundingBox;
  36010. if (!minVector || !maxVector) {
  36011. minVector = boundingBox.minimumWorld;
  36012. maxVector = boundingBox.maximumWorld;
  36013. }
  36014. else {
  36015. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36016. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36017. }
  36018. });
  36019. if (!minVector || !maxVector) {
  36020. return {
  36021. min: BABYLON.Vector3.Zero(),
  36022. max: BABYLON.Vector3.Zero()
  36023. };
  36024. }
  36025. return {
  36026. min: minVector,
  36027. max: maxVector
  36028. };
  36029. };
  36030. /**
  36031. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36032. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36033. * @returns a vector3
  36034. */
  36035. Mesh.Center = function (meshesOrMinMaxVector) {
  36036. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36037. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36038. };
  36039. /**
  36040. * Merge the array of meshes into a single mesh for performance reasons.
  36041. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36042. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36043. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36044. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36045. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36046. * @returns a new mesh
  36047. */
  36048. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36049. if (disposeSource === void 0) { disposeSource = true; }
  36050. var index;
  36051. if (!allow32BitsIndices) {
  36052. var totalVertices = 0;
  36053. // Counting vertices
  36054. for (index = 0; index < meshes.length; index++) {
  36055. if (meshes[index]) {
  36056. totalVertices += meshes[index].getTotalVertices();
  36057. if (totalVertices > 65536) {
  36058. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36059. return null;
  36060. }
  36061. }
  36062. }
  36063. }
  36064. // Merge
  36065. var vertexData = null;
  36066. var otherVertexData;
  36067. var indiceArray = new Array();
  36068. var source = null;
  36069. for (index = 0; index < meshes.length; index++) {
  36070. if (meshes[index]) {
  36071. var wm = meshes[index].computeWorldMatrix(true);
  36072. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36073. otherVertexData.transform(wm);
  36074. if (vertexData) {
  36075. vertexData.merge(otherVertexData, allow32BitsIndices);
  36076. }
  36077. else {
  36078. vertexData = otherVertexData;
  36079. source = meshes[index];
  36080. }
  36081. if (subdivideWithSubMeshes) {
  36082. indiceArray.push(meshes[index].getTotalIndices());
  36083. }
  36084. }
  36085. }
  36086. source = source;
  36087. if (!meshSubclass) {
  36088. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36089. }
  36090. vertexData.applyToMesh(meshSubclass);
  36091. // Setting properties
  36092. meshSubclass.material = source.material;
  36093. meshSubclass.checkCollisions = source.checkCollisions;
  36094. // Cleaning
  36095. if (disposeSource) {
  36096. for (index = 0; index < meshes.length; index++) {
  36097. if (meshes[index]) {
  36098. meshes[index].dispose();
  36099. }
  36100. }
  36101. }
  36102. // Subdivide
  36103. if (subdivideWithSubMeshes) {
  36104. //-- removal of global submesh
  36105. meshSubclass.releaseSubMeshes();
  36106. index = 0;
  36107. var offset = 0;
  36108. //-- apply subdivision according to index table
  36109. while (index < indiceArray.length) {
  36110. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36111. offset += indiceArray[index];
  36112. index++;
  36113. }
  36114. }
  36115. return meshSubclass;
  36116. };
  36117. /** @hidden */
  36118. Mesh.prototype.addInstance = function (instance) {
  36119. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36120. this.instances.push(instance);
  36121. };
  36122. /** @hidden */
  36123. Mesh.prototype.removeInstance = function (instance) {
  36124. // Remove from mesh
  36125. var index = instance._indexInSourceMeshInstanceArray;
  36126. if (index != -1) {
  36127. if (index !== this.instances.length - 1) {
  36128. var last = this.instances[this.instances.length - 1];
  36129. this.instances[index] = last;
  36130. last._indexInSourceMeshInstanceArray = index;
  36131. }
  36132. instance._indexInSourceMeshInstanceArray = -1;
  36133. this.instances.pop();
  36134. }
  36135. };
  36136. // Consts
  36137. /**
  36138. * Mesh side orientation : usually the external or front surface
  36139. */
  36140. Mesh.FRONTSIDE = 0;
  36141. /**
  36142. * Mesh side orientation : usually the internal or back surface
  36143. */
  36144. Mesh.BACKSIDE = 1;
  36145. /**
  36146. * Mesh side orientation : both internal and external or front and back surfaces
  36147. */
  36148. Mesh.DOUBLESIDE = 2;
  36149. /**
  36150. * Mesh side orientation : by default, `FRONTSIDE`
  36151. */
  36152. Mesh.DEFAULTSIDE = 0;
  36153. /**
  36154. * Mesh cap setting : no cap
  36155. */
  36156. Mesh.NO_CAP = 0;
  36157. /**
  36158. * Mesh cap setting : one cap at the beginning of the mesh
  36159. */
  36160. Mesh.CAP_START = 1;
  36161. /**
  36162. * Mesh cap setting : one cap at the end of the mesh
  36163. */
  36164. Mesh.CAP_END = 2;
  36165. /**
  36166. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36167. */
  36168. Mesh.CAP_ALL = 3;
  36169. return Mesh;
  36170. }(BABYLON.AbstractMesh));
  36171. BABYLON.Mesh = Mesh;
  36172. })(BABYLON || (BABYLON = {}));
  36173. //# sourceMappingURL=babylon.mesh.js.map
  36174. var BABYLON;
  36175. (function (BABYLON) {
  36176. /**
  36177. * Base class for submeshes
  36178. */
  36179. var BaseSubMesh = /** @class */ (function () {
  36180. function BaseSubMesh() {
  36181. }
  36182. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36183. /**
  36184. * Gets associated effect
  36185. */
  36186. get: function () {
  36187. return this._materialEffect;
  36188. },
  36189. enumerable: true,
  36190. configurable: true
  36191. });
  36192. /**
  36193. * Sets associated effect (effect used to render this submesh)
  36194. * @param effect defines the effect to associate with
  36195. * @param defines defines the set of defines used to compile this effect
  36196. */
  36197. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36198. if (defines === void 0) { defines = null; }
  36199. if (this._materialEffect === effect) {
  36200. if (!effect) {
  36201. this._materialDefines = null;
  36202. }
  36203. return;
  36204. }
  36205. this._materialDefines = defines;
  36206. this._materialEffect = effect;
  36207. };
  36208. return BaseSubMesh;
  36209. }());
  36210. BABYLON.BaseSubMesh = BaseSubMesh;
  36211. /**
  36212. * Defines a subdivision inside a mesh
  36213. */
  36214. var SubMesh = /** @class */ (function (_super) {
  36215. __extends(SubMesh, _super);
  36216. /**
  36217. * Creates a new submesh
  36218. * @param materialIndex defines the material index to use
  36219. * @param verticesStart defines vertex index start
  36220. * @param verticesCount defines vertices count
  36221. * @param indexStart defines index start
  36222. * @param indexCount defines indices count
  36223. * @param mesh defines the parent mesh
  36224. * @param renderingMesh defines an optional rendering mesh
  36225. * @param createBoundingBox defines if bounding box should be created for this submesh
  36226. */
  36227. function SubMesh(
  36228. /** the material index to use */
  36229. materialIndex,
  36230. /** vertex index start */
  36231. verticesStart,
  36232. /** vertices count */
  36233. verticesCount,
  36234. /** index start */
  36235. indexStart,
  36236. /** indices count */
  36237. indexCount, mesh, renderingMesh, createBoundingBox) {
  36238. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36239. var _this = _super.call(this) || this;
  36240. _this.materialIndex = materialIndex;
  36241. _this.verticesStart = verticesStart;
  36242. _this.verticesCount = verticesCount;
  36243. _this.indexStart = indexStart;
  36244. _this.indexCount = indexCount;
  36245. /** @hidden */
  36246. _this._renderId = 0;
  36247. _this._mesh = mesh;
  36248. _this._renderingMesh = renderingMesh || mesh;
  36249. mesh.subMeshes.push(_this);
  36250. _this._trianglePlanes = [];
  36251. _this._id = mesh.subMeshes.length - 1;
  36252. if (createBoundingBox) {
  36253. _this.refreshBoundingInfo();
  36254. mesh.computeWorldMatrix(true);
  36255. }
  36256. return _this;
  36257. }
  36258. /**
  36259. * Add a new submesh to a mesh
  36260. * @param materialIndex defines the material index to use
  36261. * @param verticesStart defines vertex index start
  36262. * @param verticesCount defines vertices count
  36263. * @param indexStart defines index start
  36264. * @param indexCount defines indices count
  36265. * @param mesh defines the parent mesh
  36266. * @param renderingMesh defines an optional rendering mesh
  36267. * @param createBoundingBox defines if bounding box should be created for this submesh
  36268. * @returns the new submesh
  36269. */
  36270. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36271. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36272. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36273. };
  36274. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36275. /**
  36276. * Returns true if this submesh covers the entire parent mesh
  36277. * @ignorenaming
  36278. */
  36279. get: function () {
  36280. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36281. },
  36282. enumerable: true,
  36283. configurable: true
  36284. });
  36285. /**
  36286. * Returns the submesh BoudingInfo object
  36287. * @returns current bounding info (or mesh's one if the submesh is global)
  36288. */
  36289. SubMesh.prototype.getBoundingInfo = function () {
  36290. if (this.IsGlobal) {
  36291. return this._mesh.getBoundingInfo();
  36292. }
  36293. return this._boundingInfo;
  36294. };
  36295. /**
  36296. * Sets the submesh BoundingInfo
  36297. * @param boundingInfo defines the new bounding info to use
  36298. * @returns the SubMesh
  36299. */
  36300. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36301. this._boundingInfo = boundingInfo;
  36302. return this;
  36303. };
  36304. /**
  36305. * Returns the mesh of the current submesh
  36306. * @return the parent mesh
  36307. */
  36308. SubMesh.prototype.getMesh = function () {
  36309. return this._mesh;
  36310. };
  36311. /**
  36312. * Returns the rendering mesh of the submesh
  36313. * @returns the rendering mesh (could be different from parent mesh)
  36314. */
  36315. SubMesh.prototype.getRenderingMesh = function () {
  36316. return this._renderingMesh;
  36317. };
  36318. /**
  36319. * Returns the submesh material
  36320. * @returns null or the current material
  36321. */
  36322. SubMesh.prototype.getMaterial = function () {
  36323. var rootMaterial = this._renderingMesh.material;
  36324. if (rootMaterial === null || rootMaterial === undefined) {
  36325. return this._mesh.getScene().defaultMaterial;
  36326. }
  36327. else if (rootMaterial.getSubMaterial) {
  36328. var multiMaterial = rootMaterial;
  36329. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36330. if (this._currentMaterial !== effectiveMaterial) {
  36331. this._currentMaterial = effectiveMaterial;
  36332. this._materialDefines = null;
  36333. }
  36334. return effectiveMaterial;
  36335. }
  36336. return rootMaterial;
  36337. };
  36338. // Methods
  36339. /**
  36340. * Sets a new updated BoundingInfo object to the submesh
  36341. * @returns the SubMesh
  36342. */
  36343. SubMesh.prototype.refreshBoundingInfo = function () {
  36344. this._lastColliderWorldVertices = null;
  36345. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36346. return this;
  36347. }
  36348. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36349. if (!data) {
  36350. this._boundingInfo = this._mesh.getBoundingInfo();
  36351. return this;
  36352. }
  36353. var indices = this._renderingMesh.getIndices();
  36354. var extend;
  36355. //is this the only submesh?
  36356. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36357. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36358. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36359. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36360. }
  36361. else {
  36362. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36363. }
  36364. if (this._boundingInfo) {
  36365. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36366. }
  36367. else {
  36368. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36369. }
  36370. return this;
  36371. };
  36372. /** @hidden */
  36373. SubMesh.prototype._checkCollision = function (collider) {
  36374. var boundingInfo = this.getBoundingInfo();
  36375. return boundingInfo._checkCollision(collider);
  36376. };
  36377. /**
  36378. * Updates the submesh BoundingInfo
  36379. * @param world defines the world matrix to use to update the bounding info
  36380. * @returns the submesh
  36381. */
  36382. SubMesh.prototype.updateBoundingInfo = function (world) {
  36383. var boundingInfo = this.getBoundingInfo();
  36384. if (!boundingInfo) {
  36385. this.refreshBoundingInfo();
  36386. boundingInfo = this.getBoundingInfo();
  36387. }
  36388. boundingInfo.update(world);
  36389. return this;
  36390. };
  36391. /**
  36392. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36393. * @param frustumPlanes defines the frustum planes
  36394. * @returns true if the submesh is intersecting with the frustum
  36395. */
  36396. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36397. var boundingInfo = this.getBoundingInfo();
  36398. if (!boundingInfo) {
  36399. return false;
  36400. }
  36401. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36402. };
  36403. /**
  36404. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36405. * @param frustumPlanes defines the frustum planes
  36406. * @returns true if the submesh is inside the frustum
  36407. */
  36408. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36409. var boundingInfo = this.getBoundingInfo();
  36410. if (!boundingInfo) {
  36411. return false;
  36412. }
  36413. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36414. };
  36415. /**
  36416. * Renders the submesh
  36417. * @param enableAlphaMode defines if alpha needs to be used
  36418. * @returns the submesh
  36419. */
  36420. SubMesh.prototype.render = function (enableAlphaMode) {
  36421. this._renderingMesh.render(this, enableAlphaMode);
  36422. return this;
  36423. };
  36424. /**
  36425. * @hidden
  36426. */
  36427. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36428. if (!this._linesIndexBuffer) {
  36429. var linesIndices = [];
  36430. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36431. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36432. }
  36433. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36434. this._linesIndexCount = linesIndices.length;
  36435. }
  36436. return this._linesIndexBuffer;
  36437. };
  36438. /**
  36439. * Checks if the submesh intersects with a ray
  36440. * @param ray defines the ray to test
  36441. * @returns true is the passed ray intersects the submesh bounding box
  36442. */
  36443. SubMesh.prototype.canIntersects = function (ray) {
  36444. var boundingInfo = this.getBoundingInfo();
  36445. if (!boundingInfo) {
  36446. return false;
  36447. }
  36448. return ray.intersectsBox(boundingInfo.boundingBox);
  36449. };
  36450. /**
  36451. * Intersects current submesh with a ray
  36452. * @param ray defines the ray to test
  36453. * @param positions defines mesh's positions array
  36454. * @param indices defines mesh's indices array
  36455. * @param fastCheck defines if only bounding info should be used
  36456. * @returns intersection info or null if no intersection
  36457. */
  36458. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36459. var material = this.getMaterial();
  36460. if (!material) {
  36461. return null;
  36462. }
  36463. switch (material.fillMode) {
  36464. case BABYLON.Material.PointListDrawMode:
  36465. case BABYLON.Material.LineListDrawMode:
  36466. case BABYLON.Material.LineLoopDrawMode:
  36467. case BABYLON.Material.LineStripDrawMode:
  36468. case BABYLON.Material.TriangleFanDrawMode:
  36469. case BABYLON.Material.TriangleStripDrawMode:
  36470. return null;
  36471. }
  36472. // LineMesh first as it's also a Mesh...
  36473. if (BABYLON.LinesMesh) {
  36474. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36475. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36476. }
  36477. }
  36478. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36479. };
  36480. /** @hidden */
  36481. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36482. var intersectInfo = null;
  36483. // Line test
  36484. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36485. var p0 = positions[indices[index]];
  36486. var p1 = positions[indices[index + 1]];
  36487. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36488. if (length < 0) {
  36489. continue;
  36490. }
  36491. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36492. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36493. if (fastCheck) {
  36494. break;
  36495. }
  36496. }
  36497. }
  36498. return intersectInfo;
  36499. };
  36500. /** @hidden */
  36501. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36502. var intersectInfo = null;
  36503. // Triangles test
  36504. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36505. var p0 = positions[indices[index]];
  36506. var p1 = positions[indices[index + 1]];
  36507. var p2 = positions[indices[index + 2]];
  36508. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36509. if (currentIntersectInfo) {
  36510. if (currentIntersectInfo.distance < 0) {
  36511. continue;
  36512. }
  36513. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36514. intersectInfo = currentIntersectInfo;
  36515. intersectInfo.faceId = index / 3;
  36516. if (fastCheck) {
  36517. break;
  36518. }
  36519. }
  36520. }
  36521. }
  36522. return intersectInfo;
  36523. };
  36524. /** @hidden */
  36525. SubMesh.prototype._rebuild = function () {
  36526. if (this._linesIndexBuffer) {
  36527. this._linesIndexBuffer = null;
  36528. }
  36529. };
  36530. // Clone
  36531. /**
  36532. * Creates a new submesh from the passed mesh
  36533. * @param newMesh defines the new hosting mesh
  36534. * @param newRenderingMesh defines an optional rendering mesh
  36535. * @returns the new submesh
  36536. */
  36537. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36538. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36539. if (!this.IsGlobal) {
  36540. var boundingInfo = this.getBoundingInfo();
  36541. if (!boundingInfo) {
  36542. return result;
  36543. }
  36544. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36545. }
  36546. return result;
  36547. };
  36548. // Dispose
  36549. /**
  36550. * Release associated resources
  36551. */
  36552. SubMesh.prototype.dispose = function () {
  36553. if (this._linesIndexBuffer) {
  36554. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36555. this._linesIndexBuffer = null;
  36556. }
  36557. // Remove from mesh
  36558. var index = this._mesh.subMeshes.indexOf(this);
  36559. this._mesh.subMeshes.splice(index, 1);
  36560. };
  36561. // Statics
  36562. /**
  36563. * Creates a new submesh from indices data
  36564. * @param materialIndex the index of the main mesh material
  36565. * @param startIndex the index where to start the copy in the mesh indices array
  36566. * @param indexCount the number of indices to copy then from the startIndex
  36567. * @param mesh the main mesh to create the submesh from
  36568. * @param renderingMesh the optional rendering mesh
  36569. * @returns a new submesh
  36570. */
  36571. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36572. var minVertexIndex = Number.MAX_VALUE;
  36573. var maxVertexIndex = -Number.MAX_VALUE;
  36574. renderingMesh = (renderingMesh || mesh);
  36575. var indices = renderingMesh.getIndices();
  36576. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36577. var vertexIndex = indices[index];
  36578. if (vertexIndex < minVertexIndex) {
  36579. minVertexIndex = vertexIndex;
  36580. }
  36581. if (vertexIndex > maxVertexIndex) {
  36582. maxVertexIndex = vertexIndex;
  36583. }
  36584. }
  36585. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36586. };
  36587. return SubMesh;
  36588. }(BaseSubMesh));
  36589. BABYLON.SubMesh = SubMesh;
  36590. })(BABYLON || (BABYLON = {}));
  36591. //# sourceMappingURL=babylon.subMesh.js.map
  36592. var __assign = (this && this.__assign) || function () {
  36593. __assign = Object.assign || function(t) {
  36594. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36595. s = arguments[i];
  36596. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36597. t[p] = s[p];
  36598. }
  36599. return t;
  36600. };
  36601. return __assign.apply(this, arguments);
  36602. };
  36603. var BABYLON;
  36604. (function (BABYLON) {
  36605. /**
  36606. * Manages the defines for the Material
  36607. */
  36608. var MaterialDefines = /** @class */ (function () {
  36609. function MaterialDefines() {
  36610. this._isDirty = true;
  36611. /** @hidden */
  36612. this._areLightsDirty = true;
  36613. /** @hidden */
  36614. this._areAttributesDirty = true;
  36615. /** @hidden */
  36616. this._areTexturesDirty = true;
  36617. /** @hidden */
  36618. this._areFresnelDirty = true;
  36619. /** @hidden */
  36620. this._areMiscDirty = true;
  36621. /** @hidden */
  36622. this._areImageProcessingDirty = true;
  36623. /** @hidden */
  36624. this._normals = false;
  36625. /** @hidden */
  36626. this._uvs = false;
  36627. /** @hidden */
  36628. this._needNormals = false;
  36629. /** @hidden */
  36630. this._needUVs = false;
  36631. }
  36632. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36633. /**
  36634. * Specifies if the material needs to be re-calculated
  36635. */
  36636. get: function () {
  36637. return this._isDirty;
  36638. },
  36639. enumerable: true,
  36640. configurable: true
  36641. });
  36642. /**
  36643. * Marks the material to indicate that it has been re-calculated
  36644. */
  36645. MaterialDefines.prototype.markAsProcessed = function () {
  36646. this._isDirty = false;
  36647. this._areAttributesDirty = false;
  36648. this._areTexturesDirty = false;
  36649. this._areFresnelDirty = false;
  36650. this._areLightsDirty = false;
  36651. this._areMiscDirty = false;
  36652. this._areImageProcessingDirty = false;
  36653. };
  36654. /**
  36655. * Marks the material to indicate that it needs to be re-calculated
  36656. */
  36657. MaterialDefines.prototype.markAsUnprocessed = function () {
  36658. this._isDirty = true;
  36659. };
  36660. /**
  36661. * Marks the material to indicate all of its defines need to be re-calculated
  36662. */
  36663. MaterialDefines.prototype.markAllAsDirty = function () {
  36664. this._areTexturesDirty = true;
  36665. this._areAttributesDirty = true;
  36666. this._areLightsDirty = true;
  36667. this._areFresnelDirty = true;
  36668. this._areMiscDirty = true;
  36669. this._areImageProcessingDirty = true;
  36670. this._isDirty = true;
  36671. };
  36672. /**
  36673. * Marks the material to indicate that image processing needs to be re-calculated
  36674. */
  36675. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36676. this._areImageProcessingDirty = true;
  36677. this._isDirty = true;
  36678. };
  36679. /**
  36680. * Marks the material to indicate the lights need to be re-calculated
  36681. */
  36682. MaterialDefines.prototype.markAsLightDirty = function () {
  36683. this._areLightsDirty = true;
  36684. this._isDirty = true;
  36685. };
  36686. /**
  36687. * Marks the attribute state as changed
  36688. */
  36689. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36690. this._areAttributesDirty = true;
  36691. this._isDirty = true;
  36692. };
  36693. /**
  36694. * Marks the texture state as changed
  36695. */
  36696. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36697. this._areTexturesDirty = true;
  36698. this._isDirty = true;
  36699. };
  36700. /**
  36701. * Marks the fresnel state as changed
  36702. */
  36703. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36704. this._areFresnelDirty = true;
  36705. this._isDirty = true;
  36706. };
  36707. /**
  36708. * Marks the misc state as changed
  36709. */
  36710. MaterialDefines.prototype.markAsMiscDirty = function () {
  36711. this._areMiscDirty = true;
  36712. this._isDirty = true;
  36713. };
  36714. /**
  36715. * Rebuilds the material defines
  36716. */
  36717. MaterialDefines.prototype.rebuild = function () {
  36718. if (this._keys) {
  36719. delete this._keys;
  36720. }
  36721. this._keys = [];
  36722. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36723. var key = _a[_i];
  36724. if (key[0] === "_") {
  36725. continue;
  36726. }
  36727. this._keys.push(key);
  36728. }
  36729. };
  36730. /**
  36731. * Specifies if two material defines are equal
  36732. * @param other - A material define instance to compare to
  36733. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36734. */
  36735. MaterialDefines.prototype.isEqual = function (other) {
  36736. if (this._keys.length !== other._keys.length) {
  36737. return false;
  36738. }
  36739. for (var index = 0; index < this._keys.length; index++) {
  36740. var prop = this._keys[index];
  36741. if (this[prop] !== other[prop]) {
  36742. return false;
  36743. }
  36744. }
  36745. return true;
  36746. };
  36747. /**
  36748. * Clones this instance's defines to another instance
  36749. * @param other - material defines to clone values to
  36750. */
  36751. MaterialDefines.prototype.cloneTo = function (other) {
  36752. if (this._keys.length !== other._keys.length) {
  36753. other._keys = this._keys.slice(0);
  36754. }
  36755. for (var index = 0; index < this._keys.length; index++) {
  36756. var prop = this._keys[index];
  36757. other[prop] = this[prop];
  36758. }
  36759. };
  36760. /**
  36761. * Resets the material define values
  36762. */
  36763. MaterialDefines.prototype.reset = function () {
  36764. for (var index = 0; index < this._keys.length; index++) {
  36765. var prop = this._keys[index];
  36766. var type = typeof this[prop];
  36767. switch (type) {
  36768. case "number":
  36769. this[prop] = 0;
  36770. break;
  36771. case "string":
  36772. this[prop] = "";
  36773. break;
  36774. default:
  36775. this[prop] = false;
  36776. break;
  36777. }
  36778. }
  36779. };
  36780. /**
  36781. * Converts the material define values to a string
  36782. * @returns - String of material define information
  36783. */
  36784. MaterialDefines.prototype.toString = function () {
  36785. var result = "";
  36786. for (var index = 0; index < this._keys.length; index++) {
  36787. var prop = this._keys[index];
  36788. var value = this[prop];
  36789. var type = typeof value;
  36790. switch (type) {
  36791. case "number":
  36792. case "string":
  36793. result += "#define " + prop + " " + value + "\n";
  36794. break;
  36795. default:
  36796. if (value) {
  36797. result += "#define " + prop + "\n";
  36798. }
  36799. break;
  36800. }
  36801. }
  36802. return result;
  36803. };
  36804. return MaterialDefines;
  36805. }());
  36806. BABYLON.MaterialDefines = MaterialDefines;
  36807. /**
  36808. * Base class for the main features of a material in Babylon.js
  36809. */
  36810. var Material = /** @class */ (function () {
  36811. /**
  36812. * Creates a material instance
  36813. * @param name defines the name of the material
  36814. * @param scene defines the scene to reference
  36815. * @param doNotAdd specifies if the material should be added to the scene
  36816. */
  36817. function Material(name, scene, doNotAdd) {
  36818. /**
  36819. * Gets or sets user defined metadata
  36820. */
  36821. this.metadata = null;
  36822. /**
  36823. * Specifies if the ready state should be checked on each call
  36824. */
  36825. this.checkReadyOnEveryCall = false;
  36826. /**
  36827. * Specifies if the ready state should be checked once
  36828. */
  36829. this.checkReadyOnlyOnce = false;
  36830. /**
  36831. * The state of the material
  36832. */
  36833. this.state = "";
  36834. /**
  36835. * The alpha value of the material
  36836. */
  36837. this._alpha = 1.0;
  36838. /**
  36839. * Specifies if back face culling is enabled
  36840. */
  36841. this._backFaceCulling = true;
  36842. /**
  36843. * Specifies if the material should be serialized
  36844. */
  36845. this.doNotSerialize = false;
  36846. /**
  36847. * @hidden
  36848. */
  36849. this._storeEffectOnSubMeshes = false;
  36850. /**
  36851. * An event triggered when the material is disposed
  36852. */
  36853. this.onDisposeObservable = new BABYLON.Observable();
  36854. /**
  36855. * Stores the value of the alpha mode
  36856. */
  36857. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36858. /**
  36859. * Stores the state of the need depth pre-pass value
  36860. */
  36861. this._needDepthPrePass = false;
  36862. /**
  36863. * Specifies if depth writing should be disabled
  36864. */
  36865. this.disableDepthWrite = false;
  36866. /**
  36867. * Specifies if depth writing should be forced
  36868. */
  36869. this.forceDepthWrite = false;
  36870. /**
  36871. * Specifies if there should be a separate pass for culling
  36872. */
  36873. this.separateCullingPass = false;
  36874. /**
  36875. * Stores the state specifing if fog should be enabled
  36876. */
  36877. this._fogEnabled = true;
  36878. /**
  36879. * Stores the size of points
  36880. */
  36881. this.pointSize = 1.0;
  36882. /**
  36883. * Stores the z offset value
  36884. */
  36885. this.zOffset = 0;
  36886. /**
  36887. * @hidden
  36888. * Specifies if the material was previously ready
  36889. */
  36890. this._wasPreviouslyReady = false;
  36891. /**
  36892. * Stores the fill mode state
  36893. */
  36894. this._fillMode = Material.TriangleFillMode;
  36895. /** @hidden */
  36896. this._indexInSceneMaterialArray = -1;
  36897. this.name = name;
  36898. this.id = name || BABYLON.Tools.RandomId();
  36899. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36900. this.uniqueId = this._scene.getUniqueId();
  36901. if (this._scene.useRightHandedSystem) {
  36902. this.sideOrientation = Material.ClockWiseSideOrientation;
  36903. }
  36904. else {
  36905. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36906. }
  36907. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36908. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36909. if (!doNotAdd) {
  36910. this._scene.addMaterial(this);
  36911. }
  36912. if (this._scene.useMaterialMeshMap) {
  36913. this.meshMap = {};
  36914. }
  36915. }
  36916. Object.defineProperty(Material, "TriangleFillMode", {
  36917. /**
  36918. * Returns the triangle fill mode
  36919. */
  36920. get: function () {
  36921. return Material._TriangleFillMode;
  36922. },
  36923. enumerable: true,
  36924. configurable: true
  36925. });
  36926. Object.defineProperty(Material, "WireFrameFillMode", {
  36927. /**
  36928. * Returns the wireframe mode
  36929. */
  36930. get: function () {
  36931. return Material._WireFrameFillMode;
  36932. },
  36933. enumerable: true,
  36934. configurable: true
  36935. });
  36936. Object.defineProperty(Material, "PointFillMode", {
  36937. /**
  36938. * Returns the point fill mode
  36939. */
  36940. get: function () {
  36941. return Material._PointFillMode;
  36942. },
  36943. enumerable: true,
  36944. configurable: true
  36945. });
  36946. Object.defineProperty(Material, "PointListDrawMode", {
  36947. /**
  36948. * Returns the point list draw mode
  36949. */
  36950. get: function () {
  36951. return Material._PointListDrawMode;
  36952. },
  36953. enumerable: true,
  36954. configurable: true
  36955. });
  36956. Object.defineProperty(Material, "LineListDrawMode", {
  36957. /**
  36958. * Returns the line list draw mode
  36959. */
  36960. get: function () {
  36961. return Material._LineListDrawMode;
  36962. },
  36963. enumerable: true,
  36964. configurable: true
  36965. });
  36966. Object.defineProperty(Material, "LineLoopDrawMode", {
  36967. /**
  36968. * Returns the line loop draw mode
  36969. */
  36970. get: function () {
  36971. return Material._LineLoopDrawMode;
  36972. },
  36973. enumerable: true,
  36974. configurable: true
  36975. });
  36976. Object.defineProperty(Material, "LineStripDrawMode", {
  36977. /**
  36978. * Returns the line strip draw mode
  36979. */
  36980. get: function () {
  36981. return Material._LineStripDrawMode;
  36982. },
  36983. enumerable: true,
  36984. configurable: true
  36985. });
  36986. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36987. /**
  36988. * Returns the triangle strip draw mode
  36989. */
  36990. get: function () {
  36991. return Material._TriangleStripDrawMode;
  36992. },
  36993. enumerable: true,
  36994. configurable: true
  36995. });
  36996. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36997. /**
  36998. * Returns the triangle fan draw mode
  36999. */
  37000. get: function () {
  37001. return Material._TriangleFanDrawMode;
  37002. },
  37003. enumerable: true,
  37004. configurable: true
  37005. });
  37006. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37007. /**
  37008. * Returns the clock-wise side orientation
  37009. */
  37010. get: function () {
  37011. return Material._ClockWiseSideOrientation;
  37012. },
  37013. enumerable: true,
  37014. configurable: true
  37015. });
  37016. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37017. /**
  37018. * Returns the counter clock-wise side orientation
  37019. */
  37020. get: function () {
  37021. return Material._CounterClockWiseSideOrientation;
  37022. },
  37023. enumerable: true,
  37024. configurable: true
  37025. });
  37026. Object.defineProperty(Material.prototype, "alpha", {
  37027. /**
  37028. * Gets the alpha value of the material
  37029. */
  37030. get: function () {
  37031. return this._alpha;
  37032. },
  37033. /**
  37034. * Sets the alpha value of the material
  37035. */
  37036. set: function (value) {
  37037. if (this._alpha === value) {
  37038. return;
  37039. }
  37040. this._alpha = value;
  37041. this.markAsDirty(Material.MiscDirtyFlag);
  37042. },
  37043. enumerable: true,
  37044. configurable: true
  37045. });
  37046. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37047. /**
  37048. * Gets the back-face culling state
  37049. */
  37050. get: function () {
  37051. return this._backFaceCulling;
  37052. },
  37053. /**
  37054. * Sets the back-face culling state
  37055. */
  37056. set: function (value) {
  37057. if (this._backFaceCulling === value) {
  37058. return;
  37059. }
  37060. this._backFaceCulling = value;
  37061. this.markAsDirty(Material.TextureDirtyFlag);
  37062. },
  37063. enumerable: true,
  37064. configurable: true
  37065. });
  37066. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37067. /**
  37068. * Gets a boolean indicating that current material needs to register RTT
  37069. */
  37070. get: function () {
  37071. return false;
  37072. },
  37073. enumerable: true,
  37074. configurable: true
  37075. });
  37076. Object.defineProperty(Material.prototype, "onDispose", {
  37077. /**
  37078. * Called during a dispose event
  37079. */
  37080. set: function (callback) {
  37081. if (this._onDisposeObserver) {
  37082. this.onDisposeObservable.remove(this._onDisposeObserver);
  37083. }
  37084. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37085. },
  37086. enumerable: true,
  37087. configurable: true
  37088. });
  37089. Object.defineProperty(Material.prototype, "onBindObservable", {
  37090. /**
  37091. * An event triggered when the material is bound
  37092. */
  37093. get: function () {
  37094. if (!this._onBindObservable) {
  37095. this._onBindObservable = new BABYLON.Observable();
  37096. }
  37097. return this._onBindObservable;
  37098. },
  37099. enumerable: true,
  37100. configurable: true
  37101. });
  37102. Object.defineProperty(Material.prototype, "onBind", {
  37103. /**
  37104. * Called during a bind event
  37105. */
  37106. set: function (callback) {
  37107. if (this._onBindObserver) {
  37108. this.onBindObservable.remove(this._onBindObserver);
  37109. }
  37110. this._onBindObserver = this.onBindObservable.add(callback);
  37111. },
  37112. enumerable: true,
  37113. configurable: true
  37114. });
  37115. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37116. /**
  37117. * An event triggered when the material is unbound
  37118. */
  37119. get: function () {
  37120. if (!this._onUnBindObservable) {
  37121. this._onUnBindObservable = new BABYLON.Observable();
  37122. }
  37123. return this._onUnBindObservable;
  37124. },
  37125. enumerable: true,
  37126. configurable: true
  37127. });
  37128. Object.defineProperty(Material.prototype, "alphaMode", {
  37129. /**
  37130. * Gets the value of the alpha mode
  37131. */
  37132. get: function () {
  37133. return this._alphaMode;
  37134. },
  37135. /**
  37136. * Sets the value of the alpha mode.
  37137. *
  37138. * | Value | Type | Description |
  37139. * | --- | --- | --- |
  37140. * | 0 | ALPHA_DISABLE | |
  37141. * | 1 | ALPHA_ADD | |
  37142. * | 2 | ALPHA_COMBINE | |
  37143. * | 3 | ALPHA_SUBTRACT | |
  37144. * | 4 | ALPHA_MULTIPLY | |
  37145. * | 5 | ALPHA_MAXIMIZED | |
  37146. * | 6 | ALPHA_ONEONE | |
  37147. * | 7 | ALPHA_PREMULTIPLIED | |
  37148. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37149. * | 9 | ALPHA_INTERPOLATE | |
  37150. * | 10 | ALPHA_SCREENMODE | |
  37151. *
  37152. */
  37153. set: function (value) {
  37154. if (this._alphaMode === value) {
  37155. return;
  37156. }
  37157. this._alphaMode = value;
  37158. this.markAsDirty(Material.TextureDirtyFlag);
  37159. },
  37160. enumerable: true,
  37161. configurable: true
  37162. });
  37163. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37164. /**
  37165. * Gets the depth pre-pass value
  37166. */
  37167. get: function () {
  37168. return this._needDepthPrePass;
  37169. },
  37170. /**
  37171. * Sets the need depth pre-pass value
  37172. */
  37173. set: function (value) {
  37174. if (this._needDepthPrePass === value) {
  37175. return;
  37176. }
  37177. this._needDepthPrePass = value;
  37178. if (this._needDepthPrePass) {
  37179. this.checkReadyOnEveryCall = true;
  37180. }
  37181. },
  37182. enumerable: true,
  37183. configurable: true
  37184. });
  37185. Object.defineProperty(Material.prototype, "fogEnabled", {
  37186. /**
  37187. * Gets the value of the fog enabled state
  37188. */
  37189. get: function () {
  37190. return this._fogEnabled;
  37191. },
  37192. /**
  37193. * Sets the state for enabling fog
  37194. */
  37195. set: function (value) {
  37196. if (this._fogEnabled === value) {
  37197. return;
  37198. }
  37199. this._fogEnabled = value;
  37200. this.markAsDirty(Material.MiscDirtyFlag);
  37201. },
  37202. enumerable: true,
  37203. configurable: true
  37204. });
  37205. Object.defineProperty(Material.prototype, "wireframe", {
  37206. /**
  37207. * Gets a value specifying if wireframe mode is enabled
  37208. */
  37209. get: function () {
  37210. switch (this._fillMode) {
  37211. case Material.WireFrameFillMode:
  37212. case Material.LineListDrawMode:
  37213. case Material.LineLoopDrawMode:
  37214. case Material.LineStripDrawMode:
  37215. return true;
  37216. }
  37217. return this._scene.forceWireframe;
  37218. },
  37219. /**
  37220. * Sets the state of wireframe mode
  37221. */
  37222. set: function (value) {
  37223. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37224. },
  37225. enumerable: true,
  37226. configurable: true
  37227. });
  37228. Object.defineProperty(Material.prototype, "pointsCloud", {
  37229. /**
  37230. * Gets the value specifying if point clouds are enabled
  37231. */
  37232. get: function () {
  37233. switch (this._fillMode) {
  37234. case Material.PointFillMode:
  37235. case Material.PointListDrawMode:
  37236. return true;
  37237. }
  37238. return this._scene.forcePointsCloud;
  37239. },
  37240. /**
  37241. * Sets the state of point cloud mode
  37242. */
  37243. set: function (value) {
  37244. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37245. },
  37246. enumerable: true,
  37247. configurable: true
  37248. });
  37249. Object.defineProperty(Material.prototype, "fillMode", {
  37250. /**
  37251. * Gets the material fill mode
  37252. */
  37253. get: function () {
  37254. return this._fillMode;
  37255. },
  37256. /**
  37257. * Sets the material fill mode
  37258. */
  37259. set: function (value) {
  37260. if (this._fillMode === value) {
  37261. return;
  37262. }
  37263. this._fillMode = value;
  37264. this.markAsDirty(Material.MiscDirtyFlag);
  37265. },
  37266. enumerable: true,
  37267. configurable: true
  37268. });
  37269. /**
  37270. * Returns a string representation of the current material
  37271. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37272. * @returns a string with material information
  37273. */
  37274. Material.prototype.toString = function (fullDetails) {
  37275. var ret = "Name: " + this.name;
  37276. if (fullDetails) {
  37277. }
  37278. return ret;
  37279. };
  37280. /**
  37281. * Gets the class name of the material
  37282. * @returns a string with the class name of the material
  37283. */
  37284. Material.prototype.getClassName = function () {
  37285. return "Material";
  37286. };
  37287. Object.defineProperty(Material.prototype, "isFrozen", {
  37288. /**
  37289. * Specifies if updates for the material been locked
  37290. */
  37291. get: function () {
  37292. return this.checkReadyOnlyOnce;
  37293. },
  37294. enumerable: true,
  37295. configurable: true
  37296. });
  37297. /**
  37298. * Locks updates for the material
  37299. */
  37300. Material.prototype.freeze = function () {
  37301. this.checkReadyOnlyOnce = true;
  37302. };
  37303. /**
  37304. * Unlocks updates for the material
  37305. */
  37306. Material.prototype.unfreeze = function () {
  37307. this.checkReadyOnlyOnce = false;
  37308. };
  37309. /**
  37310. * Specifies if the material is ready to be used
  37311. * @param mesh defines the mesh to check
  37312. * @param useInstances specifies if instances should be used
  37313. * @returns a boolean indicating if the material is ready to be used
  37314. */
  37315. Material.prototype.isReady = function (mesh, useInstances) {
  37316. return true;
  37317. };
  37318. /**
  37319. * Specifies that the submesh is ready to be used
  37320. * @param mesh defines the mesh to check
  37321. * @param subMesh defines which submesh to check
  37322. * @param useInstances specifies that instances should be used
  37323. * @returns a boolean indicating that the submesh is ready or not
  37324. */
  37325. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37326. return false;
  37327. };
  37328. /**
  37329. * Returns the material effect
  37330. * @returns the effect associated with the material
  37331. */
  37332. Material.prototype.getEffect = function () {
  37333. return this._effect;
  37334. };
  37335. /**
  37336. * Returns the current scene
  37337. * @returns a Scene
  37338. */
  37339. Material.prototype.getScene = function () {
  37340. return this._scene;
  37341. };
  37342. /**
  37343. * Specifies if the material will require alpha blending
  37344. * @returns a boolean specifying if alpha blending is needed
  37345. */
  37346. Material.prototype.needAlphaBlending = function () {
  37347. return (this.alpha < 1.0);
  37348. };
  37349. /**
  37350. * Specifies if the mesh will require alpha blending
  37351. * @param mesh defines the mesh to check
  37352. * @returns a boolean specifying if alpha blending is needed for the mesh
  37353. */
  37354. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37355. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37356. };
  37357. /**
  37358. * Specifies if this material should be rendered in alpha test mode
  37359. * @returns a boolean specifying if an alpha test is needed.
  37360. */
  37361. Material.prototype.needAlphaTesting = function () {
  37362. return false;
  37363. };
  37364. /**
  37365. * Gets the texture used for the alpha test
  37366. * @returns the texture to use for alpha testing
  37367. */
  37368. Material.prototype.getAlphaTestTexture = function () {
  37369. return null;
  37370. };
  37371. /**
  37372. * Marks the material to indicate that it needs to be re-calculated
  37373. */
  37374. Material.prototype.markDirty = function () {
  37375. this._wasPreviouslyReady = false;
  37376. };
  37377. /** @hidden */
  37378. Material.prototype._preBind = function (effect, overrideOrientation) {
  37379. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37380. var engine = this._scene.getEngine();
  37381. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37382. var reverse = orientation === Material.ClockWiseSideOrientation;
  37383. engine.enableEffect(effect ? effect : this._effect);
  37384. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37385. return reverse;
  37386. };
  37387. /**
  37388. * Binds the material to the mesh
  37389. * @param world defines the world transformation matrix
  37390. * @param mesh defines the mesh to bind the material to
  37391. */
  37392. Material.prototype.bind = function (world, mesh) {
  37393. };
  37394. /**
  37395. * Binds the submesh to the material
  37396. * @param world defines the world transformation matrix
  37397. * @param mesh defines the mesh containing the submesh
  37398. * @param subMesh defines the submesh to bind the material to
  37399. */
  37400. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37401. };
  37402. /**
  37403. * Binds the world matrix to the material
  37404. * @param world defines the world transformation matrix
  37405. */
  37406. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37407. };
  37408. /**
  37409. * Binds the scene's uniform buffer to the effect.
  37410. * @param effect defines the effect to bind to the scene uniform buffer
  37411. * @param sceneUbo defines the uniform buffer storing scene data
  37412. */
  37413. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37414. sceneUbo.bindToEffect(effect, "Scene");
  37415. };
  37416. /**
  37417. * Binds the view matrix to the effect
  37418. * @param effect defines the effect to bind the view matrix to
  37419. */
  37420. Material.prototype.bindView = function (effect) {
  37421. if (!this._useUBO) {
  37422. effect.setMatrix("view", this.getScene().getViewMatrix());
  37423. }
  37424. else {
  37425. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37426. }
  37427. };
  37428. /**
  37429. * Binds the view projection matrix to the effect
  37430. * @param effect defines the effect to bind the view projection matrix to
  37431. */
  37432. Material.prototype.bindViewProjection = function (effect) {
  37433. if (!this._useUBO) {
  37434. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37435. }
  37436. else {
  37437. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37438. }
  37439. };
  37440. /**
  37441. * Specifies if material alpha testing should be turned on for the mesh
  37442. * @param mesh defines the mesh to check
  37443. */
  37444. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37445. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37446. };
  37447. /**
  37448. * Processes to execute after binding the material to a mesh
  37449. * @param mesh defines the rendered mesh
  37450. */
  37451. Material.prototype._afterBind = function (mesh) {
  37452. this._scene._cachedMaterial = this;
  37453. if (mesh) {
  37454. this._scene._cachedVisibility = mesh.visibility;
  37455. }
  37456. else {
  37457. this._scene._cachedVisibility = 1;
  37458. }
  37459. if (this._onBindObservable && mesh) {
  37460. this._onBindObservable.notifyObservers(mesh);
  37461. }
  37462. if (this.disableDepthWrite) {
  37463. var engine = this._scene.getEngine();
  37464. this._cachedDepthWriteState = engine.getDepthWrite();
  37465. engine.setDepthWrite(false);
  37466. }
  37467. };
  37468. /**
  37469. * Unbinds the material from the mesh
  37470. */
  37471. Material.prototype.unbind = function () {
  37472. if (this._onUnBindObservable) {
  37473. this._onUnBindObservable.notifyObservers(this);
  37474. }
  37475. if (this.disableDepthWrite) {
  37476. var engine = this._scene.getEngine();
  37477. engine.setDepthWrite(this._cachedDepthWriteState);
  37478. }
  37479. };
  37480. /**
  37481. * Gets the active textures from the material
  37482. * @returns an array of textures
  37483. */
  37484. Material.prototype.getActiveTextures = function () {
  37485. return [];
  37486. };
  37487. /**
  37488. * Specifies if the material uses a texture
  37489. * @param texture defines the texture to check against the material
  37490. * @returns a boolean specifying if the material uses the texture
  37491. */
  37492. Material.prototype.hasTexture = function (texture) {
  37493. return false;
  37494. };
  37495. /**
  37496. * Makes a duplicate of the material, and gives it a new name
  37497. * @param name defines the new name for the duplicated material
  37498. * @returns the cloned material
  37499. */
  37500. Material.prototype.clone = function (name) {
  37501. return null;
  37502. };
  37503. /**
  37504. * Gets the meshes bound to the material
  37505. * @returns an array of meshes bound to the material
  37506. */
  37507. Material.prototype.getBindedMeshes = function () {
  37508. var _this = this;
  37509. if (this.meshMap) {
  37510. var result = new Array();
  37511. for (var meshId in this.meshMap) {
  37512. var mesh = this.meshMap[meshId];
  37513. if (mesh) {
  37514. result.push(mesh);
  37515. }
  37516. }
  37517. return result;
  37518. }
  37519. else {
  37520. var meshes = this._scene.meshes;
  37521. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37522. }
  37523. };
  37524. /**
  37525. * Force shader compilation
  37526. * @param mesh defines the mesh associated with this material
  37527. * @param onCompiled defines a function to execute once the material is compiled
  37528. * @param options defines the options to configure the compilation
  37529. */
  37530. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37531. var _this = this;
  37532. var localOptions = __assign({ clipPlane: false }, options);
  37533. var subMesh = new BABYLON.BaseSubMesh();
  37534. var scene = this.getScene();
  37535. var checkReady = function () {
  37536. if (!_this._scene || !_this._scene.getEngine()) {
  37537. return;
  37538. }
  37539. if (subMesh._materialDefines) {
  37540. subMesh._materialDefines._renderId = -1;
  37541. }
  37542. var clipPlaneState = scene.clipPlane;
  37543. if (localOptions.clipPlane) {
  37544. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37545. }
  37546. if (_this._storeEffectOnSubMeshes) {
  37547. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37548. if (onCompiled) {
  37549. onCompiled(_this);
  37550. }
  37551. }
  37552. else {
  37553. setTimeout(checkReady, 16);
  37554. }
  37555. }
  37556. else {
  37557. if (_this.isReady(mesh)) {
  37558. if (onCompiled) {
  37559. onCompiled(_this);
  37560. }
  37561. }
  37562. else {
  37563. setTimeout(checkReady, 16);
  37564. }
  37565. }
  37566. if (localOptions.clipPlane) {
  37567. scene.clipPlane = clipPlaneState;
  37568. }
  37569. };
  37570. checkReady();
  37571. };
  37572. /**
  37573. * Force shader compilation
  37574. * @param mesh defines the mesh that will use this material
  37575. * @param options defines additional options for compiling the shaders
  37576. * @returns a promise that resolves when the compilation completes
  37577. */
  37578. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37579. var _this = this;
  37580. return new Promise(function (resolve) {
  37581. _this.forceCompilation(mesh, function () {
  37582. resolve();
  37583. }, options);
  37584. });
  37585. };
  37586. /**
  37587. * Marks a define in the material to indicate that it needs to be re-computed
  37588. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37589. */
  37590. Material.prototype.markAsDirty = function (flag) {
  37591. if (this.getScene().blockMaterialDirtyMechanism) {
  37592. return;
  37593. }
  37594. Material._DirtyCallbackArray.length = 0;
  37595. if (flag & Material.TextureDirtyFlag) {
  37596. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37597. }
  37598. if (flag & Material.LightDirtyFlag) {
  37599. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37600. }
  37601. if (flag & Material.FresnelDirtyFlag) {
  37602. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37603. }
  37604. if (flag & Material.AttributesDirtyFlag) {
  37605. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37606. }
  37607. if (flag & Material.MiscDirtyFlag) {
  37608. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37609. }
  37610. if (Material._DirtyCallbackArray.length) {
  37611. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37612. }
  37613. this.getScene().resetCachedMaterial();
  37614. };
  37615. /**
  37616. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37617. * @param func defines a function which checks material defines against the submeshes
  37618. */
  37619. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37620. if (this.getScene().blockMaterialDirtyMechanism) {
  37621. return;
  37622. }
  37623. var meshes = this.getScene().meshes;
  37624. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37625. var mesh = meshes_1[_i];
  37626. if (!mesh.subMeshes) {
  37627. continue;
  37628. }
  37629. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37630. var subMesh = _b[_a];
  37631. if (subMesh.getMaterial() !== this) {
  37632. continue;
  37633. }
  37634. if (!subMesh._materialDefines) {
  37635. continue;
  37636. }
  37637. func(subMesh._materialDefines);
  37638. }
  37639. }
  37640. };
  37641. /**
  37642. * Indicates that image processing needs to be re-calculated for all submeshes
  37643. */
  37644. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37645. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37646. };
  37647. /**
  37648. * Indicates that textures need to be re-calculated for all submeshes
  37649. */
  37650. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37651. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37652. };
  37653. /**
  37654. * Indicates that fresnel needs to be re-calculated for all submeshes
  37655. */
  37656. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37657. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37658. };
  37659. /**
  37660. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37661. */
  37662. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37663. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37664. };
  37665. /**
  37666. * Indicates that lights need to be re-calculated for all submeshes
  37667. */
  37668. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37669. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37670. };
  37671. /**
  37672. * Indicates that attributes need to be re-calculated for all submeshes
  37673. */
  37674. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37675. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37676. };
  37677. /**
  37678. * Indicates that misc needs to be re-calculated for all submeshes
  37679. */
  37680. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37681. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37682. };
  37683. /**
  37684. * Indicates that textures and misc need to be re-calculated for all submeshes
  37685. */
  37686. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37687. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37688. };
  37689. /**
  37690. * Disposes the material
  37691. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37692. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37693. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37694. */
  37695. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37696. var scene = this.getScene();
  37697. // Animations
  37698. scene.stopAnimation(this);
  37699. scene.freeProcessedMaterials();
  37700. // Remove from scene
  37701. scene.removeMaterial(this);
  37702. if (notBoundToMesh !== true) {
  37703. // Remove from meshes
  37704. if (this.meshMap) {
  37705. for (var meshId in this.meshMap) {
  37706. var mesh = this.meshMap[meshId];
  37707. if (mesh) {
  37708. mesh.material = null; // will set the entry in the map to undefined
  37709. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37710. }
  37711. }
  37712. }
  37713. else {
  37714. var meshes = scene.meshes;
  37715. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37716. var mesh = meshes_2[_i];
  37717. if (mesh.material === this) {
  37718. mesh.material = null;
  37719. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37720. }
  37721. }
  37722. }
  37723. }
  37724. this._uniformBuffer.dispose();
  37725. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37726. if (forceDisposeEffect && this._effect) {
  37727. if (!this._storeEffectOnSubMeshes) {
  37728. scene.getEngine()._releaseEffect(this._effect);
  37729. }
  37730. this._effect = null;
  37731. }
  37732. // Callback
  37733. this.onDisposeObservable.notifyObservers(this);
  37734. this.onDisposeObservable.clear();
  37735. if (this._onBindObservable) {
  37736. this._onBindObservable.clear();
  37737. }
  37738. if (this._onUnBindObservable) {
  37739. this._onUnBindObservable.clear();
  37740. }
  37741. };
  37742. /** @hidden */
  37743. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37744. if (mesh.geometry) {
  37745. var geometry = (mesh.geometry);
  37746. var scene = this.getScene();
  37747. if (this._storeEffectOnSubMeshes) {
  37748. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37749. var subMesh = _a[_i];
  37750. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37751. if (forceDisposeEffect && subMesh._materialEffect) {
  37752. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37753. }
  37754. }
  37755. }
  37756. else {
  37757. geometry._releaseVertexArrayObject(this._effect);
  37758. }
  37759. }
  37760. };
  37761. /**
  37762. * Serializes this material
  37763. * @returns the serialized material object
  37764. */
  37765. Material.prototype.serialize = function () {
  37766. return BABYLON.SerializationHelper.Serialize(this);
  37767. };
  37768. /**
  37769. * Creates a MultiMaterial from parsed MultiMaterial data.
  37770. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37771. * @param scene defines the hosting scene
  37772. * @returns a new MultiMaterial
  37773. */
  37774. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37775. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37776. multiMaterial.id = parsedMultiMaterial.id;
  37777. if (BABYLON.Tags) {
  37778. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37779. }
  37780. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37781. var subMatId = parsedMultiMaterial.materials[matIndex];
  37782. if (subMatId) {
  37783. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37784. }
  37785. else {
  37786. multiMaterial.subMaterials.push(null);
  37787. }
  37788. }
  37789. return multiMaterial;
  37790. };
  37791. /**
  37792. * Creates a material from parsed material data
  37793. * @param parsedMaterial defines parsed material data
  37794. * @param scene defines the hosting scene
  37795. * @param rootUrl defines the root URL to use to load textures
  37796. * @returns a new material
  37797. */
  37798. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37799. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37800. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37801. }
  37802. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37803. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37804. if (!BABYLON.LegacyPBRMaterial) {
  37805. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37806. return;
  37807. }
  37808. }
  37809. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37810. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37811. };
  37812. // Triangle views
  37813. Material._TriangleFillMode = 0;
  37814. Material._WireFrameFillMode = 1;
  37815. Material._PointFillMode = 2;
  37816. // Draw modes
  37817. Material._PointListDrawMode = 3;
  37818. Material._LineListDrawMode = 4;
  37819. Material._LineLoopDrawMode = 5;
  37820. Material._LineStripDrawMode = 6;
  37821. Material._TriangleStripDrawMode = 7;
  37822. Material._TriangleFanDrawMode = 8;
  37823. /**
  37824. * Stores the clock-wise side orientation
  37825. */
  37826. Material._ClockWiseSideOrientation = 0;
  37827. /**
  37828. * Stores the counter clock-wise side orientation
  37829. */
  37830. Material._CounterClockWiseSideOrientation = 1;
  37831. /**
  37832. * The dirty texture flag value
  37833. */
  37834. Material.TextureDirtyFlag = 1;
  37835. /**
  37836. * The dirty light flag value
  37837. */
  37838. Material.LightDirtyFlag = 2;
  37839. /**
  37840. * The dirty fresnel flag value
  37841. */
  37842. Material.FresnelDirtyFlag = 4;
  37843. /**
  37844. * The dirty attribute flag value
  37845. */
  37846. Material.AttributesDirtyFlag = 8;
  37847. /**
  37848. * The dirty misc flag value
  37849. */
  37850. Material.MiscDirtyFlag = 16;
  37851. /**
  37852. * The all dirty flag value
  37853. */
  37854. Material.AllDirtyFlag = 31;
  37855. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37856. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37857. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37858. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37859. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37860. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37861. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37862. Material._FresnelDirtyCallBack(defines);
  37863. Material._MiscDirtyCallBack(defines);
  37864. };
  37865. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37866. Material._TextureDirtyCallBack(defines);
  37867. Material._MiscDirtyCallBack(defines);
  37868. };
  37869. Material._DirtyCallbackArray = [];
  37870. Material._RunDirtyCallBacks = function (defines) {
  37871. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37872. var cb = _a[_i];
  37873. cb(defines);
  37874. }
  37875. };
  37876. __decorate([
  37877. BABYLON.serialize()
  37878. ], Material.prototype, "id", void 0);
  37879. __decorate([
  37880. BABYLON.serialize()
  37881. ], Material.prototype, "uniqueId", void 0);
  37882. __decorate([
  37883. BABYLON.serialize()
  37884. ], Material.prototype, "name", void 0);
  37885. __decorate([
  37886. BABYLON.serialize()
  37887. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37888. __decorate([
  37889. BABYLON.serialize()
  37890. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37891. __decorate([
  37892. BABYLON.serialize()
  37893. ], Material.prototype, "state", void 0);
  37894. __decorate([
  37895. BABYLON.serialize("alpha")
  37896. ], Material.prototype, "_alpha", void 0);
  37897. __decorate([
  37898. BABYLON.serialize("backFaceCulling")
  37899. ], Material.prototype, "_backFaceCulling", void 0);
  37900. __decorate([
  37901. BABYLON.serialize()
  37902. ], Material.prototype, "sideOrientation", void 0);
  37903. __decorate([
  37904. BABYLON.serialize("alphaMode")
  37905. ], Material.prototype, "_alphaMode", void 0);
  37906. __decorate([
  37907. BABYLON.serialize()
  37908. ], Material.prototype, "_needDepthPrePass", void 0);
  37909. __decorate([
  37910. BABYLON.serialize()
  37911. ], Material.prototype, "disableDepthWrite", void 0);
  37912. __decorate([
  37913. BABYLON.serialize()
  37914. ], Material.prototype, "forceDepthWrite", void 0);
  37915. __decorate([
  37916. BABYLON.serialize()
  37917. ], Material.prototype, "separateCullingPass", void 0);
  37918. __decorate([
  37919. BABYLON.serialize("fogEnabled")
  37920. ], Material.prototype, "_fogEnabled", void 0);
  37921. __decorate([
  37922. BABYLON.serialize()
  37923. ], Material.prototype, "pointSize", void 0);
  37924. __decorate([
  37925. BABYLON.serialize()
  37926. ], Material.prototype, "zOffset", void 0);
  37927. __decorate([
  37928. BABYLON.serialize()
  37929. ], Material.prototype, "wireframe", null);
  37930. __decorate([
  37931. BABYLON.serialize()
  37932. ], Material.prototype, "pointsCloud", null);
  37933. __decorate([
  37934. BABYLON.serialize()
  37935. ], Material.prototype, "fillMode", null);
  37936. return Material;
  37937. }());
  37938. BABYLON.Material = Material;
  37939. })(BABYLON || (BABYLON = {}));
  37940. //# sourceMappingURL=babylon.material.js.map
  37941. var BABYLON;
  37942. (function (BABYLON) {
  37943. /**
  37944. * Uniform buffer objects.
  37945. *
  37946. * Handles blocks of uniform on the GPU.
  37947. *
  37948. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37949. *
  37950. * For more information, please refer to :
  37951. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37952. */
  37953. var UniformBuffer = /** @class */ (function () {
  37954. /**
  37955. * Instantiates a new Uniform buffer objects.
  37956. *
  37957. * Handles blocks of uniform on the GPU.
  37958. *
  37959. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37960. *
  37961. * For more information, please refer to :
  37962. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37963. * @param engine Define the engine the buffer is associated with
  37964. * @param data Define the data contained in the buffer
  37965. * @param dynamic Define if the buffer is updatable
  37966. */
  37967. function UniformBuffer(engine, data, dynamic) {
  37968. this._engine = engine;
  37969. this._noUBO = !engine.supportsUniformBuffers;
  37970. this._dynamic = dynamic;
  37971. this._data = data || [];
  37972. this._uniformLocations = {};
  37973. this._uniformSizes = {};
  37974. this._uniformLocationPointer = 0;
  37975. this._needSync = false;
  37976. if (this._noUBO) {
  37977. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37978. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37979. this.updateFloat = this._updateFloatForEffect;
  37980. this.updateFloat2 = this._updateFloat2ForEffect;
  37981. this.updateFloat3 = this._updateFloat3ForEffect;
  37982. this.updateFloat4 = this._updateFloat4ForEffect;
  37983. this.updateMatrix = this._updateMatrixForEffect;
  37984. this.updateVector3 = this._updateVector3ForEffect;
  37985. this.updateVector4 = this._updateVector4ForEffect;
  37986. this.updateColor3 = this._updateColor3ForEffect;
  37987. this.updateColor4 = this._updateColor4ForEffect;
  37988. }
  37989. else {
  37990. this._engine._uniformBuffers.push(this);
  37991. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37992. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37993. this.updateFloat = this._updateFloatForUniform;
  37994. this.updateFloat2 = this._updateFloat2ForUniform;
  37995. this.updateFloat3 = this._updateFloat3ForUniform;
  37996. this.updateFloat4 = this._updateFloat4ForUniform;
  37997. this.updateMatrix = this._updateMatrixForUniform;
  37998. this.updateVector3 = this._updateVector3ForUniform;
  37999. this.updateVector4 = this._updateVector4ForUniform;
  38000. this.updateColor3 = this._updateColor3ForUniform;
  38001. this.updateColor4 = this._updateColor4ForUniform;
  38002. }
  38003. }
  38004. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38005. /**
  38006. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38007. * or just falling back on setUniformXXX calls.
  38008. */
  38009. get: function () {
  38010. return !this._noUBO;
  38011. },
  38012. enumerable: true,
  38013. configurable: true
  38014. });
  38015. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38016. /**
  38017. * Indicates if the WebGL underlying uniform buffer is in sync
  38018. * with the javascript cache data.
  38019. */
  38020. get: function () {
  38021. return !this._needSync;
  38022. },
  38023. enumerable: true,
  38024. configurable: true
  38025. });
  38026. /**
  38027. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38028. * Also, a dynamic UniformBuffer will disable cache verification and always
  38029. * update the underlying WebGL uniform buffer to the GPU.
  38030. * @returns if Dynamic, otherwise false
  38031. */
  38032. UniformBuffer.prototype.isDynamic = function () {
  38033. return this._dynamic !== undefined;
  38034. };
  38035. /**
  38036. * The data cache on JS side.
  38037. * @returns the underlying data as a float array
  38038. */
  38039. UniformBuffer.prototype.getData = function () {
  38040. return this._bufferData;
  38041. };
  38042. /**
  38043. * The underlying WebGL Uniform buffer.
  38044. * @returns the webgl buffer
  38045. */
  38046. UniformBuffer.prototype.getBuffer = function () {
  38047. return this._buffer;
  38048. };
  38049. /**
  38050. * std140 layout specifies how to align data within an UBO structure.
  38051. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38052. * for specs.
  38053. */
  38054. UniformBuffer.prototype._fillAlignment = function (size) {
  38055. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38056. // and 4x4 matrices
  38057. // TODO : change if other types are used
  38058. var alignment;
  38059. if (size <= 2) {
  38060. alignment = size;
  38061. }
  38062. else {
  38063. alignment = 4;
  38064. }
  38065. if ((this._uniformLocationPointer % alignment) !== 0) {
  38066. var oldPointer = this._uniformLocationPointer;
  38067. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38068. var diff = this._uniformLocationPointer - oldPointer;
  38069. for (var i = 0; i < diff; i++) {
  38070. this._data.push(0);
  38071. }
  38072. }
  38073. };
  38074. /**
  38075. * Adds an uniform in the buffer.
  38076. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38077. * for the layout to be correct !
  38078. * @param name Name of the uniform, as used in the uniform block in the shader.
  38079. * @param size Data size, or data directly.
  38080. */
  38081. UniformBuffer.prototype.addUniform = function (name, size) {
  38082. if (this._noUBO) {
  38083. return;
  38084. }
  38085. if (this._uniformLocations[name] !== undefined) {
  38086. // Already existing uniform
  38087. return;
  38088. }
  38089. // This function must be called in the order of the shader layout !
  38090. // size can be the size of the uniform, or data directly
  38091. var data;
  38092. if (size instanceof Array) {
  38093. data = size;
  38094. size = data.length;
  38095. }
  38096. else {
  38097. size = size;
  38098. data = [];
  38099. // Fill with zeros
  38100. for (var i = 0; i < size; i++) {
  38101. data.push(0);
  38102. }
  38103. }
  38104. this._fillAlignment(size);
  38105. this._uniformSizes[name] = size;
  38106. this._uniformLocations[name] = this._uniformLocationPointer;
  38107. this._uniformLocationPointer += size;
  38108. for (var i = 0; i < size; i++) {
  38109. this._data.push(data[i]);
  38110. }
  38111. this._needSync = true;
  38112. };
  38113. /**
  38114. * Adds a Matrix 4x4 to the uniform buffer.
  38115. * @param name Name of the uniform, as used in the uniform block in the shader.
  38116. * @param mat A 4x4 matrix.
  38117. */
  38118. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38119. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38120. };
  38121. /**
  38122. * Adds a vec2 to the uniform buffer.
  38123. * @param name Name of the uniform, as used in the uniform block in the shader.
  38124. * @param x Define the x component value of the vec2
  38125. * @param y Define the y component value of the vec2
  38126. */
  38127. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38128. var temp = [x, y];
  38129. this.addUniform(name, temp);
  38130. };
  38131. /**
  38132. * Adds a vec3 to the uniform buffer.
  38133. * @param name Name of the uniform, as used in the uniform block in the shader.
  38134. * @param x Define the x component value of the vec3
  38135. * @param y Define the y component value of the vec3
  38136. * @param z Define the z component value of the vec3
  38137. */
  38138. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38139. var temp = [x, y, z];
  38140. this.addUniform(name, temp);
  38141. };
  38142. /**
  38143. * Adds a vec3 to the uniform buffer.
  38144. * @param name Name of the uniform, as used in the uniform block in the shader.
  38145. * @param color Define the vec3 from a Color
  38146. */
  38147. UniformBuffer.prototype.addColor3 = function (name, color) {
  38148. var temp = new Array();
  38149. color.toArray(temp);
  38150. this.addUniform(name, temp);
  38151. };
  38152. /**
  38153. * Adds a vec4 to the uniform buffer.
  38154. * @param name Name of the uniform, as used in the uniform block in the shader.
  38155. * @param color Define the rgb components from a Color
  38156. * @param alpha Define the a component of the vec4
  38157. */
  38158. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38159. var temp = new Array();
  38160. color.toArray(temp);
  38161. temp.push(alpha);
  38162. this.addUniform(name, temp);
  38163. };
  38164. /**
  38165. * Adds a vec3 to the uniform buffer.
  38166. * @param name Name of the uniform, as used in the uniform block in the shader.
  38167. * @param vector Define the vec3 components from a Vector
  38168. */
  38169. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38170. var temp = new Array();
  38171. vector.toArray(temp);
  38172. this.addUniform(name, temp);
  38173. };
  38174. /**
  38175. * Adds a Matrix 3x3 to the uniform buffer.
  38176. * @param name Name of the uniform, as used in the uniform block in the shader.
  38177. */
  38178. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38179. this.addUniform(name, 12);
  38180. };
  38181. /**
  38182. * Adds a Matrix 2x2 to the uniform buffer.
  38183. * @param name Name of the uniform, as used in the uniform block in the shader.
  38184. */
  38185. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38186. this.addUniform(name, 8);
  38187. };
  38188. /**
  38189. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38190. */
  38191. UniformBuffer.prototype.create = function () {
  38192. if (this._noUBO) {
  38193. return;
  38194. }
  38195. if (this._buffer) {
  38196. return; // nothing to do
  38197. }
  38198. // See spec, alignment must be filled as a vec4
  38199. this._fillAlignment(4);
  38200. this._bufferData = new Float32Array(this._data);
  38201. this._rebuild();
  38202. this._needSync = true;
  38203. };
  38204. /** @hidden */
  38205. UniformBuffer.prototype._rebuild = function () {
  38206. if (this._noUBO) {
  38207. return;
  38208. }
  38209. if (this._dynamic) {
  38210. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38211. }
  38212. else {
  38213. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38214. }
  38215. };
  38216. /**
  38217. * Updates the WebGL Uniform Buffer on the GPU.
  38218. * If the `dynamic` flag is set to true, no cache comparison is done.
  38219. * Otherwise, the buffer will be updated only if the cache differs.
  38220. */
  38221. UniformBuffer.prototype.update = function () {
  38222. if (!this._buffer) {
  38223. this.create();
  38224. return;
  38225. }
  38226. if (!this._dynamic && !this._needSync) {
  38227. return;
  38228. }
  38229. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38230. this._needSync = false;
  38231. };
  38232. /**
  38233. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38234. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38235. * @param data Define the flattened data
  38236. * @param size Define the size of the data.
  38237. */
  38238. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38239. var location = this._uniformLocations[uniformName];
  38240. if (location === undefined) {
  38241. if (this._buffer) {
  38242. // Cannot add an uniform if the buffer is already created
  38243. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38244. return;
  38245. }
  38246. this.addUniform(uniformName, size);
  38247. location = this._uniformLocations[uniformName];
  38248. }
  38249. if (!this._buffer) {
  38250. this.create();
  38251. }
  38252. if (!this._dynamic) {
  38253. // Cache for static uniform buffers
  38254. var changed = false;
  38255. for (var i = 0; i < size; i++) {
  38256. if (this._bufferData[location + i] !== data[i]) {
  38257. changed = true;
  38258. this._bufferData[location + i] = data[i];
  38259. }
  38260. }
  38261. this._needSync = this._needSync || changed;
  38262. }
  38263. else {
  38264. // No cache for dynamic
  38265. for (var i = 0; i < size; i++) {
  38266. this._bufferData[location + i] = data[i];
  38267. }
  38268. }
  38269. };
  38270. // Update methods
  38271. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38272. // To match std140, matrix must be realigned
  38273. for (var i = 0; i < 3; i++) {
  38274. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38275. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38276. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38277. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38278. }
  38279. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38280. };
  38281. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38282. this._currentEffect.setMatrix3x3(name, matrix);
  38283. };
  38284. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38285. this._currentEffect.setMatrix2x2(name, matrix);
  38286. };
  38287. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38288. // To match std140, matrix must be realigned
  38289. for (var i = 0; i < 2; i++) {
  38290. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38291. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38292. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38293. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38294. }
  38295. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38296. };
  38297. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38298. this._currentEffect.setFloat(name, x);
  38299. };
  38300. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38301. UniformBuffer._tempBuffer[0] = x;
  38302. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38303. };
  38304. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38305. if (suffix === void 0) { suffix = ""; }
  38306. this._currentEffect.setFloat2(name + suffix, x, y);
  38307. };
  38308. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38309. if (suffix === void 0) { suffix = ""; }
  38310. UniformBuffer._tempBuffer[0] = x;
  38311. UniformBuffer._tempBuffer[1] = y;
  38312. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38313. };
  38314. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38315. if (suffix === void 0) { suffix = ""; }
  38316. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38317. };
  38318. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38319. if (suffix === void 0) { suffix = ""; }
  38320. UniformBuffer._tempBuffer[0] = x;
  38321. UniformBuffer._tempBuffer[1] = y;
  38322. UniformBuffer._tempBuffer[2] = z;
  38323. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38324. };
  38325. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38326. if (suffix === void 0) { suffix = ""; }
  38327. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38328. };
  38329. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38330. if (suffix === void 0) { suffix = ""; }
  38331. UniformBuffer._tempBuffer[0] = x;
  38332. UniformBuffer._tempBuffer[1] = y;
  38333. UniformBuffer._tempBuffer[2] = z;
  38334. UniformBuffer._tempBuffer[3] = w;
  38335. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38336. };
  38337. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38338. this._currentEffect.setMatrix(name, mat);
  38339. };
  38340. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38341. this.updateUniform(name, mat.toArray(), 16);
  38342. };
  38343. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38344. this._currentEffect.setVector3(name, vector);
  38345. };
  38346. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38347. vector.toArray(UniformBuffer._tempBuffer);
  38348. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38349. };
  38350. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38351. this._currentEffect.setVector4(name, vector);
  38352. };
  38353. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38354. vector.toArray(UniformBuffer._tempBuffer);
  38355. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38356. };
  38357. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38358. if (suffix === void 0) { suffix = ""; }
  38359. this._currentEffect.setColor3(name + suffix, color);
  38360. };
  38361. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38362. if (suffix === void 0) { suffix = ""; }
  38363. color.toArray(UniformBuffer._tempBuffer);
  38364. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38365. };
  38366. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38367. if (suffix === void 0) { suffix = ""; }
  38368. this._currentEffect.setColor4(name + suffix, color, alpha);
  38369. };
  38370. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38371. if (suffix === void 0) { suffix = ""; }
  38372. color.toArray(UniformBuffer._tempBuffer);
  38373. UniformBuffer._tempBuffer[3] = alpha;
  38374. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38375. };
  38376. /**
  38377. * Sets a sampler uniform on the effect.
  38378. * @param name Define the name of the sampler.
  38379. * @param texture Define the texture to set in the sampler
  38380. */
  38381. UniformBuffer.prototype.setTexture = function (name, texture) {
  38382. this._currentEffect.setTexture(name, texture);
  38383. };
  38384. /**
  38385. * Directly updates the value of the uniform in the cache AND on the GPU.
  38386. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38387. * @param data Define the flattened data
  38388. */
  38389. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38390. this.updateUniform(uniformName, data, data.length);
  38391. this.update();
  38392. };
  38393. /**
  38394. * Binds this uniform buffer to an effect.
  38395. * @param effect Define the effect to bind the buffer to
  38396. * @param name Name of the uniform block in the shader.
  38397. */
  38398. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38399. this._currentEffect = effect;
  38400. if (this._noUBO || !this._buffer) {
  38401. return;
  38402. }
  38403. effect.bindUniformBuffer(this._buffer, name);
  38404. };
  38405. /**
  38406. * Disposes the uniform buffer.
  38407. */
  38408. UniformBuffer.prototype.dispose = function () {
  38409. if (this._noUBO) {
  38410. return;
  38411. }
  38412. var uniformBuffers = this._engine._uniformBuffers;
  38413. var index = uniformBuffers.indexOf(this);
  38414. if (index !== -1) {
  38415. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38416. uniformBuffers.pop();
  38417. }
  38418. if (!this._buffer) {
  38419. return;
  38420. }
  38421. if (this._engine._releaseBuffer(this._buffer)) {
  38422. this._buffer = null;
  38423. }
  38424. };
  38425. // Pool for avoiding memory leaks
  38426. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38427. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38428. return UniformBuffer;
  38429. }());
  38430. BABYLON.UniformBuffer = UniformBuffer;
  38431. })(BABYLON || (BABYLON = {}));
  38432. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38433. var BABYLON;
  38434. (function (BABYLON) {
  38435. /**
  38436. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38437. */
  38438. var VertexData = /** @class */ (function () {
  38439. function VertexData() {
  38440. }
  38441. /**
  38442. * Uses the passed data array to set the set the values for the specified kind of data
  38443. * @param data a linear array of floating numbers
  38444. * @param kind the type of data that is being set, eg positions, colors etc
  38445. */
  38446. VertexData.prototype.set = function (data, kind) {
  38447. switch (kind) {
  38448. case BABYLON.VertexBuffer.PositionKind:
  38449. this.positions = data;
  38450. break;
  38451. case BABYLON.VertexBuffer.NormalKind:
  38452. this.normals = data;
  38453. break;
  38454. case BABYLON.VertexBuffer.TangentKind:
  38455. this.tangents = data;
  38456. break;
  38457. case BABYLON.VertexBuffer.UVKind:
  38458. this.uvs = data;
  38459. break;
  38460. case BABYLON.VertexBuffer.UV2Kind:
  38461. this.uvs2 = data;
  38462. break;
  38463. case BABYLON.VertexBuffer.UV3Kind:
  38464. this.uvs3 = data;
  38465. break;
  38466. case BABYLON.VertexBuffer.UV4Kind:
  38467. this.uvs4 = data;
  38468. break;
  38469. case BABYLON.VertexBuffer.UV5Kind:
  38470. this.uvs5 = data;
  38471. break;
  38472. case BABYLON.VertexBuffer.UV6Kind:
  38473. this.uvs6 = data;
  38474. break;
  38475. case BABYLON.VertexBuffer.ColorKind:
  38476. this.colors = data;
  38477. break;
  38478. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38479. this.matricesIndices = data;
  38480. break;
  38481. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38482. this.matricesWeights = data;
  38483. break;
  38484. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38485. this.matricesIndicesExtra = data;
  38486. break;
  38487. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38488. this.matricesWeightsExtra = data;
  38489. break;
  38490. }
  38491. };
  38492. /**
  38493. * Associates the vertexData to the passed Mesh.
  38494. * Sets it as updatable or not (default `false`)
  38495. * @param mesh the mesh the vertexData is applied to
  38496. * @param updatable when used and having the value true allows new data to update the vertexData
  38497. * @returns the VertexData
  38498. */
  38499. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38500. this._applyTo(mesh, updatable);
  38501. return this;
  38502. };
  38503. /**
  38504. * Associates the vertexData to the passed Geometry.
  38505. * Sets it as updatable or not (default `false`)
  38506. * @param geometry the geometry the vertexData is applied to
  38507. * @param updatable when used and having the value true allows new data to update the vertexData
  38508. * @returns VertexData
  38509. */
  38510. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38511. this._applyTo(geometry, updatable);
  38512. return this;
  38513. };
  38514. /**
  38515. * Updates the associated mesh
  38516. * @param mesh the mesh to be updated
  38517. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38518. * @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
  38519. * @returns VertexData
  38520. */
  38521. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38522. this._update(mesh);
  38523. return this;
  38524. };
  38525. /**
  38526. * Updates the associated geometry
  38527. * @param geometry the geometry to be updated
  38528. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38529. * @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
  38530. * @returns VertexData.
  38531. */
  38532. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38533. this._update(geometry);
  38534. return this;
  38535. };
  38536. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38537. if (updatable === void 0) { updatable = false; }
  38538. if (this.positions) {
  38539. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38540. }
  38541. if (this.normals) {
  38542. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38543. }
  38544. if (this.tangents) {
  38545. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38546. }
  38547. if (this.uvs) {
  38548. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38549. }
  38550. if (this.uvs2) {
  38551. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38552. }
  38553. if (this.uvs3) {
  38554. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38555. }
  38556. if (this.uvs4) {
  38557. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38558. }
  38559. if (this.uvs5) {
  38560. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38561. }
  38562. if (this.uvs6) {
  38563. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38564. }
  38565. if (this.colors) {
  38566. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38567. }
  38568. if (this.matricesIndices) {
  38569. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38570. }
  38571. if (this.matricesWeights) {
  38572. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38573. }
  38574. if (this.matricesIndicesExtra) {
  38575. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38576. }
  38577. if (this.matricesWeightsExtra) {
  38578. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38579. }
  38580. if (this.indices) {
  38581. meshOrGeometry.setIndices(this.indices, null, updatable);
  38582. }
  38583. else {
  38584. meshOrGeometry.setIndices([], null);
  38585. }
  38586. return this;
  38587. };
  38588. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38589. if (this.positions) {
  38590. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38591. }
  38592. if (this.normals) {
  38593. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38594. }
  38595. if (this.tangents) {
  38596. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38597. }
  38598. if (this.uvs) {
  38599. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38600. }
  38601. if (this.uvs2) {
  38602. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38603. }
  38604. if (this.uvs3) {
  38605. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38606. }
  38607. if (this.uvs4) {
  38608. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38609. }
  38610. if (this.uvs5) {
  38611. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38612. }
  38613. if (this.uvs6) {
  38614. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38615. }
  38616. if (this.colors) {
  38617. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38618. }
  38619. if (this.matricesIndices) {
  38620. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38621. }
  38622. if (this.matricesWeights) {
  38623. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38624. }
  38625. if (this.matricesIndicesExtra) {
  38626. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38627. }
  38628. if (this.matricesWeightsExtra) {
  38629. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38630. }
  38631. if (this.indices) {
  38632. meshOrGeometry.setIndices(this.indices, null);
  38633. }
  38634. return this;
  38635. };
  38636. /**
  38637. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38638. * @param matrix the transforming matrix
  38639. * @returns the VertexData
  38640. */
  38641. VertexData.prototype.transform = function (matrix) {
  38642. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38643. var transformed = BABYLON.Vector3.Zero();
  38644. var index;
  38645. if (this.positions) {
  38646. var position = BABYLON.Vector3.Zero();
  38647. for (index = 0; index < this.positions.length; index += 3) {
  38648. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38649. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38650. this.positions[index] = transformed.x;
  38651. this.positions[index + 1] = transformed.y;
  38652. this.positions[index + 2] = transformed.z;
  38653. }
  38654. }
  38655. if (this.normals) {
  38656. var normal = BABYLON.Vector3.Zero();
  38657. for (index = 0; index < this.normals.length; index += 3) {
  38658. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38659. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38660. this.normals[index] = transformed.x;
  38661. this.normals[index + 1] = transformed.y;
  38662. this.normals[index + 2] = transformed.z;
  38663. }
  38664. }
  38665. if (this.tangents) {
  38666. var tangent = BABYLON.Vector4.Zero();
  38667. var tangentTransformed = BABYLON.Vector4.Zero();
  38668. for (index = 0; index < this.tangents.length; index += 4) {
  38669. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38670. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38671. this.tangents[index] = tangentTransformed.x;
  38672. this.tangents[index + 1] = tangentTransformed.y;
  38673. this.tangents[index + 2] = tangentTransformed.z;
  38674. this.tangents[index + 3] = tangentTransformed.w;
  38675. }
  38676. }
  38677. if (flip && this.indices) {
  38678. for (index = 0; index < this.indices.length; index += 3) {
  38679. var tmp = this.indices[index + 1];
  38680. this.indices[index + 1] = this.indices[index + 2];
  38681. this.indices[index + 2] = tmp;
  38682. }
  38683. }
  38684. return this;
  38685. };
  38686. /**
  38687. * Merges the passed VertexData into the current one
  38688. * @param other the VertexData to be merged into the current one
  38689. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38690. * @returns the modified VertexData
  38691. */
  38692. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38693. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38694. this._validate();
  38695. other._validate();
  38696. if (!this.normals !== !other.normals ||
  38697. !this.tangents !== !other.tangents ||
  38698. !this.uvs !== !other.uvs ||
  38699. !this.uvs2 !== !other.uvs2 ||
  38700. !this.uvs3 !== !other.uvs3 ||
  38701. !this.uvs4 !== !other.uvs4 ||
  38702. !this.uvs5 !== !other.uvs5 ||
  38703. !this.uvs6 !== !other.uvs6 ||
  38704. !this.colors !== !other.colors ||
  38705. !this.matricesIndices !== !other.matricesIndices ||
  38706. !this.matricesWeights !== !other.matricesWeights ||
  38707. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38708. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38709. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38710. }
  38711. if (other.indices) {
  38712. if (!this.indices) {
  38713. this.indices = [];
  38714. }
  38715. var offset = this.positions ? this.positions.length / 3 : 0;
  38716. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38717. if (isSrcTypedArray) {
  38718. var len = this.indices.length + other.indices.length;
  38719. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38720. temp.set(this.indices);
  38721. var decal = this.indices.length;
  38722. for (var index = 0; index < other.indices.length; index++) {
  38723. temp[decal + index] = other.indices[index] + offset;
  38724. }
  38725. this.indices = temp;
  38726. }
  38727. else {
  38728. for (var index = 0; index < other.indices.length; index++) {
  38729. this.indices.push(other.indices[index] + offset);
  38730. }
  38731. }
  38732. }
  38733. this.positions = this._mergeElement(this.positions, other.positions);
  38734. this.normals = this._mergeElement(this.normals, other.normals);
  38735. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38736. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38737. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38738. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38739. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38740. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38741. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38742. this.colors = this._mergeElement(this.colors, other.colors);
  38743. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38744. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38745. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38746. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38747. return this;
  38748. };
  38749. VertexData.prototype._mergeElement = function (source, other) {
  38750. if (!source) {
  38751. return other;
  38752. }
  38753. if (!other) {
  38754. return source;
  38755. }
  38756. var len = other.length + source.length;
  38757. var isSrcTypedArray = source instanceof Float32Array;
  38758. var isOthTypedArray = other instanceof Float32Array;
  38759. // use non-loop method when the source is Float32Array
  38760. if (isSrcTypedArray) {
  38761. var ret32 = new Float32Array(len);
  38762. ret32.set(source);
  38763. ret32.set(other, source.length);
  38764. return ret32;
  38765. // source is number[], when other is also use concat
  38766. }
  38767. else if (!isOthTypedArray) {
  38768. return source.concat(other);
  38769. // source is a number[], but other is a Float32Array, loop required
  38770. }
  38771. else {
  38772. var ret = source.slice(0); // copy source to a separate array
  38773. for (var i = 0, len = other.length; i < len; i++) {
  38774. ret.push(other[i]);
  38775. }
  38776. return ret;
  38777. }
  38778. };
  38779. VertexData.prototype._validate = function () {
  38780. if (!this.positions) {
  38781. throw new Error("Positions are required");
  38782. }
  38783. var getElementCount = function (kind, values) {
  38784. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38785. if ((values.length % stride) !== 0) {
  38786. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38787. }
  38788. return values.length / stride;
  38789. };
  38790. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38791. var validateElementCount = function (kind, values) {
  38792. var elementCount = getElementCount(kind, values);
  38793. if (elementCount !== positionsElementCount) {
  38794. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38795. }
  38796. };
  38797. if (this.normals) {
  38798. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38799. }
  38800. if (this.tangents) {
  38801. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38802. }
  38803. if (this.uvs) {
  38804. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38805. }
  38806. if (this.uvs2) {
  38807. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38808. }
  38809. if (this.uvs3) {
  38810. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38811. }
  38812. if (this.uvs4) {
  38813. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38814. }
  38815. if (this.uvs5) {
  38816. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38817. }
  38818. if (this.uvs6) {
  38819. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38820. }
  38821. if (this.colors) {
  38822. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38823. }
  38824. if (this.matricesIndices) {
  38825. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38826. }
  38827. if (this.matricesWeights) {
  38828. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38829. }
  38830. if (this.matricesIndicesExtra) {
  38831. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38832. }
  38833. if (this.matricesWeightsExtra) {
  38834. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38835. }
  38836. };
  38837. /**
  38838. * Serializes the VertexData
  38839. * @returns a serialized object
  38840. */
  38841. VertexData.prototype.serialize = function () {
  38842. var serializationObject = this.serialize();
  38843. if (this.positions) {
  38844. serializationObject.positions = this.positions;
  38845. }
  38846. if (this.normals) {
  38847. serializationObject.normals = this.normals;
  38848. }
  38849. if (this.tangents) {
  38850. serializationObject.tangents = this.tangents;
  38851. }
  38852. if (this.uvs) {
  38853. serializationObject.uvs = this.uvs;
  38854. }
  38855. if (this.uvs2) {
  38856. serializationObject.uvs2 = this.uvs2;
  38857. }
  38858. if (this.uvs3) {
  38859. serializationObject.uvs3 = this.uvs3;
  38860. }
  38861. if (this.uvs4) {
  38862. serializationObject.uvs4 = this.uvs4;
  38863. }
  38864. if (this.uvs5) {
  38865. serializationObject.uvs5 = this.uvs5;
  38866. }
  38867. if (this.uvs6) {
  38868. serializationObject.uvs6 = this.uvs6;
  38869. }
  38870. if (this.colors) {
  38871. serializationObject.colors = this.colors;
  38872. }
  38873. if (this.matricesIndices) {
  38874. serializationObject.matricesIndices = this.matricesIndices;
  38875. serializationObject.matricesIndices._isExpanded = true;
  38876. }
  38877. if (this.matricesWeights) {
  38878. serializationObject.matricesWeights = this.matricesWeights;
  38879. }
  38880. if (this.matricesIndicesExtra) {
  38881. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38882. serializationObject.matricesIndicesExtra._isExpanded = true;
  38883. }
  38884. if (this.matricesWeightsExtra) {
  38885. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38886. }
  38887. serializationObject.indices = this.indices;
  38888. return serializationObject;
  38889. };
  38890. // Statics
  38891. /**
  38892. * Extracts the vertexData from a mesh
  38893. * @param mesh the mesh from which to extract the VertexData
  38894. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38895. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38896. * @returns the object VertexData associated to the passed mesh
  38897. */
  38898. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38899. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38900. };
  38901. /**
  38902. * Extracts the vertexData from the geometry
  38903. * @param geometry the geometry from which to extract the VertexData
  38904. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38905. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38906. * @returns the object VertexData associated to the passed mesh
  38907. */
  38908. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38909. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38910. };
  38911. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38912. var result = new VertexData();
  38913. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38914. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38915. }
  38916. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38917. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38918. }
  38919. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38920. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38921. }
  38922. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38923. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38924. }
  38925. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38926. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38927. }
  38928. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38929. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38930. }
  38931. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38932. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38933. }
  38934. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38935. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38936. }
  38937. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38938. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38939. }
  38940. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38941. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38942. }
  38943. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38944. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38945. }
  38946. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38947. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38948. }
  38949. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38950. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38951. }
  38952. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38953. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38954. }
  38955. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38956. return result;
  38957. };
  38958. /**
  38959. * Creates the VertexData for a Ribbon
  38960. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38961. * * pathArray array of paths, each of which an array of successive Vector3
  38962. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38963. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38964. * * 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
  38965. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38966. * * 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)
  38967. * * 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)
  38968. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38969. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38970. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38971. * @returns the VertexData of the ribbon
  38972. */
  38973. VertexData.CreateRibbon = function (options) {
  38974. var pathArray = options.pathArray;
  38975. var closeArray = options.closeArray || false;
  38976. var closePath = options.closePath || false;
  38977. var invertUV = options.invertUV || false;
  38978. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38979. var offset = options.offset || defaultOffset;
  38980. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38981. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38982. var customUV = options.uvs;
  38983. var customColors = options.colors;
  38984. var positions = [];
  38985. var indices = [];
  38986. var normals = [];
  38987. var uvs = [];
  38988. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38989. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38990. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38991. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38992. var minlg; // minimal length among all paths from pathArray
  38993. var lg = []; // array of path lengths : nb of vertex per path
  38994. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38995. var p; // path iterator
  38996. var i; // point iterator
  38997. var j; // point iterator
  38998. // if single path in pathArray
  38999. if (pathArray.length < 2) {
  39000. var ar1 = [];
  39001. var ar2 = [];
  39002. for (i = 0; i < pathArray[0].length - offset; i++) {
  39003. ar1.push(pathArray[0][i]);
  39004. ar2.push(pathArray[0][i + offset]);
  39005. }
  39006. pathArray = [ar1, ar2];
  39007. }
  39008. // positions and horizontal distances (u)
  39009. var idc = 0;
  39010. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39011. var path;
  39012. var l;
  39013. minlg = pathArray[0].length;
  39014. var vectlg;
  39015. var dist;
  39016. for (p = 0; p < pathArray.length; p++) {
  39017. uTotalDistance[p] = 0;
  39018. us[p] = [0];
  39019. path = pathArray[p];
  39020. l = path.length;
  39021. minlg = (minlg < l) ? minlg : l;
  39022. j = 0;
  39023. while (j < l) {
  39024. positions.push(path[j].x, path[j].y, path[j].z);
  39025. if (j > 0) {
  39026. vectlg = path[j].subtract(path[j - 1]).length();
  39027. dist = vectlg + uTotalDistance[p];
  39028. us[p].push(dist);
  39029. uTotalDistance[p] = dist;
  39030. }
  39031. j++;
  39032. }
  39033. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39034. j--;
  39035. positions.push(path[0].x, path[0].y, path[0].z);
  39036. vectlg = path[j].subtract(path[0]).length();
  39037. dist = vectlg + uTotalDistance[p];
  39038. us[p].push(dist);
  39039. uTotalDistance[p] = dist;
  39040. }
  39041. lg[p] = l + closePathCorr;
  39042. idx[p] = idc;
  39043. idc += (l + closePathCorr);
  39044. }
  39045. // vertical distances (v)
  39046. var path1;
  39047. var path2;
  39048. var vertex1 = null;
  39049. var vertex2 = null;
  39050. for (i = 0; i < minlg + closePathCorr; i++) {
  39051. vTotalDistance[i] = 0;
  39052. vs[i] = [0];
  39053. for (p = 0; p < pathArray.length - 1; p++) {
  39054. path1 = pathArray[p];
  39055. path2 = pathArray[p + 1];
  39056. if (i === minlg) { // closePath
  39057. vertex1 = path1[0];
  39058. vertex2 = path2[0];
  39059. }
  39060. else {
  39061. vertex1 = path1[i];
  39062. vertex2 = path2[i];
  39063. }
  39064. vectlg = vertex2.subtract(vertex1).length();
  39065. dist = vectlg + vTotalDistance[i];
  39066. vs[i].push(dist);
  39067. vTotalDistance[i] = dist;
  39068. }
  39069. if (closeArray && vertex2 && vertex1) {
  39070. path1 = pathArray[p];
  39071. path2 = pathArray[0];
  39072. if (i === minlg) { // closePath
  39073. vertex2 = path2[0];
  39074. }
  39075. vectlg = vertex2.subtract(vertex1).length();
  39076. dist = vectlg + vTotalDistance[i];
  39077. vTotalDistance[i] = dist;
  39078. }
  39079. }
  39080. // uvs
  39081. var u;
  39082. var v;
  39083. if (customUV) {
  39084. for (p = 0; p < customUV.length; p++) {
  39085. uvs.push(customUV[p].x, customUV[p].y);
  39086. }
  39087. }
  39088. else {
  39089. for (p = 0; p < pathArray.length; p++) {
  39090. for (i = 0; i < minlg + closePathCorr; i++) {
  39091. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39092. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39093. if (invertUV) {
  39094. uvs.push(v, u);
  39095. }
  39096. else {
  39097. uvs.push(u, v);
  39098. }
  39099. }
  39100. }
  39101. }
  39102. // indices
  39103. p = 0; // path index
  39104. var pi = 0; // positions array index
  39105. var l1 = lg[p] - 1; // path1 length
  39106. var l2 = lg[p + 1] - 1; // path2 length
  39107. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39108. var shft = idx[1] - idx[0]; // shift
  39109. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39110. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39111. // 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
  39112. indices.push(pi, pi + shft, pi + 1);
  39113. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39114. pi += 1;
  39115. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39116. p++;
  39117. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39118. shft = idx[0] - idx[p];
  39119. l1 = lg[p] - 1;
  39120. l2 = lg[0] - 1;
  39121. }
  39122. else {
  39123. shft = idx[p + 1] - idx[p];
  39124. l1 = lg[p] - 1;
  39125. l2 = lg[p + 1] - 1;
  39126. }
  39127. pi = idx[p];
  39128. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39129. }
  39130. }
  39131. // normals
  39132. VertexData.ComputeNormals(positions, indices, normals);
  39133. if (closePath) { // update both the first and last vertex normals to their average value
  39134. var indexFirst = 0;
  39135. var indexLast = 0;
  39136. for (p = 0; p < pathArray.length; p++) {
  39137. indexFirst = idx[p] * 3;
  39138. if (p + 1 < pathArray.length) {
  39139. indexLast = (idx[p + 1] - 1) * 3;
  39140. }
  39141. else {
  39142. indexLast = normals.length - 3;
  39143. }
  39144. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39145. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39146. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39147. normals[indexLast] = normals[indexFirst];
  39148. normals[indexLast + 1] = normals[indexFirst + 1];
  39149. normals[indexLast + 2] = normals[indexFirst + 2];
  39150. }
  39151. }
  39152. // sides
  39153. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39154. // Colors
  39155. var colors = null;
  39156. if (customColors) {
  39157. colors = new Float32Array(customColors.length * 4);
  39158. for (var c = 0; c < customColors.length; c++) {
  39159. colors[c * 4] = customColors[c].r;
  39160. colors[c * 4 + 1] = customColors[c].g;
  39161. colors[c * 4 + 2] = customColors[c].b;
  39162. colors[c * 4 + 3] = customColors[c].a;
  39163. }
  39164. }
  39165. // Result
  39166. var vertexData = new VertexData();
  39167. var positions32 = new Float32Array(positions);
  39168. var normals32 = new Float32Array(normals);
  39169. var uvs32 = new Float32Array(uvs);
  39170. vertexData.indices = indices;
  39171. vertexData.positions = positions32;
  39172. vertexData.normals = normals32;
  39173. vertexData.uvs = uvs32;
  39174. if (colors) {
  39175. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39176. }
  39177. if (closePath) {
  39178. vertexData._idx = idx;
  39179. }
  39180. return vertexData;
  39181. };
  39182. /**
  39183. * Creates the VertexData for a box
  39184. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39185. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39186. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39187. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39188. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39189. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39190. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39191. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39192. * * 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)
  39193. * * 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)
  39194. * @returns the VertexData of the box
  39195. */
  39196. VertexData.CreateBox = function (options) {
  39197. var normalsSource = [
  39198. new BABYLON.Vector3(0, 0, 1),
  39199. new BABYLON.Vector3(0, 0, -1),
  39200. new BABYLON.Vector3(1, 0, 0),
  39201. new BABYLON.Vector3(-1, 0, 0),
  39202. new BABYLON.Vector3(0, 1, 0),
  39203. new BABYLON.Vector3(0, -1, 0)
  39204. ];
  39205. var indices = [];
  39206. var positions = [];
  39207. var normals = [];
  39208. var uvs = [];
  39209. var width = options.width || options.size || 1;
  39210. var height = options.height || options.size || 1;
  39211. var depth = options.depth || options.size || 1;
  39212. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39213. var faceUV = options.faceUV || new Array(6);
  39214. var faceColors = options.faceColors;
  39215. var colors = [];
  39216. // default face colors and UV if undefined
  39217. for (var f = 0; f < 6; f++) {
  39218. if (faceUV[f] === undefined) {
  39219. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39220. }
  39221. if (faceColors && faceColors[f] === undefined) {
  39222. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39223. }
  39224. }
  39225. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39226. // Create each face in turn.
  39227. for (var index = 0; index < normalsSource.length; index++) {
  39228. var normal = normalsSource[index];
  39229. // Get two vectors perpendicular to the face normal and to each other.
  39230. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39231. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39232. // Six indices (two triangles) per face.
  39233. var verticesLength = positions.length / 3;
  39234. indices.push(verticesLength);
  39235. indices.push(verticesLength + 1);
  39236. indices.push(verticesLength + 2);
  39237. indices.push(verticesLength);
  39238. indices.push(verticesLength + 2);
  39239. indices.push(verticesLength + 3);
  39240. // Four vertices per face.
  39241. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39242. positions.push(vertex.x, vertex.y, vertex.z);
  39243. normals.push(normal.x, normal.y, normal.z);
  39244. uvs.push(faceUV[index].z, faceUV[index].w);
  39245. if (faceColors) {
  39246. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39247. }
  39248. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39249. positions.push(vertex.x, vertex.y, vertex.z);
  39250. normals.push(normal.x, normal.y, normal.z);
  39251. uvs.push(faceUV[index].x, faceUV[index].w);
  39252. if (faceColors) {
  39253. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39254. }
  39255. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39256. positions.push(vertex.x, vertex.y, vertex.z);
  39257. normals.push(normal.x, normal.y, normal.z);
  39258. uvs.push(faceUV[index].x, faceUV[index].y);
  39259. if (faceColors) {
  39260. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39261. }
  39262. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39263. positions.push(vertex.x, vertex.y, vertex.z);
  39264. normals.push(normal.x, normal.y, normal.z);
  39265. uvs.push(faceUV[index].z, faceUV[index].y);
  39266. if (faceColors) {
  39267. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39268. }
  39269. }
  39270. // sides
  39271. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39272. // Result
  39273. var vertexData = new VertexData();
  39274. vertexData.indices = indices;
  39275. vertexData.positions = positions;
  39276. vertexData.normals = normals;
  39277. vertexData.uvs = uvs;
  39278. if (faceColors) {
  39279. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39280. vertexData.colors = totalColors;
  39281. }
  39282. return vertexData;
  39283. };
  39284. /**
  39285. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39286. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39287. * * segments sets the number of horizontal strips optional, default 32
  39288. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39289. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39290. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39291. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39292. * * 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
  39293. * * 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
  39294. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39295. * * 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)
  39296. * * 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)
  39297. * @returns the VertexData of the ellipsoid
  39298. */
  39299. VertexData.CreateSphere = function (options) {
  39300. var segments = options.segments || 32;
  39301. var diameterX = options.diameterX || options.diameter || 1;
  39302. var diameterY = options.diameterY || options.diameter || 1;
  39303. var diameterZ = options.diameterZ || options.diameter || 1;
  39304. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39305. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39306. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39307. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39308. var totalZRotationSteps = 2 + segments;
  39309. var totalYRotationSteps = 2 * totalZRotationSteps;
  39310. var indices = [];
  39311. var positions = [];
  39312. var normals = [];
  39313. var uvs = [];
  39314. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39315. var normalizedZ = zRotationStep / totalZRotationSteps;
  39316. var angleZ = normalizedZ * Math.PI * slice;
  39317. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39318. var normalizedY = yRotationStep / totalYRotationSteps;
  39319. var angleY = normalizedY * Math.PI * 2 * arc;
  39320. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39321. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39322. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39323. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39324. var vertex = complete.multiply(radius);
  39325. var normal = complete.divide(radius).normalize();
  39326. positions.push(vertex.x, vertex.y, vertex.z);
  39327. normals.push(normal.x, normal.y, normal.z);
  39328. uvs.push(normalizedY, normalizedZ);
  39329. }
  39330. if (zRotationStep > 0) {
  39331. var verticesCount = positions.length / 3;
  39332. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39333. indices.push((firstIndex));
  39334. indices.push((firstIndex + 1));
  39335. indices.push(firstIndex + totalYRotationSteps + 1);
  39336. indices.push((firstIndex + totalYRotationSteps + 1));
  39337. indices.push((firstIndex + 1));
  39338. indices.push((firstIndex + totalYRotationSteps + 2));
  39339. }
  39340. }
  39341. }
  39342. // Sides
  39343. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39344. // Result
  39345. var vertexData = new VertexData();
  39346. vertexData.indices = indices;
  39347. vertexData.positions = positions;
  39348. vertexData.normals = normals;
  39349. vertexData.uvs = uvs;
  39350. return vertexData;
  39351. };
  39352. /**
  39353. * Creates the VertexData for a cylinder, cone or prism
  39354. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39355. * * height sets the height (y direction) of the cylinder, optional, default 2
  39356. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39357. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39358. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39359. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39360. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39361. * * 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
  39362. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39363. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39364. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39365. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39366. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39367. * * 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)
  39368. * * 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)
  39369. * @returns the VertexData of the cylinder, cone or prism
  39370. */
  39371. VertexData.CreateCylinder = function (options) {
  39372. var height = options.height || 2;
  39373. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39374. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39375. var tessellation = options.tessellation || 24;
  39376. var subdivisions = options.subdivisions || 1;
  39377. var hasRings = options.hasRings ? true : false;
  39378. var enclose = options.enclose ? true : false;
  39379. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39380. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39381. var faceUV = options.faceUV || new Array(3);
  39382. var faceColors = options.faceColors;
  39383. // default face colors and UV if undefined
  39384. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39385. var ringNb = (hasRings) ? subdivisions : 1;
  39386. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39387. var f;
  39388. for (f = 0; f < surfaceNb; f++) {
  39389. if (faceColors && faceColors[f] === undefined) {
  39390. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39391. }
  39392. }
  39393. for (f = 0; f < surfaceNb; f++) {
  39394. if (faceUV && faceUV[f] === undefined) {
  39395. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39396. }
  39397. }
  39398. var indices = new Array();
  39399. var positions = new Array();
  39400. var normals = new Array();
  39401. var uvs = new Array();
  39402. var colors = new Array();
  39403. var angle_step = Math.PI * 2 * arc / tessellation;
  39404. var angle;
  39405. var h;
  39406. var radius;
  39407. var tan = (diameterBottom - diameterTop) / 2 / height;
  39408. var ringVertex = BABYLON.Vector3.Zero();
  39409. var ringNormal = BABYLON.Vector3.Zero();
  39410. var ringFirstVertex = BABYLON.Vector3.Zero();
  39411. var ringFirstNormal = BABYLON.Vector3.Zero();
  39412. var quadNormal = BABYLON.Vector3.Zero();
  39413. var Y = BABYLON.Axis.Y;
  39414. // positions, normals, uvs
  39415. var i;
  39416. var j;
  39417. var r;
  39418. var ringIdx = 1;
  39419. var s = 1; // surface index
  39420. var cs = 0;
  39421. var v = 0;
  39422. for (i = 0; i <= subdivisions; i++) {
  39423. h = i / subdivisions;
  39424. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39425. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39426. for (r = 0; r < ringIdx; r++) {
  39427. if (hasRings) {
  39428. s += r;
  39429. }
  39430. if (enclose) {
  39431. s += 2 * r;
  39432. }
  39433. for (j = 0; j <= tessellation; j++) {
  39434. angle = j * angle_step;
  39435. // position
  39436. ringVertex.x = Math.cos(-angle) * radius;
  39437. ringVertex.y = -height / 2 + h * height;
  39438. ringVertex.z = Math.sin(-angle) * radius;
  39439. // normal
  39440. if (diameterTop === 0 && i === subdivisions) {
  39441. // if no top cap, reuse former normals
  39442. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39443. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39444. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39445. }
  39446. else {
  39447. ringNormal.x = ringVertex.x;
  39448. ringNormal.z = ringVertex.z;
  39449. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39450. ringNormal.normalize();
  39451. }
  39452. // keep first ring vertex values for enclose
  39453. if (j === 0) {
  39454. ringFirstVertex.copyFrom(ringVertex);
  39455. ringFirstNormal.copyFrom(ringNormal);
  39456. }
  39457. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39458. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39459. if (hasRings) {
  39460. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39461. }
  39462. else {
  39463. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39464. }
  39465. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39466. if (faceColors) {
  39467. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39468. }
  39469. }
  39470. // if enclose, add four vertices and their dedicated normals
  39471. if (arc !== 1 && enclose) {
  39472. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39473. positions.push(0, ringVertex.y, 0);
  39474. positions.push(0, ringVertex.y, 0);
  39475. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39476. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39477. quadNormal.normalize();
  39478. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39479. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39480. quadNormal.normalize();
  39481. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39482. if (hasRings) {
  39483. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39484. }
  39485. else {
  39486. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39487. }
  39488. uvs.push(faceUV[s + 1].x, v);
  39489. uvs.push(faceUV[s + 1].z, v);
  39490. if (hasRings) {
  39491. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39492. }
  39493. else {
  39494. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39495. }
  39496. uvs.push(faceUV[s + 2].x, v);
  39497. uvs.push(faceUV[s + 2].z, v);
  39498. if (faceColors) {
  39499. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39500. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39501. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39502. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39503. }
  39504. }
  39505. if (cs !== s) {
  39506. cs = s;
  39507. }
  39508. }
  39509. }
  39510. // indices
  39511. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39512. var s;
  39513. i = 0;
  39514. for (s = 0; s < subdivisions; s++) {
  39515. var i0 = 0;
  39516. var i1 = 0;
  39517. var i2 = 0;
  39518. var i3 = 0;
  39519. for (j = 0; j < tessellation; j++) {
  39520. i0 = i * (e + 1) + j;
  39521. i1 = (i + 1) * (e + 1) + j;
  39522. i2 = i * (e + 1) + (j + 1);
  39523. i3 = (i + 1) * (e + 1) + (j + 1);
  39524. indices.push(i0, i1, i2);
  39525. indices.push(i3, i2, i1);
  39526. }
  39527. if (arc !== 1 && enclose) { // if enclose, add two quads
  39528. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39529. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39530. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39531. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39532. }
  39533. i = (hasRings) ? (i + 2) : (i + 1);
  39534. }
  39535. // Caps
  39536. var createCylinderCap = function (isTop) {
  39537. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39538. if (radius === 0) {
  39539. return;
  39540. }
  39541. // Cap positions, normals & uvs
  39542. var angle;
  39543. var circleVector;
  39544. var i;
  39545. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39546. var c = null;
  39547. if (faceColors) {
  39548. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39549. }
  39550. // cap center
  39551. var vbase = positions.length / 3;
  39552. var offset = isTop ? height / 2 : -height / 2;
  39553. var center = new BABYLON.Vector3(0, offset, 0);
  39554. positions.push(center.x, center.y, center.z);
  39555. normals.push(0, isTop ? 1 : -1, 0);
  39556. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39557. if (c) {
  39558. colors.push(c.r, c.g, c.b, c.a);
  39559. }
  39560. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39561. for (i = 0; i <= tessellation; i++) {
  39562. angle = Math.PI * 2 * i * arc / tessellation;
  39563. var cos = Math.cos(-angle);
  39564. var sin = Math.sin(-angle);
  39565. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39566. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39567. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39568. normals.push(0, isTop ? 1 : -1, 0);
  39569. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39570. if (c) {
  39571. colors.push(c.r, c.g, c.b, c.a);
  39572. }
  39573. }
  39574. // Cap indices
  39575. for (i = 0; i < tessellation; i++) {
  39576. if (!isTop) {
  39577. indices.push(vbase);
  39578. indices.push(vbase + (i + 1));
  39579. indices.push(vbase + (i + 2));
  39580. }
  39581. else {
  39582. indices.push(vbase);
  39583. indices.push(vbase + (i + 2));
  39584. indices.push(vbase + (i + 1));
  39585. }
  39586. }
  39587. };
  39588. // add caps to geometry
  39589. createCylinderCap(false);
  39590. createCylinderCap(true);
  39591. // Sides
  39592. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39593. var vertexData = new VertexData();
  39594. vertexData.indices = indices;
  39595. vertexData.positions = positions;
  39596. vertexData.normals = normals;
  39597. vertexData.uvs = uvs;
  39598. if (faceColors) {
  39599. vertexData.colors = colors;
  39600. }
  39601. return vertexData;
  39602. };
  39603. /**
  39604. * Creates the VertexData for a torus
  39605. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39606. * * diameter the diameter of the torus, optional default 1
  39607. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39608. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39609. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39610. * * 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)
  39611. * * 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)
  39612. * @returns the VertexData of the torus
  39613. */
  39614. VertexData.CreateTorus = function (options) {
  39615. var indices = [];
  39616. var positions = [];
  39617. var normals = [];
  39618. var uvs = [];
  39619. var diameter = options.diameter || 1;
  39620. var thickness = options.thickness || 0.5;
  39621. var tessellation = options.tessellation || 16;
  39622. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39623. var stride = tessellation + 1;
  39624. for (var i = 0; i <= tessellation; i++) {
  39625. var u = i / tessellation;
  39626. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39627. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39628. for (var j = 0; j <= tessellation; j++) {
  39629. var v = 1 - j / tessellation;
  39630. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39631. var dx = Math.cos(innerAngle);
  39632. var dy = Math.sin(innerAngle);
  39633. // Create a vertex.
  39634. var normal = new BABYLON.Vector3(dx, dy, 0);
  39635. var position = normal.scale(thickness / 2);
  39636. var textureCoordinate = new BABYLON.Vector2(u, v);
  39637. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39638. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39639. positions.push(position.x, position.y, position.z);
  39640. normals.push(normal.x, normal.y, normal.z);
  39641. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39642. // And create indices for two triangles.
  39643. var nextI = (i + 1) % stride;
  39644. var nextJ = (j + 1) % stride;
  39645. indices.push(i * stride + j);
  39646. indices.push(i * stride + nextJ);
  39647. indices.push(nextI * stride + j);
  39648. indices.push(i * stride + nextJ);
  39649. indices.push(nextI * stride + nextJ);
  39650. indices.push(nextI * stride + j);
  39651. }
  39652. }
  39653. // Sides
  39654. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39655. // Result
  39656. var vertexData = new VertexData();
  39657. vertexData.indices = indices;
  39658. vertexData.positions = positions;
  39659. vertexData.normals = normals;
  39660. vertexData.uvs = uvs;
  39661. return vertexData;
  39662. };
  39663. /**
  39664. * Creates the VertexData of the LineSystem
  39665. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39666. * - lines an array of lines, each line being an array of successive Vector3
  39667. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39668. * @returns the VertexData of the LineSystem
  39669. */
  39670. VertexData.CreateLineSystem = function (options) {
  39671. var indices = [];
  39672. var positions = [];
  39673. var lines = options.lines;
  39674. var colors = options.colors;
  39675. var vertexColors = [];
  39676. var idx = 0;
  39677. for (var l = 0; l < lines.length; l++) {
  39678. var points = lines[l];
  39679. for (var index = 0; index < points.length; index++) {
  39680. positions.push(points[index].x, points[index].y, points[index].z);
  39681. if (colors) {
  39682. var color = colors[l];
  39683. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39684. }
  39685. if (index > 0) {
  39686. indices.push(idx - 1);
  39687. indices.push(idx);
  39688. }
  39689. idx++;
  39690. }
  39691. }
  39692. var vertexData = new VertexData();
  39693. vertexData.indices = indices;
  39694. vertexData.positions = positions;
  39695. if (colors) {
  39696. vertexData.colors = vertexColors;
  39697. }
  39698. return vertexData;
  39699. };
  39700. /**
  39701. * Create the VertexData for a DashedLines
  39702. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39703. * - points an array successive Vector3
  39704. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39705. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39706. * - dashNb the intended total number of dashes, optional, default 200
  39707. * @returns the VertexData for the DashedLines
  39708. */
  39709. VertexData.CreateDashedLines = function (options) {
  39710. var dashSize = options.dashSize || 3;
  39711. var gapSize = options.gapSize || 1;
  39712. var dashNb = options.dashNb || 200;
  39713. var points = options.points;
  39714. var positions = new Array();
  39715. var indices = new Array();
  39716. var curvect = BABYLON.Vector3.Zero();
  39717. var lg = 0;
  39718. var nb = 0;
  39719. var shft = 0;
  39720. var dashshft = 0;
  39721. var curshft = 0;
  39722. var idx = 0;
  39723. var i = 0;
  39724. for (i = 0; i < points.length - 1; i++) {
  39725. points[i + 1].subtractToRef(points[i], curvect);
  39726. lg += curvect.length();
  39727. }
  39728. shft = lg / dashNb;
  39729. dashshft = dashSize * shft / (dashSize + gapSize);
  39730. for (i = 0; i < points.length - 1; i++) {
  39731. points[i + 1].subtractToRef(points[i], curvect);
  39732. nb = Math.floor(curvect.length() / shft);
  39733. curvect.normalize();
  39734. for (var j = 0; j < nb; j++) {
  39735. curshft = shft * j;
  39736. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39737. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39738. indices.push(idx, idx + 1);
  39739. idx += 2;
  39740. }
  39741. }
  39742. // Result
  39743. var vertexData = new VertexData();
  39744. vertexData.positions = positions;
  39745. vertexData.indices = indices;
  39746. return vertexData;
  39747. };
  39748. /**
  39749. * Creates the VertexData for a Ground
  39750. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39751. * - width the width (x direction) of the ground, optional, default 1
  39752. * - height the height (z direction) of the ground, optional, default 1
  39753. * - subdivisions the number of subdivisions per side, optional, default 1
  39754. * @returns the VertexData of the Ground
  39755. */
  39756. VertexData.CreateGround = function (options) {
  39757. var indices = [];
  39758. var positions = [];
  39759. var normals = [];
  39760. var uvs = [];
  39761. var row, col;
  39762. var width = options.width || 1;
  39763. var height = options.height || 1;
  39764. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39765. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39766. for (row = 0; row <= subdivisionsY; row++) {
  39767. for (col = 0; col <= subdivisionsX; col++) {
  39768. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39769. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39770. positions.push(position.x, position.y, position.z);
  39771. normals.push(normal.x, normal.y, normal.z);
  39772. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39773. }
  39774. }
  39775. for (row = 0; row < subdivisionsY; row++) {
  39776. for (col = 0; col < subdivisionsX; col++) {
  39777. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39778. indices.push(col + 1 + row * (subdivisionsX + 1));
  39779. indices.push(col + row * (subdivisionsX + 1));
  39780. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39781. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39782. indices.push(col + row * (subdivisionsX + 1));
  39783. }
  39784. }
  39785. // Result
  39786. var vertexData = new VertexData();
  39787. vertexData.indices = indices;
  39788. vertexData.positions = positions;
  39789. vertexData.normals = normals;
  39790. vertexData.uvs = uvs;
  39791. return vertexData;
  39792. };
  39793. /**
  39794. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39795. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39796. * * xmin the ground minimum X coordinate, optional, default -1
  39797. * * zmin the ground minimum Z coordinate, optional, default -1
  39798. * * xmax the ground maximum X coordinate, optional, default 1
  39799. * * zmax the ground maximum Z coordinate, optional, default 1
  39800. * * 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}
  39801. * * 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}
  39802. * @returns the VertexData of the TiledGround
  39803. */
  39804. VertexData.CreateTiledGround = function (options) {
  39805. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39806. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39807. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39808. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39809. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39810. var precision = options.precision || { w: 1, h: 1 };
  39811. var indices = new Array();
  39812. var positions = new Array();
  39813. var normals = new Array();
  39814. var uvs = new Array();
  39815. var row, col, tileRow, tileCol;
  39816. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39817. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39818. precision.w = (precision.w < 1) ? 1 : precision.w;
  39819. precision.h = (precision.h < 1) ? 1 : precision.h;
  39820. var tileSize = {
  39821. 'w': (xmax - xmin) / subdivisions.w,
  39822. 'h': (zmax - zmin) / subdivisions.h
  39823. };
  39824. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39825. // Indices
  39826. var base = positions.length / 3;
  39827. var rowLength = precision.w + 1;
  39828. for (row = 0; row < precision.h; row++) {
  39829. for (col = 0; col < precision.w; col++) {
  39830. var square = [
  39831. base + col + row * rowLength,
  39832. base + (col + 1) + row * rowLength,
  39833. base + (col + 1) + (row + 1) * rowLength,
  39834. base + col + (row + 1) * rowLength
  39835. ];
  39836. indices.push(square[1]);
  39837. indices.push(square[2]);
  39838. indices.push(square[3]);
  39839. indices.push(square[0]);
  39840. indices.push(square[1]);
  39841. indices.push(square[3]);
  39842. }
  39843. }
  39844. // Position, normals and uvs
  39845. var position = BABYLON.Vector3.Zero();
  39846. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39847. for (row = 0; row <= precision.h; row++) {
  39848. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39849. for (col = 0; col <= precision.w; col++) {
  39850. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39851. position.y = 0;
  39852. positions.push(position.x, position.y, position.z);
  39853. normals.push(normal.x, normal.y, normal.z);
  39854. uvs.push(col / precision.w, row / precision.h);
  39855. }
  39856. }
  39857. }
  39858. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39859. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39860. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39861. }
  39862. }
  39863. // Result
  39864. var vertexData = new VertexData();
  39865. vertexData.indices = indices;
  39866. vertexData.positions = positions;
  39867. vertexData.normals = normals;
  39868. vertexData.uvs = uvs;
  39869. return vertexData;
  39870. };
  39871. /**
  39872. * Creates the VertexData of the Ground designed from a heightmap
  39873. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39874. * * width the width (x direction) of the ground
  39875. * * height the height (z direction) of the ground
  39876. * * subdivisions the number of subdivisions per side
  39877. * * minHeight the minimum altitude on the ground, optional, default 0
  39878. * * maxHeight the maximum altitude on the ground, optional default 1
  39879. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39880. * * buffer the array holding the image color data
  39881. * * bufferWidth the width of image
  39882. * * bufferHeight the height of image
  39883. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39884. * @returns the VertexData of the Ground designed from a heightmap
  39885. */
  39886. VertexData.CreateGroundFromHeightMap = function (options) {
  39887. var indices = [];
  39888. var positions = [];
  39889. var normals = [];
  39890. var uvs = [];
  39891. var row, col;
  39892. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39893. var alphaFilter = options.alphaFilter || 0.0;
  39894. // Vertices
  39895. for (row = 0; row <= options.subdivisions; row++) {
  39896. for (col = 0; col <= options.subdivisions; col++) {
  39897. 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));
  39898. // Compute height
  39899. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39900. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39901. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39902. var r = options.buffer[pos] / 255.0;
  39903. var g = options.buffer[pos + 1] / 255.0;
  39904. var b = options.buffer[pos + 2] / 255.0;
  39905. var a = options.buffer[pos + 3] / 255.0;
  39906. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39907. // If our alpha channel is not within our filter then we will assign a 'special' height
  39908. // Then when building the indices, we will ignore any vertex that is using the special height
  39909. if (a >= alphaFilter) {
  39910. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39911. }
  39912. else {
  39913. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39914. }
  39915. // Add vertex
  39916. positions.push(position.x, position.y, position.z);
  39917. normals.push(0, 0, 0);
  39918. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39919. }
  39920. }
  39921. // Indices
  39922. for (row = 0; row < options.subdivisions; row++) {
  39923. for (col = 0; col < options.subdivisions; col++) {
  39924. // Calculate Indices
  39925. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39926. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39927. var idx3 = (col + row * (options.subdivisions + 1));
  39928. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39929. // Check that all indices are visible (based on our special height)
  39930. // Only display the vertex if all Indices are visible
  39931. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39932. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39933. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39934. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39935. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39936. indices.push(idx1);
  39937. indices.push(idx2);
  39938. indices.push(idx3);
  39939. }
  39940. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39941. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39942. indices.push(idx4);
  39943. indices.push(idx1);
  39944. indices.push(idx3);
  39945. }
  39946. }
  39947. }
  39948. // Normals
  39949. VertexData.ComputeNormals(positions, indices, normals);
  39950. // Result
  39951. var vertexData = new VertexData();
  39952. vertexData.indices = indices;
  39953. vertexData.positions = positions;
  39954. vertexData.normals = normals;
  39955. vertexData.uvs = uvs;
  39956. return vertexData;
  39957. };
  39958. /**
  39959. * Creates the VertexData for a Plane
  39960. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39961. * * size sets the width and height of the plane to the value of size, optional default 1
  39962. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39963. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39964. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39965. * * 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)
  39966. * * 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)
  39967. * @returns the VertexData of the box
  39968. */
  39969. VertexData.CreatePlane = function (options) {
  39970. var indices = [];
  39971. var positions = [];
  39972. var normals = [];
  39973. var uvs = [];
  39974. var width = options.width || options.size || 1;
  39975. var height = options.height || options.size || 1;
  39976. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39977. // Vertices
  39978. var halfWidth = width / 2.0;
  39979. var halfHeight = height / 2.0;
  39980. positions.push(-halfWidth, -halfHeight, 0);
  39981. normals.push(0, 0, -1.0);
  39982. uvs.push(0.0, 0.0);
  39983. positions.push(halfWidth, -halfHeight, 0);
  39984. normals.push(0, 0, -1.0);
  39985. uvs.push(1.0, 0.0);
  39986. positions.push(halfWidth, halfHeight, 0);
  39987. normals.push(0, 0, -1.0);
  39988. uvs.push(1.0, 1.0);
  39989. positions.push(-halfWidth, halfHeight, 0);
  39990. normals.push(0, 0, -1.0);
  39991. uvs.push(0.0, 1.0);
  39992. // Indices
  39993. indices.push(0);
  39994. indices.push(1);
  39995. indices.push(2);
  39996. indices.push(0);
  39997. indices.push(2);
  39998. indices.push(3);
  39999. // Sides
  40000. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40001. // Result
  40002. var vertexData = new VertexData();
  40003. vertexData.indices = indices;
  40004. vertexData.positions = positions;
  40005. vertexData.normals = normals;
  40006. vertexData.uvs = uvs;
  40007. return vertexData;
  40008. };
  40009. /**
  40010. * Creates the VertexData of the Disc or regular Polygon
  40011. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40012. * * radius the radius of the disc, optional default 0.5
  40013. * * tessellation the number of polygon sides, optional, default 64
  40014. * * 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
  40015. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40016. * * 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)
  40017. * * 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)
  40018. * @returns the VertexData of the box
  40019. */
  40020. VertexData.CreateDisc = function (options) {
  40021. var positions = new Array();
  40022. var indices = new Array();
  40023. var normals = new Array();
  40024. var uvs = new Array();
  40025. var radius = options.radius || 0.5;
  40026. var tessellation = options.tessellation || 64;
  40027. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40028. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40029. // positions and uvs
  40030. positions.push(0, 0, 0); // disc center first
  40031. uvs.push(0.5, 0.5);
  40032. var theta = Math.PI * 2 * arc;
  40033. var step = theta / tessellation;
  40034. for (var a = 0; a < theta; a += step) {
  40035. var x = Math.cos(a);
  40036. var y = Math.sin(a);
  40037. var u = (x + 1) / 2;
  40038. var v = (1 - y) / 2;
  40039. positions.push(radius * x, radius * y, 0);
  40040. uvs.push(u, v);
  40041. }
  40042. if (arc === 1) {
  40043. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40044. uvs.push(uvs[2], uvs[3]);
  40045. }
  40046. //indices
  40047. var vertexNb = positions.length / 3;
  40048. for (var i = 1; i < vertexNb - 1; i++) {
  40049. indices.push(i + 1, 0, i);
  40050. }
  40051. // result
  40052. VertexData.ComputeNormals(positions, indices, normals);
  40053. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40054. var vertexData = new VertexData();
  40055. vertexData.indices = indices;
  40056. vertexData.positions = positions;
  40057. vertexData.normals = normals;
  40058. vertexData.uvs = uvs;
  40059. return vertexData;
  40060. };
  40061. /**
  40062. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40063. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40064. * @param polygon a mesh built from polygonTriangulation.build()
  40065. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40066. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40067. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40068. * @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)
  40069. * @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)
  40070. * @returns the VertexData of the Polygon
  40071. */
  40072. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40073. var faceUV = fUV || new Array(3);
  40074. var faceColors = fColors;
  40075. var colors = [];
  40076. // default face colors and UV if undefined
  40077. for (var f = 0; f < 3; f++) {
  40078. if (faceUV[f] === undefined) {
  40079. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40080. }
  40081. if (faceColors && faceColors[f] === undefined) {
  40082. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40083. }
  40084. }
  40085. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40086. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40087. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40088. var indices = polygon.getIndices();
  40089. // set face colours and textures
  40090. var idx = 0;
  40091. var face = 0;
  40092. for (var index = 0; index < normals.length; index += 3) {
  40093. //Edge Face no. 1
  40094. if (Math.abs(normals[index + 1]) < 0.001) {
  40095. face = 1;
  40096. }
  40097. //Top Face no. 0
  40098. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40099. face = 0;
  40100. }
  40101. //Bottom Face no. 2
  40102. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40103. face = 2;
  40104. }
  40105. idx = index / 3;
  40106. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40107. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40108. if (faceColors) {
  40109. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40110. }
  40111. }
  40112. // sides
  40113. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40114. // Result
  40115. var vertexData = new VertexData();
  40116. vertexData.indices = indices;
  40117. vertexData.positions = positions;
  40118. vertexData.normals = normals;
  40119. vertexData.uvs = uvs;
  40120. if (faceColors) {
  40121. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40122. vertexData.colors = totalColors;
  40123. }
  40124. return vertexData;
  40125. };
  40126. /**
  40127. * Creates the VertexData of the IcoSphere
  40128. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40129. * * radius the radius of the IcoSphere, optional default 1
  40130. * * radiusX allows stretching in the x direction, optional, default radius
  40131. * * radiusY allows stretching in the y direction, optional, default radius
  40132. * * radiusZ allows stretching in the z direction, optional, default radius
  40133. * * flat when true creates a flat shaded mesh, optional, default true
  40134. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40135. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40136. * * 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)
  40137. * * 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)
  40138. * @returns the VertexData of the IcoSphere
  40139. */
  40140. VertexData.CreateIcoSphere = function (options) {
  40141. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40142. var radius = options.radius || 1;
  40143. var flat = (options.flat === undefined) ? true : options.flat;
  40144. var subdivisions = options.subdivisions || 4;
  40145. var radiusX = options.radiusX || radius;
  40146. var radiusY = options.radiusY || radius;
  40147. var radiusZ = options.radiusZ || radius;
  40148. var t = (1 + Math.sqrt(5)) / 2;
  40149. // 12 vertex x,y,z
  40150. var ico_vertices = [
  40151. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40152. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40153. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40154. ];
  40155. // index of 3 vertex makes a face of icopshere
  40156. var ico_indices = [
  40157. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40158. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40159. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40160. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40161. ];
  40162. // vertex for uv have aliased position, not for UV
  40163. var vertices_unalias_id = [
  40164. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40165. // vertex alias
  40166. 0,
  40167. 2,
  40168. 3,
  40169. 3,
  40170. 3,
  40171. 4,
  40172. 7,
  40173. 8,
  40174. 9,
  40175. 9,
  40176. 10,
  40177. 11 // 23: B + 12
  40178. ];
  40179. // uv as integer step (not pixels !)
  40180. var ico_vertexuv = [
  40181. 5, 1, 3, 1, 6, 4, 0, 0,
  40182. 5, 3, 4, 2, 2, 2, 4, 0,
  40183. 2, 0, 1, 1, 6, 0, 6, 2,
  40184. // vertex alias (for same vertex on different faces)
  40185. 0, 4,
  40186. 3, 3,
  40187. 4, 4,
  40188. 3, 1,
  40189. 4, 2,
  40190. 4, 4,
  40191. 0, 2,
  40192. 1, 1,
  40193. 2, 2,
  40194. 3, 3,
  40195. 1, 3,
  40196. 2, 4 // 23: B + 12
  40197. ];
  40198. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40199. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40200. // First island of uv mapping
  40201. // v = 4h 3+ 2
  40202. // v = 3h 9+ 4
  40203. // v = 2h 9+ 5 B
  40204. // v = 1h 9 1 0
  40205. // v = 0h 3 8 7 A
  40206. // u = 0 1 2 3 4 5 6 *a
  40207. // Second island of uv mapping
  40208. // v = 4h 0+ B+ 4+
  40209. // v = 3h A+ 2+
  40210. // v = 2h 7+ 6 3+
  40211. // v = 1h 8+ 3+
  40212. // v = 0h
  40213. // u = 0 1 2 3 4 5 6 *a
  40214. // Face layout on texture UV mapping
  40215. // ============
  40216. // \ 4 /\ 16 / ======
  40217. // \ / \ / /\ 11 /
  40218. // \/ 7 \/ / \ /
  40219. // ======= / 10 \/
  40220. // /\ 17 /\ =======
  40221. // / \ / \ \ 15 /\
  40222. // / 8 \/ 12 \ \ / \
  40223. // ============ \/ 6 \
  40224. // \ 18 /\ ============
  40225. // \ / \ \ 5 /\ 0 /
  40226. // \/ 13 \ \ / \ /
  40227. // ======= \/ 1 \/
  40228. // =============
  40229. // /\ 19 /\ 2 /\
  40230. // / \ / \ / \
  40231. // / 14 \/ 9 \/ 3 \
  40232. // ===================
  40233. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40234. var ustep = 138 / 1024;
  40235. var vstep = 239 / 1024;
  40236. var uoffset = 60 / 1024;
  40237. var voffset = 26 / 1024;
  40238. // Second island should have margin, not to touch the first island
  40239. // avoid any borderline artefact in pixel rounding
  40240. var island_u_offset = -40 / 1024;
  40241. var island_v_offset = +20 / 1024;
  40242. // face is either island 0 or 1 :
  40243. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40244. var island = [
  40245. 0, 0, 0, 0, 1,
  40246. 0, 0, 1, 1, 0,
  40247. 0, 0, 1, 1, 0,
  40248. 0, 1, 1, 1, 0 // 15 - 19
  40249. ];
  40250. var indices = new Array();
  40251. var positions = new Array();
  40252. var normals = new Array();
  40253. var uvs = new Array();
  40254. var current_indice = 0;
  40255. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40256. var face_vertex_pos = new Array(3);
  40257. var face_vertex_uv = new Array(3);
  40258. var v012;
  40259. for (v012 = 0; v012 < 3; v012++) {
  40260. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40261. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40262. }
  40263. // create all with normals
  40264. for (var face = 0; face < 20; face++) {
  40265. // 3 vertex per face
  40266. for (v012 = 0; v012 < 3; v012++) {
  40267. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40268. var v_id = ico_indices[3 * face + v012];
  40269. // vertex have 3D position (x,y,z)
  40270. 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]);
  40271. // Normalize to get normal, then scale to radius
  40272. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40273. // uv Coordinates from vertex ID
  40274. 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);
  40275. }
  40276. // Subdivide the face (interpolate pos, norm, uv)
  40277. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40278. // - norm is linear interpolation of vertex corner normal
  40279. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40280. // - uv is linear interpolation
  40281. //
  40282. // Topology is as below for sub-divide by 2
  40283. // vertex shown as v0,v1,v2
  40284. // interp index is i1 to progress in range [v0,v1[
  40285. // interp index is i2 to progress in range [v0,v2[
  40286. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40287. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40288. //
  40289. //
  40290. // i2 v2
  40291. // ^ ^
  40292. // / / \
  40293. // / / \
  40294. // / / \
  40295. // / / (0,1) \
  40296. // / #---------\
  40297. // / / \ (0,0)'/ \
  40298. // / / \ / \
  40299. // / / \ / \
  40300. // / / (0,0) \ / (1,0) \
  40301. // / #---------#---------\
  40302. // v0 v1
  40303. //
  40304. // --------------------> i1
  40305. //
  40306. // interp of (i1,i2):
  40307. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40308. // along i1 : lerp(x0,x1, i1/(S-i2))
  40309. //
  40310. // centroid of triangle is needed to get help normal computation
  40311. // (c1,c2) are used for centroid location
  40312. var interp_vertex = function (i1, i2, c1, c2) {
  40313. // vertex is interpolated from
  40314. // - face_vertex_pos[0..2]
  40315. // - face_vertex_uv[0..2]
  40316. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40317. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40318. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40319. pos_interp.normalize();
  40320. var vertex_normal;
  40321. if (flat) {
  40322. // in flat mode, recalculate normal as face centroid normal
  40323. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40324. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40325. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40326. }
  40327. else {
  40328. // in smooth mode, recalculate normal from each single vertex position
  40329. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40330. }
  40331. // Vertex normal need correction due to X,Y,Z radius scaling
  40332. vertex_normal.x /= radiusX;
  40333. vertex_normal.y /= radiusY;
  40334. vertex_normal.z /= radiusZ;
  40335. vertex_normal.normalize();
  40336. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40337. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40338. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40339. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40340. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40341. uvs.push(uv_interp.x, uv_interp.y);
  40342. // push each vertex has member of a face
  40343. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40344. indices.push(current_indice);
  40345. current_indice++;
  40346. };
  40347. for (var i2 = 0; i2 < subdivisions; i2++) {
  40348. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40349. // face : (i1,i2) for /\ :
  40350. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40351. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40352. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40353. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40354. if (i1 + i2 + 1 < subdivisions) {
  40355. // face : (i1,i2)' for \/ :
  40356. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40357. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40358. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40359. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40360. }
  40361. }
  40362. }
  40363. }
  40364. // Sides
  40365. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40366. // Result
  40367. var vertexData = new VertexData();
  40368. vertexData.indices = indices;
  40369. vertexData.positions = positions;
  40370. vertexData.normals = normals;
  40371. vertexData.uvs = uvs;
  40372. return vertexData;
  40373. };
  40374. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40375. /**
  40376. * Creates the VertexData for a Polyhedron
  40377. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40378. * * type provided types are:
  40379. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40380. * * 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)
  40381. * * size the size of the IcoSphere, optional default 1
  40382. * * sizeX allows stretching in the x direction, optional, default size
  40383. * * sizeY allows stretching in the y direction, optional, default size
  40384. * * sizeZ allows stretching in the z direction, optional, default size
  40385. * * 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
  40386. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40387. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40388. * * flat when true creates a flat shaded mesh, optional, default true
  40389. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40390. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40391. * * 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)
  40392. * * 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)
  40393. * @returns the VertexData of the Polyhedron
  40394. */
  40395. VertexData.CreatePolyhedron = function (options) {
  40396. // provided polyhedron types :
  40397. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40398. // 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)
  40399. var polyhedra = [];
  40400. 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]] };
  40401. 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]] };
  40402. polyhedra[2] = {
  40403. 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]],
  40404. 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]]
  40405. };
  40406. polyhedra[3] = {
  40407. 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]],
  40408. 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]]
  40409. };
  40410. polyhedra[4] = {
  40411. 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]],
  40412. 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]]
  40413. };
  40414. 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]] };
  40415. 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]] };
  40416. 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]] };
  40417. 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]] };
  40418. 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]] };
  40419. 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]] };
  40420. 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]] };
  40421. 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]] };
  40422. 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]] };
  40423. polyhedra[14] = {
  40424. 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]],
  40425. 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]]
  40426. };
  40427. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40428. var size = options.size;
  40429. var sizeX = options.sizeX || size || 1;
  40430. var sizeY = options.sizeY || size || 1;
  40431. var sizeZ = options.sizeZ || size || 1;
  40432. var data = options.custom || polyhedra[type];
  40433. var nbfaces = data.face.length;
  40434. var faceUV = options.faceUV || new Array(nbfaces);
  40435. var faceColors = options.faceColors;
  40436. var flat = (options.flat === undefined) ? true : options.flat;
  40437. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40438. var positions = new Array();
  40439. var indices = new Array();
  40440. var normals = new Array();
  40441. var uvs = new Array();
  40442. var colors = new Array();
  40443. var index = 0;
  40444. var faceIdx = 0; // face cursor in the array "indexes"
  40445. var indexes = new Array();
  40446. var i = 0;
  40447. var f = 0;
  40448. var u, v, ang, x, y, tmp;
  40449. // default face colors and UV if undefined
  40450. if (flat) {
  40451. for (f = 0; f < nbfaces; f++) {
  40452. if (faceColors && faceColors[f] === undefined) {
  40453. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40454. }
  40455. if (faceUV && faceUV[f] === undefined) {
  40456. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40457. }
  40458. }
  40459. }
  40460. if (!flat) {
  40461. for (i = 0; i < data.vertex.length; i++) {
  40462. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40463. uvs.push(0, 0);
  40464. }
  40465. for (f = 0; f < nbfaces; f++) {
  40466. for (i = 0; i < data.face[f].length - 2; i++) {
  40467. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40468. }
  40469. }
  40470. }
  40471. else {
  40472. for (f = 0; f < nbfaces; f++) {
  40473. var fl = data.face[f].length; // number of vertices of the current face
  40474. ang = 2 * Math.PI / fl;
  40475. x = 0.5 * Math.tan(ang / 2);
  40476. y = 0.5;
  40477. // positions, uvs, colors
  40478. for (i = 0; i < fl; i++) {
  40479. // positions
  40480. 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);
  40481. indexes.push(index);
  40482. index++;
  40483. // uvs
  40484. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40485. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40486. uvs.push(u, v);
  40487. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40488. y = x * Math.sin(ang) + y * Math.cos(ang);
  40489. x = tmp;
  40490. // colors
  40491. if (faceColors) {
  40492. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40493. }
  40494. }
  40495. // indices from indexes
  40496. for (i = 0; i < fl - 2; i++) {
  40497. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40498. }
  40499. faceIdx += fl;
  40500. }
  40501. }
  40502. VertexData.ComputeNormals(positions, indices, normals);
  40503. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40504. var vertexData = new VertexData();
  40505. vertexData.positions = positions;
  40506. vertexData.indices = indices;
  40507. vertexData.normals = normals;
  40508. vertexData.uvs = uvs;
  40509. if (faceColors && flat) {
  40510. vertexData.colors = colors;
  40511. }
  40512. return vertexData;
  40513. };
  40514. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40515. /**
  40516. * Creates the VertexData for a TorusKnot
  40517. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40518. * * radius the radius of the torus knot, optional, default 2
  40519. * * tube the thickness of the tube, optional, default 0.5
  40520. * * radialSegments the number of sides on each tube segments, optional, default 32
  40521. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40522. * * p the number of windings around the z axis, optional, default 2
  40523. * * q the number of windings around the x axis, optional, default 3
  40524. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40525. * * 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)
  40526. * * 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)
  40527. * @returns the VertexData of the Torus Knot
  40528. */
  40529. VertexData.CreateTorusKnot = function (options) {
  40530. var indices = new Array();
  40531. var positions = new Array();
  40532. var normals = new Array();
  40533. var uvs = new Array();
  40534. var radius = options.radius || 2;
  40535. var tube = options.tube || 0.5;
  40536. var radialSegments = options.radialSegments || 32;
  40537. var tubularSegments = options.tubularSegments || 32;
  40538. var p = options.p || 2;
  40539. var q = options.q || 3;
  40540. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40541. // Helper
  40542. var getPos = function (angle) {
  40543. var cu = Math.cos(angle);
  40544. var su = Math.sin(angle);
  40545. var quOverP = q / p * angle;
  40546. var cs = Math.cos(quOverP);
  40547. var tx = radius * (2 + cs) * 0.5 * cu;
  40548. var ty = radius * (2 + cs) * su * 0.5;
  40549. var tz = radius * Math.sin(quOverP) * 0.5;
  40550. return new BABYLON.Vector3(tx, ty, tz);
  40551. };
  40552. // Vertices
  40553. var i;
  40554. var j;
  40555. for (i = 0; i <= radialSegments; i++) {
  40556. var modI = i % radialSegments;
  40557. var u = modI / radialSegments * 2 * p * Math.PI;
  40558. var p1 = getPos(u);
  40559. var p2 = getPos(u + 0.01);
  40560. var tang = p2.subtract(p1);
  40561. var n = p2.add(p1);
  40562. var bitan = BABYLON.Vector3.Cross(tang, n);
  40563. n = BABYLON.Vector3.Cross(bitan, tang);
  40564. bitan.normalize();
  40565. n.normalize();
  40566. for (j = 0; j < tubularSegments; j++) {
  40567. var modJ = j % tubularSegments;
  40568. var v = modJ / tubularSegments * 2 * Math.PI;
  40569. var cx = -tube * Math.cos(v);
  40570. var cy = tube * Math.sin(v);
  40571. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40572. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40573. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40574. uvs.push(i / radialSegments);
  40575. uvs.push(j / tubularSegments);
  40576. }
  40577. }
  40578. for (i = 0; i < radialSegments; i++) {
  40579. for (j = 0; j < tubularSegments; j++) {
  40580. var jNext = (j + 1) % tubularSegments;
  40581. var a = i * tubularSegments + j;
  40582. var b = (i + 1) * tubularSegments + j;
  40583. var c = (i + 1) * tubularSegments + jNext;
  40584. var d = i * tubularSegments + jNext;
  40585. indices.push(d);
  40586. indices.push(b);
  40587. indices.push(a);
  40588. indices.push(d);
  40589. indices.push(c);
  40590. indices.push(b);
  40591. }
  40592. }
  40593. // Normals
  40594. VertexData.ComputeNormals(positions, indices, normals);
  40595. // Sides
  40596. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40597. // Result
  40598. var vertexData = new VertexData();
  40599. vertexData.indices = indices;
  40600. vertexData.positions = positions;
  40601. vertexData.normals = normals;
  40602. vertexData.uvs = uvs;
  40603. return vertexData;
  40604. };
  40605. // Tools
  40606. /**
  40607. * Compute normals for given positions and indices
  40608. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40609. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40610. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40611. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40612. * * facetNormals : optional array of facet normals (vector3)
  40613. * * facetPositions : optional array of facet positions (vector3)
  40614. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40615. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40616. * * bInfo : optional bounding info, required for facetPartitioning computation
  40617. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40618. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40619. * * useRightHandedSystem: optional boolean to for right handed system computation
  40620. * * depthSort : optional boolean to enable the facet depth sort computation
  40621. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40622. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40623. */
  40624. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40625. // temporary scalar variables
  40626. var index = 0; // facet index
  40627. var p1p2x = 0.0; // p1p2 vector x coordinate
  40628. var p1p2y = 0.0; // p1p2 vector y coordinate
  40629. var p1p2z = 0.0; // p1p2 vector z coordinate
  40630. var p3p2x = 0.0; // p3p2 vector x coordinate
  40631. var p3p2y = 0.0; // p3p2 vector y coordinate
  40632. var p3p2z = 0.0; // p3p2 vector z coordinate
  40633. var faceNormalx = 0.0; // facet normal x coordinate
  40634. var faceNormaly = 0.0; // facet normal y coordinate
  40635. var faceNormalz = 0.0; // facet normal z coordinate
  40636. var length = 0.0; // facet normal length before normalization
  40637. var v1x = 0; // vector1 x index in the positions array
  40638. var v1y = 0; // vector1 y index in the positions array
  40639. var v1z = 0; // vector1 z index in the positions array
  40640. var v2x = 0; // vector2 x index in the positions array
  40641. var v2y = 0; // vector2 y index in the positions array
  40642. var v2z = 0; // vector2 z index in the positions array
  40643. var v3x = 0; // vector3 x index in the positions array
  40644. var v3y = 0; // vector3 y index in the positions array
  40645. var v3z = 0; // vector3 z index in the positions array
  40646. var computeFacetNormals = false;
  40647. var computeFacetPositions = false;
  40648. var computeFacetPartitioning = false;
  40649. var computeDepthSort = false;
  40650. var faceNormalSign = 1;
  40651. var ratio = 0;
  40652. var distanceTo = null;
  40653. if (options) {
  40654. computeFacetNormals = (options.facetNormals) ? true : false;
  40655. computeFacetPositions = (options.facetPositions) ? true : false;
  40656. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40657. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40658. ratio = options.ratio || 0;
  40659. computeDepthSort = (options.depthSort) ? true : false;
  40660. distanceTo = (options.distanceTo);
  40661. if (computeDepthSort) {
  40662. if (distanceTo === undefined) {
  40663. distanceTo = BABYLON.Vector3.Zero();
  40664. }
  40665. var depthSortedFacets = options.depthSortedFacets;
  40666. }
  40667. }
  40668. // facetPartitioning reinit if needed
  40669. var xSubRatio = 0;
  40670. var ySubRatio = 0;
  40671. var zSubRatio = 0;
  40672. var subSq = 0;
  40673. if (computeFacetPartitioning && options && options.bbSize) {
  40674. var ox = 0; // X partitioning index for facet position
  40675. var oy = 0; // Y partinioning index for facet position
  40676. var oz = 0; // Z partinioning index for facet position
  40677. var b1x = 0; // X partitioning index for facet v1 vertex
  40678. var b1y = 0; // Y partitioning index for facet v1 vertex
  40679. var b1z = 0; // z partitioning index for facet v1 vertex
  40680. var b2x = 0; // X partitioning index for facet v2 vertex
  40681. var b2y = 0; // Y partitioning index for facet v2 vertex
  40682. var b2z = 0; // Z partitioning index for facet v2 vertex
  40683. var b3x = 0; // X partitioning index for facet v3 vertex
  40684. var b3y = 0; // Y partitioning index for facet v3 vertex
  40685. var b3z = 0; // Z partitioning index for facet v3 vertex
  40686. var block_idx_o = 0; // facet barycenter block index
  40687. var block_idx_v1 = 0; // v1 vertex block index
  40688. var block_idx_v2 = 0; // v2 vertex block index
  40689. var block_idx_v3 = 0; // v3 vertex block index
  40690. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40691. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40692. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40693. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40694. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40695. subSq = options.subDiv.max * options.subDiv.max;
  40696. options.facetPartitioning.length = 0;
  40697. }
  40698. // reset the normals
  40699. for (index = 0; index < positions.length; index++) {
  40700. normals[index] = 0.0;
  40701. }
  40702. // Loop : 1 indice triplet = 1 facet
  40703. var nbFaces = (indices.length / 3) | 0;
  40704. for (index = 0; index < nbFaces; index++) {
  40705. // get the indexes of the coordinates of each vertex of the facet
  40706. v1x = indices[index * 3] * 3;
  40707. v1y = v1x + 1;
  40708. v1z = v1x + 2;
  40709. v2x = indices[index * 3 + 1] * 3;
  40710. v2y = v2x + 1;
  40711. v2z = v2x + 2;
  40712. v3x = indices[index * 3 + 2] * 3;
  40713. v3y = v3x + 1;
  40714. v3z = v3x + 2;
  40715. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40716. p1p2y = positions[v1y] - positions[v2y];
  40717. p1p2z = positions[v1z] - positions[v2z];
  40718. p3p2x = positions[v3x] - positions[v2x];
  40719. p3p2y = positions[v3y] - positions[v2y];
  40720. p3p2z = positions[v3z] - positions[v2z];
  40721. // compute the face normal with the cross product
  40722. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40723. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40724. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40725. // normalize this normal and store it in the array facetData
  40726. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40727. length = (length === 0) ? 1.0 : length;
  40728. faceNormalx /= length;
  40729. faceNormaly /= length;
  40730. faceNormalz /= length;
  40731. if (computeFacetNormals && options) {
  40732. options.facetNormals[index].x = faceNormalx;
  40733. options.facetNormals[index].y = faceNormaly;
  40734. options.facetNormals[index].z = faceNormalz;
  40735. }
  40736. if (computeFacetPositions && options) {
  40737. // compute and the facet barycenter coordinates in the array facetPositions
  40738. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40739. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40740. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40741. }
  40742. if (computeFacetPartitioning && options) {
  40743. // store the facet indexes in arrays in the main facetPartitioning array :
  40744. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40745. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40746. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40747. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40748. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40749. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40750. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40751. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40752. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40753. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40754. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40755. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40756. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40757. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40758. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40759. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40760. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40761. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40762. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40763. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40764. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40765. // push each facet index in each block containing the vertex
  40766. options.facetPartitioning[block_idx_v1].push(index);
  40767. if (block_idx_v2 != block_idx_v1) {
  40768. options.facetPartitioning[block_idx_v2].push(index);
  40769. }
  40770. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40771. options.facetPartitioning[block_idx_v3].push(index);
  40772. }
  40773. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40774. options.facetPartitioning[block_idx_o].push(index);
  40775. }
  40776. }
  40777. if (computeDepthSort && options && options.facetPositions) {
  40778. var dsf = depthSortedFacets[index];
  40779. dsf.ind = index * 3;
  40780. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40781. }
  40782. // compute the normals anyway
  40783. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40784. normals[v1y] += faceNormaly;
  40785. normals[v1z] += faceNormalz;
  40786. normals[v2x] += faceNormalx;
  40787. normals[v2y] += faceNormaly;
  40788. normals[v2z] += faceNormalz;
  40789. normals[v3x] += faceNormalx;
  40790. normals[v3y] += faceNormaly;
  40791. normals[v3z] += faceNormalz;
  40792. }
  40793. // last normalization of each normal
  40794. for (index = 0; index < normals.length / 3; index++) {
  40795. faceNormalx = normals[index * 3];
  40796. faceNormaly = normals[index * 3 + 1];
  40797. faceNormalz = normals[index * 3 + 2];
  40798. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40799. length = (length === 0) ? 1.0 : length;
  40800. faceNormalx /= length;
  40801. faceNormaly /= length;
  40802. faceNormalz /= length;
  40803. normals[index * 3] = faceNormalx;
  40804. normals[index * 3 + 1] = faceNormaly;
  40805. normals[index * 3 + 2] = faceNormalz;
  40806. }
  40807. };
  40808. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40809. var li = indices.length;
  40810. var ln = normals.length;
  40811. var i;
  40812. var n;
  40813. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40814. switch (sideOrientation) {
  40815. case BABYLON.Mesh.FRONTSIDE:
  40816. // nothing changed
  40817. break;
  40818. case BABYLON.Mesh.BACKSIDE:
  40819. var tmp;
  40820. // indices
  40821. for (i = 0; i < li; i += 3) {
  40822. tmp = indices[i];
  40823. indices[i] = indices[i + 2];
  40824. indices[i + 2] = tmp;
  40825. }
  40826. // normals
  40827. for (n = 0; n < ln; n++) {
  40828. normals[n] = -normals[n];
  40829. }
  40830. break;
  40831. case BABYLON.Mesh.DOUBLESIDE:
  40832. // positions
  40833. var lp = positions.length;
  40834. var l = lp / 3;
  40835. for (var p = 0; p < lp; p++) {
  40836. positions[lp + p] = positions[p];
  40837. }
  40838. // indices
  40839. for (i = 0; i < li; i += 3) {
  40840. indices[i + li] = indices[i + 2] + l;
  40841. indices[i + 1 + li] = indices[i + 1] + l;
  40842. indices[i + 2 + li] = indices[i] + l;
  40843. }
  40844. // normals
  40845. for (n = 0; n < ln; n++) {
  40846. normals[ln + n] = -normals[n];
  40847. }
  40848. // uvs
  40849. var lu = uvs.length;
  40850. var u = 0;
  40851. for (u = 0; u < lu; u++) {
  40852. uvs[u + lu] = uvs[u];
  40853. }
  40854. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40855. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40856. u = 0;
  40857. for (i = 0; i < lu / 2; i++) {
  40858. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40859. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40860. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40861. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40862. u += 2;
  40863. }
  40864. break;
  40865. }
  40866. };
  40867. /**
  40868. * Applies VertexData created from the imported parameters to the geometry
  40869. * @param parsedVertexData the parsed data from an imported file
  40870. * @param geometry the geometry to apply the VertexData to
  40871. */
  40872. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40873. var vertexData = new VertexData();
  40874. // positions
  40875. var positions = parsedVertexData.positions;
  40876. if (positions) {
  40877. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40878. }
  40879. // normals
  40880. var normals = parsedVertexData.normals;
  40881. if (normals) {
  40882. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40883. }
  40884. // tangents
  40885. var tangents = parsedVertexData.tangents;
  40886. if (tangents) {
  40887. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40888. }
  40889. // uvs
  40890. var uvs = parsedVertexData.uvs;
  40891. if (uvs) {
  40892. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40893. }
  40894. // uv2s
  40895. var uv2s = parsedVertexData.uv2s;
  40896. if (uv2s) {
  40897. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40898. }
  40899. // uv3s
  40900. var uv3s = parsedVertexData.uv3s;
  40901. if (uv3s) {
  40902. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40903. }
  40904. // uv4s
  40905. var uv4s = parsedVertexData.uv4s;
  40906. if (uv4s) {
  40907. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40908. }
  40909. // uv5s
  40910. var uv5s = parsedVertexData.uv5s;
  40911. if (uv5s) {
  40912. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40913. }
  40914. // uv6s
  40915. var uv6s = parsedVertexData.uv6s;
  40916. if (uv6s) {
  40917. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40918. }
  40919. // colors
  40920. var colors = parsedVertexData.colors;
  40921. if (colors) {
  40922. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40923. }
  40924. // matricesIndices
  40925. var matricesIndices = parsedVertexData.matricesIndices;
  40926. if (matricesIndices) {
  40927. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40928. }
  40929. // matricesWeights
  40930. var matricesWeights = parsedVertexData.matricesWeights;
  40931. if (matricesWeights) {
  40932. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40933. }
  40934. // indices
  40935. var indices = parsedVertexData.indices;
  40936. if (indices) {
  40937. vertexData.indices = indices;
  40938. }
  40939. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40940. };
  40941. return VertexData;
  40942. }());
  40943. BABYLON.VertexData = VertexData;
  40944. })(BABYLON || (BABYLON = {}));
  40945. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40946. var BABYLON;
  40947. (function (BABYLON) {
  40948. /**
  40949. * Class used to store geometry data (vertex buffers + index buffer)
  40950. */
  40951. var Geometry = /** @class */ (function () {
  40952. /**
  40953. * Creates a new geometry
  40954. * @param id defines the unique ID
  40955. * @param scene defines the hosting scene
  40956. * @param vertexData defines the VertexData used to get geometry data
  40957. * @param updatable defines if geometry must be updatable (false by default)
  40958. * @param mesh defines the mesh that will be associated with the geometry
  40959. */
  40960. function Geometry(id, scene, vertexData, updatable, mesh) {
  40961. if (updatable === void 0) { updatable = false; }
  40962. if (mesh === void 0) { mesh = null; }
  40963. /**
  40964. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40965. */
  40966. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40967. this._totalVertices = 0;
  40968. this._isDisposed = false;
  40969. this._indexBufferIsUpdatable = false;
  40970. this.id = id;
  40971. this.uniqueId = scene.getUniqueId();
  40972. this._engine = scene.getEngine();
  40973. this._meshes = [];
  40974. this._scene = scene;
  40975. //Init vertex buffer cache
  40976. this._vertexBuffers = {};
  40977. this._indices = [];
  40978. this._updatable = updatable;
  40979. // vertexData
  40980. if (vertexData) {
  40981. this.setAllVerticesData(vertexData, updatable);
  40982. }
  40983. else {
  40984. this._totalVertices = 0;
  40985. this._indices = [];
  40986. }
  40987. if (this._engine.getCaps().vertexArrayObject) {
  40988. this._vertexArrayObjects = {};
  40989. }
  40990. // applyToMesh
  40991. if (mesh) {
  40992. this.applyToMesh(mesh);
  40993. mesh.computeWorldMatrix(true);
  40994. }
  40995. }
  40996. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40997. /**
  40998. * 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
  40999. */
  41000. get: function () {
  41001. return this._boundingBias;
  41002. },
  41003. /**
  41004. * 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
  41005. */
  41006. set: function (value) {
  41007. if (this._boundingBias) {
  41008. this._boundingBias.copyFrom(value);
  41009. }
  41010. else {
  41011. this._boundingBias = value.clone();
  41012. }
  41013. this._updateBoundingInfo(true, null);
  41014. },
  41015. enumerable: true,
  41016. configurable: true
  41017. });
  41018. /**
  41019. * Static function used to attach a new empty geometry to a mesh
  41020. * @param mesh defines the mesh to attach the geometry to
  41021. * @returns the new Geometry
  41022. */
  41023. Geometry.CreateGeometryForMesh = function (mesh) {
  41024. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41025. geometry.applyToMesh(mesh);
  41026. return geometry;
  41027. };
  41028. Object.defineProperty(Geometry.prototype, "extend", {
  41029. /**
  41030. * Gets the current extend of the geometry
  41031. */
  41032. get: function () {
  41033. return this._extend;
  41034. },
  41035. enumerable: true,
  41036. configurable: true
  41037. });
  41038. /**
  41039. * Gets the hosting scene
  41040. * @returns the hosting Scene
  41041. */
  41042. Geometry.prototype.getScene = function () {
  41043. return this._scene;
  41044. };
  41045. /**
  41046. * Gets the hosting engine
  41047. * @returns the hosting Engine
  41048. */
  41049. Geometry.prototype.getEngine = function () {
  41050. return this._engine;
  41051. };
  41052. /**
  41053. * Defines if the geometry is ready to use
  41054. * @returns true if the geometry is ready to be used
  41055. */
  41056. Geometry.prototype.isReady = function () {
  41057. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41058. };
  41059. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41060. /**
  41061. * Gets a value indicating that the geometry should not be serialized
  41062. */
  41063. get: function () {
  41064. for (var index = 0; index < this._meshes.length; index++) {
  41065. if (!this._meshes[index].doNotSerialize) {
  41066. return false;
  41067. }
  41068. }
  41069. return true;
  41070. },
  41071. enumerable: true,
  41072. configurable: true
  41073. });
  41074. /** @hidden */
  41075. Geometry.prototype._rebuild = function () {
  41076. if (this._vertexArrayObjects) {
  41077. this._vertexArrayObjects = {};
  41078. }
  41079. // Index buffer
  41080. if (this._meshes.length !== 0 && this._indices) {
  41081. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41082. }
  41083. // Vertex buffers
  41084. for (var key in this._vertexBuffers) {
  41085. var vertexBuffer = this._vertexBuffers[key];
  41086. vertexBuffer._rebuild();
  41087. }
  41088. };
  41089. /**
  41090. * Affects all geometry data in one call
  41091. * @param vertexData defines the geometry data
  41092. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41093. */
  41094. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41095. vertexData.applyToGeometry(this, updatable);
  41096. this.notifyUpdate();
  41097. };
  41098. /**
  41099. * Set specific vertex data
  41100. * @param kind defines the data kind (Position, normal, etc...)
  41101. * @param data defines the vertex data to use
  41102. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41103. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41104. */
  41105. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41106. if (updatable === void 0) { updatable = false; }
  41107. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41108. this.setVerticesBuffer(buffer);
  41109. };
  41110. /**
  41111. * Removes a specific vertex data
  41112. * @param kind defines the data kind (Position, normal, etc...)
  41113. */
  41114. Geometry.prototype.removeVerticesData = function (kind) {
  41115. if (this._vertexBuffers[kind]) {
  41116. this._vertexBuffers[kind].dispose();
  41117. delete this._vertexBuffers[kind];
  41118. }
  41119. };
  41120. /**
  41121. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41122. * @param buffer defines the vertex buffer to use
  41123. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41124. */
  41125. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41126. if (totalVertices === void 0) { totalVertices = null; }
  41127. var kind = buffer.getKind();
  41128. if (this._vertexBuffers[kind]) {
  41129. this._vertexBuffers[kind].dispose();
  41130. }
  41131. this._vertexBuffers[kind] = buffer;
  41132. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41133. var data = buffer.getData();
  41134. if (totalVertices != null) {
  41135. this._totalVertices = totalVertices;
  41136. }
  41137. else {
  41138. if (data != null) {
  41139. this._totalVertices = data.length / (buffer.byteStride / 4);
  41140. }
  41141. }
  41142. this._updateExtend(data);
  41143. this._resetPointsArrayCache();
  41144. var meshes = this._meshes;
  41145. var numOfMeshes = meshes.length;
  41146. for (var index = 0; index < numOfMeshes; index++) {
  41147. var mesh = meshes[index];
  41148. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41149. mesh._createGlobalSubMesh(false);
  41150. mesh.computeWorldMatrix(true);
  41151. }
  41152. }
  41153. this.notifyUpdate(kind);
  41154. if (this._vertexArrayObjects) {
  41155. this._disposeVertexArrayObjects();
  41156. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41157. }
  41158. };
  41159. /**
  41160. * Update a specific vertex buffer
  41161. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41162. * It will do nothing if the buffer is not updatable
  41163. * @param kind defines the data kind (Position, normal, etc...)
  41164. * @param data defines the data to use
  41165. * @param offset defines the offset in the target buffer where to store the data
  41166. * @param useBytes set to true if the offset is in bytes
  41167. */
  41168. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41169. if (useBytes === void 0) { useBytes = false; }
  41170. var vertexBuffer = this.getVertexBuffer(kind);
  41171. if (!vertexBuffer) {
  41172. return;
  41173. }
  41174. vertexBuffer.updateDirectly(data, offset, useBytes);
  41175. this.notifyUpdate(kind);
  41176. };
  41177. /**
  41178. * Update a specific vertex buffer
  41179. * This function will create a new buffer if the current one is not updatable
  41180. * @param kind defines the data kind (Position, normal, etc...)
  41181. * @param data defines the data to use
  41182. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41183. */
  41184. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41185. if (updateExtends === void 0) { updateExtends = false; }
  41186. var vertexBuffer = this.getVertexBuffer(kind);
  41187. if (!vertexBuffer) {
  41188. return;
  41189. }
  41190. vertexBuffer.update(data);
  41191. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41192. this._updateBoundingInfo(updateExtends, data);
  41193. }
  41194. this.notifyUpdate(kind);
  41195. };
  41196. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41197. if (updateExtends) {
  41198. this._updateExtend(data);
  41199. }
  41200. this._resetPointsArrayCache();
  41201. if (updateExtends) {
  41202. var meshes = this._meshes;
  41203. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41204. var mesh = meshes_1[_i];
  41205. if (mesh._boundingInfo) {
  41206. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41207. }
  41208. else {
  41209. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41210. }
  41211. var subMeshes = mesh.subMeshes;
  41212. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41213. var subMesh = subMeshes_1[_a];
  41214. subMesh.refreshBoundingInfo();
  41215. }
  41216. }
  41217. }
  41218. };
  41219. /** @hidden */
  41220. Geometry.prototype._bind = function (effect, indexToBind) {
  41221. if (!effect) {
  41222. return;
  41223. }
  41224. if (indexToBind === undefined) {
  41225. indexToBind = this._indexBuffer;
  41226. }
  41227. var vbs = this.getVertexBuffers();
  41228. if (!vbs) {
  41229. return;
  41230. }
  41231. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41232. this._engine.bindBuffers(vbs, indexToBind, effect);
  41233. return;
  41234. }
  41235. // Using VAO
  41236. if (!this._vertexArrayObjects[effect.key]) {
  41237. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41238. }
  41239. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41240. };
  41241. /**
  41242. * Gets total number of vertices
  41243. * @returns the total number of vertices
  41244. */
  41245. Geometry.prototype.getTotalVertices = function () {
  41246. if (!this.isReady()) {
  41247. return 0;
  41248. }
  41249. return this._totalVertices;
  41250. };
  41251. /**
  41252. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41253. * @param kind defines the data kind (Position, normal, etc...)
  41254. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41255. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41256. * @returns a float array containing vertex data
  41257. */
  41258. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41259. var vertexBuffer = this.getVertexBuffer(kind);
  41260. if (!vertexBuffer) {
  41261. return null;
  41262. }
  41263. var data = vertexBuffer.getData();
  41264. if (!data) {
  41265. return null;
  41266. }
  41267. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41268. var count = this._totalVertices * vertexBuffer.getSize();
  41269. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41270. var copy_1 = [];
  41271. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41272. return copy_1;
  41273. }
  41274. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41275. if (data instanceof Array) {
  41276. var offset = vertexBuffer.byteOffset / 4;
  41277. return BABYLON.Tools.Slice(data, offset, offset + count);
  41278. }
  41279. else if (data instanceof ArrayBuffer) {
  41280. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41281. }
  41282. else {
  41283. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41284. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41285. var result = new Float32Array(count);
  41286. var source = new Float32Array(data.buffer, offset, count);
  41287. result.set(source);
  41288. return result;
  41289. }
  41290. return new Float32Array(data.buffer, offset, count);
  41291. }
  41292. }
  41293. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41294. return BABYLON.Tools.Slice(data);
  41295. }
  41296. return data;
  41297. };
  41298. /**
  41299. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41300. * @param kind defines the data kind (Position, normal, etc...)
  41301. * @returns true if the vertex buffer with the specified kind is updatable
  41302. */
  41303. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41304. var vb = this._vertexBuffers[kind];
  41305. if (!vb) {
  41306. return false;
  41307. }
  41308. return vb.isUpdatable();
  41309. };
  41310. /**
  41311. * Gets a specific vertex buffer
  41312. * @param kind defines the data kind (Position, normal, etc...)
  41313. * @returns a VertexBuffer
  41314. */
  41315. Geometry.prototype.getVertexBuffer = function (kind) {
  41316. if (!this.isReady()) {
  41317. return null;
  41318. }
  41319. return this._vertexBuffers[kind];
  41320. };
  41321. /**
  41322. * Returns all vertex buffers
  41323. * @return an object holding all vertex buffers indexed by kind
  41324. */
  41325. Geometry.prototype.getVertexBuffers = function () {
  41326. if (!this.isReady()) {
  41327. return null;
  41328. }
  41329. return this._vertexBuffers;
  41330. };
  41331. /**
  41332. * Gets a boolean indicating if specific vertex buffer is present
  41333. * @param kind defines the data kind (Position, normal, etc...)
  41334. * @returns true if data is present
  41335. */
  41336. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41337. if (!this._vertexBuffers) {
  41338. if (this._delayInfo) {
  41339. return this._delayInfo.indexOf(kind) !== -1;
  41340. }
  41341. return false;
  41342. }
  41343. return this._vertexBuffers[kind] !== undefined;
  41344. };
  41345. /**
  41346. * Gets a list of all attached data kinds (Position, normal, etc...)
  41347. * @returns a list of string containing all kinds
  41348. */
  41349. Geometry.prototype.getVerticesDataKinds = function () {
  41350. var result = [];
  41351. var kind;
  41352. if (!this._vertexBuffers && this._delayInfo) {
  41353. for (kind in this._delayInfo) {
  41354. result.push(kind);
  41355. }
  41356. }
  41357. else {
  41358. for (kind in this._vertexBuffers) {
  41359. result.push(kind);
  41360. }
  41361. }
  41362. return result;
  41363. };
  41364. /**
  41365. * Update index buffer
  41366. * @param indices defines the indices to store in the index buffer
  41367. * @param offset defines the offset in the target buffer where to store the data
  41368. */
  41369. Geometry.prototype.updateIndices = function (indices, offset) {
  41370. if (!this._indexBuffer) {
  41371. return;
  41372. }
  41373. if (!this._indexBufferIsUpdatable) {
  41374. this.setIndices(indices, null, true);
  41375. }
  41376. else {
  41377. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41378. }
  41379. };
  41380. /**
  41381. * Creates a new index buffer
  41382. * @param indices defines the indices to store in the index buffer
  41383. * @param totalVertices defines the total number of vertices (could be null)
  41384. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41385. */
  41386. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41387. if (totalVertices === void 0) { totalVertices = null; }
  41388. if (updatable === void 0) { updatable = false; }
  41389. if (this._indexBuffer) {
  41390. this._engine._releaseBuffer(this._indexBuffer);
  41391. }
  41392. this._disposeVertexArrayObjects();
  41393. this._indices = indices;
  41394. this._indexBufferIsUpdatable = updatable;
  41395. if (this._meshes.length !== 0 && this._indices) {
  41396. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41397. }
  41398. if (totalVertices != undefined) { // including null and undefined
  41399. this._totalVertices = totalVertices;
  41400. }
  41401. var meshes = this._meshes;
  41402. var numOfMeshes = meshes.length;
  41403. for (var index = 0; index < numOfMeshes; index++) {
  41404. meshes[index]._createGlobalSubMesh(true);
  41405. }
  41406. this.notifyUpdate();
  41407. };
  41408. /**
  41409. * Return the total number of indices
  41410. * @returns the total number of indices
  41411. */
  41412. Geometry.prototype.getTotalIndices = function () {
  41413. if (!this.isReady()) {
  41414. return 0;
  41415. }
  41416. return this._indices.length;
  41417. };
  41418. /**
  41419. * Gets the index buffer array
  41420. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41421. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41422. * @returns the index buffer array
  41423. */
  41424. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41425. if (!this.isReady()) {
  41426. return null;
  41427. }
  41428. var orig = this._indices;
  41429. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41430. return orig;
  41431. }
  41432. else {
  41433. var len = orig.length;
  41434. var copy = [];
  41435. for (var i = 0; i < len; i++) {
  41436. copy.push(orig[i]);
  41437. }
  41438. return copy;
  41439. }
  41440. };
  41441. /**
  41442. * Gets the index buffer
  41443. * @return the index buffer
  41444. */
  41445. Geometry.prototype.getIndexBuffer = function () {
  41446. if (!this.isReady()) {
  41447. return null;
  41448. }
  41449. return this._indexBuffer;
  41450. };
  41451. /** @hidden */
  41452. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41453. if (effect === void 0) { effect = null; }
  41454. if (!effect || !this._vertexArrayObjects) {
  41455. return;
  41456. }
  41457. if (this._vertexArrayObjects[effect.key]) {
  41458. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41459. delete this._vertexArrayObjects[effect.key];
  41460. }
  41461. };
  41462. /**
  41463. * Release the associated resources for a specific mesh
  41464. * @param mesh defines the source mesh
  41465. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41466. */
  41467. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41468. var meshes = this._meshes;
  41469. var index = meshes.indexOf(mesh);
  41470. if (index === -1) {
  41471. return;
  41472. }
  41473. meshes.splice(index, 1);
  41474. mesh._geometry = null;
  41475. if (meshes.length === 0 && shouldDispose) {
  41476. this.dispose();
  41477. }
  41478. };
  41479. /**
  41480. * Apply current geometry to a given mesh
  41481. * @param mesh defines the mesh to apply geometry to
  41482. */
  41483. Geometry.prototype.applyToMesh = function (mesh) {
  41484. if (mesh._geometry === this) {
  41485. return;
  41486. }
  41487. var previousGeometry = mesh._geometry;
  41488. if (previousGeometry) {
  41489. previousGeometry.releaseForMesh(mesh);
  41490. }
  41491. var meshes = this._meshes;
  41492. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41493. mesh._geometry = this;
  41494. this._scene.pushGeometry(this);
  41495. meshes.push(mesh);
  41496. if (this.isReady()) {
  41497. this._applyToMesh(mesh);
  41498. }
  41499. else {
  41500. mesh._boundingInfo = this._boundingInfo;
  41501. }
  41502. };
  41503. Geometry.prototype._updateExtend = function (data) {
  41504. if (data === void 0) { data = null; }
  41505. if (!data) {
  41506. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41507. }
  41508. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41509. };
  41510. Geometry.prototype._applyToMesh = function (mesh) {
  41511. var numOfMeshes = this._meshes.length;
  41512. // vertexBuffers
  41513. for (var kind in this._vertexBuffers) {
  41514. if (numOfMeshes === 1) {
  41515. this._vertexBuffers[kind].create();
  41516. }
  41517. var buffer = this._vertexBuffers[kind].getBuffer();
  41518. if (buffer) {
  41519. buffer.references = numOfMeshes;
  41520. }
  41521. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41522. if (!this._extend) {
  41523. this._updateExtend();
  41524. }
  41525. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41526. mesh._createGlobalSubMesh(false);
  41527. //bounding info was just created again, world matrix should be applied again.
  41528. mesh._updateBoundingInfo();
  41529. }
  41530. }
  41531. // indexBuffer
  41532. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41533. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41534. }
  41535. if (this._indexBuffer) {
  41536. this._indexBuffer.references = numOfMeshes;
  41537. }
  41538. // morphTargets
  41539. mesh._syncGeometryWithMorphTargetManager();
  41540. // instances
  41541. mesh.synchronizeInstances();
  41542. };
  41543. Geometry.prototype.notifyUpdate = function (kind) {
  41544. if (this.onGeometryUpdated) {
  41545. this.onGeometryUpdated(this, kind);
  41546. }
  41547. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41548. var mesh = _a[_i];
  41549. mesh._markSubMeshesAsAttributesDirty();
  41550. }
  41551. };
  41552. /**
  41553. * Load the geometry if it was flagged as delay loaded
  41554. * @param scene defines the hosting scene
  41555. * @param onLoaded defines a callback called when the geometry is loaded
  41556. */
  41557. Geometry.prototype.load = function (scene, onLoaded) {
  41558. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41559. return;
  41560. }
  41561. if (this.isReady()) {
  41562. if (onLoaded) {
  41563. onLoaded();
  41564. }
  41565. return;
  41566. }
  41567. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41568. this._queueLoad(scene, onLoaded);
  41569. };
  41570. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41571. var _this = this;
  41572. if (!this.delayLoadingFile) {
  41573. return;
  41574. }
  41575. scene._addPendingData(this);
  41576. scene._loadFile(this.delayLoadingFile, function (data) {
  41577. if (!_this._delayLoadingFunction) {
  41578. return;
  41579. }
  41580. _this._delayLoadingFunction(JSON.parse(data), _this);
  41581. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41582. _this._delayInfo = [];
  41583. scene._removePendingData(_this);
  41584. var meshes = _this._meshes;
  41585. var numOfMeshes = meshes.length;
  41586. for (var index = 0; index < numOfMeshes; index++) {
  41587. _this._applyToMesh(meshes[index]);
  41588. }
  41589. if (onLoaded) {
  41590. onLoaded();
  41591. }
  41592. }, undefined, true);
  41593. };
  41594. /**
  41595. * Invert the geometry to move from a right handed system to a left handed one.
  41596. */
  41597. Geometry.prototype.toLeftHanded = function () {
  41598. // Flip faces
  41599. var tIndices = this.getIndices(false);
  41600. if (tIndices != null && tIndices.length > 0) {
  41601. for (var i = 0; i < tIndices.length; i += 3) {
  41602. var tTemp = tIndices[i + 0];
  41603. tIndices[i + 0] = tIndices[i + 2];
  41604. tIndices[i + 2] = tTemp;
  41605. }
  41606. this.setIndices(tIndices);
  41607. }
  41608. // Negate position.z
  41609. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41610. if (tPositions != null && tPositions.length > 0) {
  41611. for (var i = 0; i < tPositions.length; i += 3) {
  41612. tPositions[i + 2] = -tPositions[i + 2];
  41613. }
  41614. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41615. }
  41616. // Negate normal.z
  41617. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41618. if (tNormals != null && tNormals.length > 0) {
  41619. for (var i = 0; i < tNormals.length; i += 3) {
  41620. tNormals[i + 2] = -tNormals[i + 2];
  41621. }
  41622. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41623. }
  41624. };
  41625. // Cache
  41626. /** @hidden */
  41627. Geometry.prototype._resetPointsArrayCache = function () {
  41628. this._positions = null;
  41629. };
  41630. /** @hidden */
  41631. Geometry.prototype._generatePointsArray = function () {
  41632. if (this._positions) {
  41633. return true;
  41634. }
  41635. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41636. if (!data || data.length === 0) {
  41637. return false;
  41638. }
  41639. this._positions = [];
  41640. for (var index = 0; index < data.length; index += 3) {
  41641. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41642. }
  41643. return true;
  41644. };
  41645. /**
  41646. * Gets a value indicating if the geometry is disposed
  41647. * @returns true if the geometry was disposed
  41648. */
  41649. Geometry.prototype.isDisposed = function () {
  41650. return this._isDisposed;
  41651. };
  41652. Geometry.prototype._disposeVertexArrayObjects = function () {
  41653. if (this._vertexArrayObjects) {
  41654. for (var kind in this._vertexArrayObjects) {
  41655. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41656. }
  41657. this._vertexArrayObjects = {};
  41658. }
  41659. };
  41660. /**
  41661. * Free all associated resources
  41662. */
  41663. Geometry.prototype.dispose = function () {
  41664. var meshes = this._meshes;
  41665. var numOfMeshes = meshes.length;
  41666. var index;
  41667. for (index = 0; index < numOfMeshes; index++) {
  41668. this.releaseForMesh(meshes[index]);
  41669. }
  41670. this._meshes = [];
  41671. this._disposeVertexArrayObjects();
  41672. for (var kind in this._vertexBuffers) {
  41673. this._vertexBuffers[kind].dispose();
  41674. }
  41675. this._vertexBuffers = {};
  41676. this._totalVertices = 0;
  41677. if (this._indexBuffer) {
  41678. this._engine._releaseBuffer(this._indexBuffer);
  41679. }
  41680. this._indexBuffer = null;
  41681. this._indices = [];
  41682. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41683. this.delayLoadingFile = null;
  41684. this._delayLoadingFunction = null;
  41685. this._delayInfo = [];
  41686. this._boundingInfo = null;
  41687. this._scene.removeGeometry(this);
  41688. this._isDisposed = true;
  41689. };
  41690. /**
  41691. * Clone the current geometry into a new geometry
  41692. * @param id defines the unique ID of the new geometry
  41693. * @returns a new geometry object
  41694. */
  41695. Geometry.prototype.copy = function (id) {
  41696. var vertexData = new BABYLON.VertexData();
  41697. vertexData.indices = [];
  41698. var indices = this.getIndices();
  41699. if (indices) {
  41700. for (var index = 0; index < indices.length; index++) {
  41701. vertexData.indices.push(indices[index]);
  41702. }
  41703. }
  41704. var updatable = false;
  41705. var stopChecking = false;
  41706. var kind;
  41707. for (kind in this._vertexBuffers) {
  41708. // using slice() to make a copy of the array and not just reference it
  41709. var data = this.getVerticesData(kind);
  41710. if (data instanceof Float32Array) {
  41711. vertexData.set(new Float32Array(data), kind);
  41712. }
  41713. else {
  41714. vertexData.set(data.slice(0), kind);
  41715. }
  41716. if (!stopChecking) {
  41717. var vb = this.getVertexBuffer(kind);
  41718. if (vb) {
  41719. updatable = vb.isUpdatable();
  41720. stopChecking = !updatable;
  41721. }
  41722. }
  41723. }
  41724. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41725. geometry.delayLoadState = this.delayLoadState;
  41726. geometry.delayLoadingFile = this.delayLoadingFile;
  41727. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41728. for (kind in this._delayInfo) {
  41729. geometry._delayInfo = geometry._delayInfo || [];
  41730. geometry._delayInfo.push(kind);
  41731. }
  41732. // Bounding info
  41733. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41734. return geometry;
  41735. };
  41736. /**
  41737. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41738. * @return a JSON representation of the current geometry data (without the vertices data)
  41739. */
  41740. Geometry.prototype.serialize = function () {
  41741. var serializationObject = {};
  41742. serializationObject.id = this.id;
  41743. serializationObject.updatable = this._updatable;
  41744. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41745. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41746. }
  41747. return serializationObject;
  41748. };
  41749. Geometry.prototype.toNumberArray = function (origin) {
  41750. if (Array.isArray(origin)) {
  41751. return origin;
  41752. }
  41753. else {
  41754. return Array.prototype.slice.call(origin);
  41755. }
  41756. };
  41757. /**
  41758. * Serialize all vertices data into a JSON oject
  41759. * @returns a JSON representation of the current geometry data
  41760. */
  41761. Geometry.prototype.serializeVerticeData = function () {
  41762. var serializationObject = this.serialize();
  41763. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41764. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41765. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41766. serializationObject.positions._updatable = true;
  41767. }
  41768. }
  41769. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41770. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41771. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41772. serializationObject.normals._updatable = true;
  41773. }
  41774. }
  41775. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41776. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41777. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41778. serializationObject.tangets._updatable = true;
  41779. }
  41780. }
  41781. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41782. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41783. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41784. serializationObject.uvs._updatable = true;
  41785. }
  41786. }
  41787. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41788. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41789. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41790. serializationObject.uv2s._updatable = true;
  41791. }
  41792. }
  41793. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41794. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41795. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41796. serializationObject.uv3s._updatable = true;
  41797. }
  41798. }
  41799. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41800. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41801. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41802. serializationObject.uv4s._updatable = true;
  41803. }
  41804. }
  41805. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41806. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41807. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41808. serializationObject.uv5s._updatable = true;
  41809. }
  41810. }
  41811. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41812. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41813. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41814. serializationObject.uv6s._updatable = true;
  41815. }
  41816. }
  41817. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41818. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41819. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41820. serializationObject.colors._updatable = true;
  41821. }
  41822. }
  41823. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41824. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41825. serializationObject.matricesIndices._isExpanded = true;
  41826. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41827. serializationObject.matricesIndices._updatable = true;
  41828. }
  41829. }
  41830. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41831. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41832. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41833. serializationObject.matricesWeights._updatable = true;
  41834. }
  41835. }
  41836. serializationObject.indices = this.toNumberArray(this.getIndices());
  41837. return serializationObject;
  41838. };
  41839. // Statics
  41840. /**
  41841. * Extracts a clone of a mesh geometry
  41842. * @param mesh defines the source mesh
  41843. * @param id defines the unique ID of the new geometry object
  41844. * @returns the new geometry object
  41845. */
  41846. Geometry.ExtractFromMesh = function (mesh, id) {
  41847. var geometry = mesh._geometry;
  41848. if (!geometry) {
  41849. return null;
  41850. }
  41851. return geometry.copy(id);
  41852. };
  41853. /**
  41854. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41855. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41856. * Be aware Math.random() could cause collisions, but:
  41857. * "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"
  41858. * @returns a string containing a new GUID
  41859. */
  41860. Geometry.RandomId = function () {
  41861. return BABYLON.Tools.RandomId();
  41862. };
  41863. /** @hidden */
  41864. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41865. var scene = mesh.getScene();
  41866. // Geometry
  41867. var geometryId = parsedGeometry.geometryId;
  41868. if (geometryId) {
  41869. var geometry = scene.getGeometryByID(geometryId);
  41870. if (geometry) {
  41871. geometry.applyToMesh(mesh);
  41872. }
  41873. }
  41874. else if (parsedGeometry instanceof ArrayBuffer) {
  41875. var binaryInfo = mesh._binaryInfo;
  41876. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41877. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41878. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41879. }
  41880. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41881. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41882. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41883. }
  41884. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41885. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41886. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41887. }
  41888. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41889. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41890. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41891. }
  41892. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41893. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41894. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41895. }
  41896. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41897. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41898. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41899. }
  41900. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41901. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41902. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41903. }
  41904. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41905. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41906. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41907. }
  41908. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41909. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41910. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41911. }
  41912. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41913. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41914. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41915. }
  41916. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41917. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41918. var floatIndices = [];
  41919. for (var i = 0; i < matricesIndicesData.length; i++) {
  41920. var index = matricesIndicesData[i];
  41921. floatIndices.push(index & 0x000000FF);
  41922. floatIndices.push((index & 0x0000FF00) >> 8);
  41923. floatIndices.push((index & 0x00FF0000) >> 16);
  41924. floatIndices.push(index >> 24);
  41925. }
  41926. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41927. }
  41928. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41929. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41930. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41931. }
  41932. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41933. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41934. mesh.setIndices(indicesData, null);
  41935. }
  41936. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41937. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41938. mesh.subMeshes = [];
  41939. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41940. var materialIndex = subMeshesData[(i * 5) + 0];
  41941. var verticesStart = subMeshesData[(i * 5) + 1];
  41942. var verticesCount = subMeshesData[(i * 5) + 2];
  41943. var indexStart = subMeshesData[(i * 5) + 3];
  41944. var indexCount = subMeshesData[(i * 5) + 4];
  41945. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41946. }
  41947. }
  41948. }
  41949. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41950. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41951. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41952. if (parsedGeometry.tangents) {
  41953. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41954. }
  41955. if (parsedGeometry.uvs) {
  41956. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41957. }
  41958. if (parsedGeometry.uvs2) {
  41959. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41960. }
  41961. if (parsedGeometry.uvs3) {
  41962. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41963. }
  41964. if (parsedGeometry.uvs4) {
  41965. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41966. }
  41967. if (parsedGeometry.uvs5) {
  41968. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41969. }
  41970. if (parsedGeometry.uvs6) {
  41971. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41972. }
  41973. if (parsedGeometry.colors) {
  41974. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41975. }
  41976. if (parsedGeometry.matricesIndices) {
  41977. if (!parsedGeometry.matricesIndices._isExpanded) {
  41978. var floatIndices = [];
  41979. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41980. var matricesIndex = parsedGeometry.matricesIndices[i];
  41981. floatIndices.push(matricesIndex & 0x000000FF);
  41982. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41983. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41984. floatIndices.push(matricesIndex >> 24);
  41985. }
  41986. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41987. }
  41988. else {
  41989. delete parsedGeometry.matricesIndices._isExpanded;
  41990. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41991. }
  41992. }
  41993. if (parsedGeometry.matricesIndicesExtra) {
  41994. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41995. var floatIndices = [];
  41996. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41997. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41998. floatIndices.push(matricesIndex & 0x000000FF);
  41999. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42000. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42001. floatIndices.push(matricesIndex >> 24);
  42002. }
  42003. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42004. }
  42005. else {
  42006. delete parsedGeometry.matricesIndices._isExpanded;
  42007. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42008. }
  42009. }
  42010. if (parsedGeometry.matricesWeights) {
  42011. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42012. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42013. }
  42014. if (parsedGeometry.matricesWeightsExtra) {
  42015. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42016. }
  42017. mesh.setIndices(parsedGeometry.indices, null);
  42018. }
  42019. // SubMeshes
  42020. if (parsedGeometry.subMeshes) {
  42021. mesh.subMeshes = [];
  42022. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42023. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42024. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42025. }
  42026. }
  42027. // Flat shading
  42028. if (mesh._shouldGenerateFlatShading) {
  42029. mesh.convertToFlatShadedMesh();
  42030. delete mesh._shouldGenerateFlatShading;
  42031. }
  42032. // Update
  42033. mesh.computeWorldMatrix(true);
  42034. scene.onMeshImportedObservable.notifyObservers(mesh);
  42035. };
  42036. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42037. var epsilon = 1e-3;
  42038. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42039. return;
  42040. }
  42041. var noInfluenceBoneIndex = 0.0;
  42042. if (parsedGeometry.skeletonId > -1) {
  42043. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42044. if (!skeleton) {
  42045. return;
  42046. }
  42047. noInfluenceBoneIndex = skeleton.bones.length;
  42048. }
  42049. else {
  42050. return;
  42051. }
  42052. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42053. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42054. var matricesWeights = parsedGeometry.matricesWeights;
  42055. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42056. var influencers = parsedGeometry.numBoneInfluencer;
  42057. var size = matricesWeights.length;
  42058. for (var i = 0; i < size; i += 4) {
  42059. var weight = 0.0;
  42060. var firstZeroWeight = -1;
  42061. for (var j = 0; j < 4; j++) {
  42062. var w = matricesWeights[i + j];
  42063. weight += w;
  42064. if (w < epsilon && firstZeroWeight < 0) {
  42065. firstZeroWeight = j;
  42066. }
  42067. }
  42068. if (matricesWeightsExtra) {
  42069. for (var j = 0; j < 4; j++) {
  42070. var w = matricesWeightsExtra[i + j];
  42071. weight += w;
  42072. if (w < epsilon && firstZeroWeight < 0) {
  42073. firstZeroWeight = j + 4;
  42074. }
  42075. }
  42076. }
  42077. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42078. firstZeroWeight = influencers - 1;
  42079. }
  42080. if (weight > epsilon) {
  42081. var mweight = 1.0 / weight;
  42082. for (var j = 0; j < 4; j++) {
  42083. matricesWeights[i + j] *= mweight;
  42084. }
  42085. if (matricesWeightsExtra) {
  42086. for (var j = 0; j < 4; j++) {
  42087. matricesWeightsExtra[i + j] *= mweight;
  42088. }
  42089. }
  42090. }
  42091. else {
  42092. if (firstZeroWeight >= 4) {
  42093. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42094. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42095. }
  42096. else {
  42097. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42098. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42099. }
  42100. }
  42101. }
  42102. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42103. if (parsedGeometry.matricesWeightsExtra) {
  42104. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42105. }
  42106. };
  42107. /**
  42108. * Create a new geometry from persisted data (Using .babylon file format)
  42109. * @param parsedVertexData defines the persisted data
  42110. * @param scene defines the hosting scene
  42111. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42112. * @returns the new geometry object
  42113. */
  42114. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42115. if (scene.getGeometryByID(parsedVertexData.id)) {
  42116. return null; // null since geometry could be something else than a box...
  42117. }
  42118. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42119. if (BABYLON.Tags) {
  42120. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42121. }
  42122. if (parsedVertexData.delayLoadingFile) {
  42123. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42124. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42125. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42126. geometry._delayInfo = [];
  42127. if (parsedVertexData.hasUVs) {
  42128. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42129. }
  42130. if (parsedVertexData.hasUVs2) {
  42131. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42132. }
  42133. if (parsedVertexData.hasUVs3) {
  42134. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42135. }
  42136. if (parsedVertexData.hasUVs4) {
  42137. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42138. }
  42139. if (parsedVertexData.hasUVs5) {
  42140. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42141. }
  42142. if (parsedVertexData.hasUVs6) {
  42143. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42144. }
  42145. if (parsedVertexData.hasColors) {
  42146. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42147. }
  42148. if (parsedVertexData.hasMatricesIndices) {
  42149. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42150. }
  42151. if (parsedVertexData.hasMatricesWeights) {
  42152. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42153. }
  42154. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42155. }
  42156. else {
  42157. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42158. }
  42159. scene.pushGeometry(geometry, true);
  42160. return geometry;
  42161. };
  42162. return Geometry;
  42163. }());
  42164. BABYLON.Geometry = Geometry;
  42165. // Primitives
  42166. /// Abstract class
  42167. /**
  42168. * Abstract class used to provide common services for all typed geometries
  42169. * @hidden
  42170. */
  42171. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42172. __extends(_PrimitiveGeometry, _super);
  42173. /**
  42174. * Creates a new typed geometry
  42175. * @param id defines the unique ID of the geometry
  42176. * @param scene defines the hosting scene
  42177. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42178. * @param mesh defines the hosting mesh (can be null)
  42179. */
  42180. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42181. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42182. if (mesh === void 0) { mesh = null; }
  42183. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42184. _this._canBeRegenerated = _canBeRegenerated;
  42185. _this._beingRegenerated = true;
  42186. _this.regenerate();
  42187. _this._beingRegenerated = false;
  42188. return _this;
  42189. }
  42190. /**
  42191. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42192. * @returns true if the geometry can be regenerated
  42193. */
  42194. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42195. return this._canBeRegenerated;
  42196. };
  42197. /**
  42198. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42199. */
  42200. _PrimitiveGeometry.prototype.regenerate = function () {
  42201. if (!this._canBeRegenerated) {
  42202. return;
  42203. }
  42204. this._beingRegenerated = true;
  42205. this.setAllVerticesData(this._regenerateVertexData(), false);
  42206. this._beingRegenerated = false;
  42207. };
  42208. /**
  42209. * Clone the geometry
  42210. * @param id defines the unique ID of the new geometry
  42211. * @returns the new geometry
  42212. */
  42213. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42214. return _super.prototype.copy.call(this, id);
  42215. };
  42216. // overrides
  42217. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42218. if (!this._beingRegenerated) {
  42219. return;
  42220. }
  42221. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42222. };
  42223. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42224. if (!this._beingRegenerated) {
  42225. return;
  42226. }
  42227. _super.prototype.setVerticesData.call(this, kind, data, false);
  42228. };
  42229. // to override
  42230. /** @hidden */
  42231. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42232. throw new Error("Abstract method");
  42233. };
  42234. _PrimitiveGeometry.prototype.copy = function (id) {
  42235. throw new Error("Must be overriden in sub-classes.");
  42236. };
  42237. _PrimitiveGeometry.prototype.serialize = function () {
  42238. var serializationObject = _super.prototype.serialize.call(this);
  42239. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42240. return serializationObject;
  42241. };
  42242. return _PrimitiveGeometry;
  42243. }(Geometry));
  42244. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42245. /**
  42246. * Creates a ribbon geometry
  42247. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42248. */
  42249. var RibbonGeometry = /** @class */ (function (_super) {
  42250. __extends(RibbonGeometry, _super);
  42251. /**
  42252. * Creates a ribbon geometry
  42253. * @param id defines the unique ID of the geometry
  42254. * @param scene defines the hosting scene
  42255. * @param pathArray defines the array of paths to use
  42256. * @param closeArray defines if the last path and the first path must be joined
  42257. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42258. * @param offset defines the offset between points
  42259. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42260. * @param mesh defines the hosting mesh (can be null)
  42261. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42262. */
  42263. function RibbonGeometry(id, scene,
  42264. /**
  42265. * Defines the array of paths to use
  42266. */
  42267. pathArray,
  42268. /**
  42269. * Defines if the last and first points of each path in your pathArray must be joined
  42270. */
  42271. closeArray,
  42272. /**
  42273. * Defines if the last and first points of each path in your pathArray must be joined
  42274. */
  42275. closePath,
  42276. /**
  42277. * Defines the offset between points
  42278. */
  42279. offset, canBeRegenerated, mesh,
  42280. /**
  42281. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42282. */
  42283. side) {
  42284. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42285. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42286. _this.pathArray = pathArray;
  42287. _this.closeArray = closeArray;
  42288. _this.closePath = closePath;
  42289. _this.offset = offset;
  42290. _this.side = side;
  42291. return _this;
  42292. }
  42293. /** @hidden */
  42294. RibbonGeometry.prototype._regenerateVertexData = function () {
  42295. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42296. };
  42297. RibbonGeometry.prototype.copy = function (id) {
  42298. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42299. };
  42300. return RibbonGeometry;
  42301. }(_PrimitiveGeometry));
  42302. BABYLON.RibbonGeometry = RibbonGeometry;
  42303. /**
  42304. * Creates a box geometry
  42305. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42306. */
  42307. var BoxGeometry = /** @class */ (function (_super) {
  42308. __extends(BoxGeometry, _super);
  42309. /**
  42310. * Creates a box geometry
  42311. * @param id defines the unique ID of the geometry
  42312. * @param scene defines the hosting scene
  42313. * @param size defines the zise of the box (width, height and depth are the same)
  42314. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42315. * @param mesh defines the hosting mesh (can be null)
  42316. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42317. */
  42318. function BoxGeometry(id, scene,
  42319. /**
  42320. * Defines the zise of the box (width, height and depth are the same)
  42321. */
  42322. size, canBeRegenerated, mesh,
  42323. /**
  42324. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42325. */
  42326. side) {
  42327. if (mesh === void 0) { mesh = null; }
  42328. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42329. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42330. _this.size = size;
  42331. _this.side = side;
  42332. return _this;
  42333. }
  42334. /** @hidden */
  42335. BoxGeometry.prototype._regenerateVertexData = function () {
  42336. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42337. };
  42338. BoxGeometry.prototype.copy = function (id) {
  42339. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42340. };
  42341. BoxGeometry.prototype.serialize = function () {
  42342. var serializationObject = _super.prototype.serialize.call(this);
  42343. serializationObject.size = this.size;
  42344. return serializationObject;
  42345. };
  42346. BoxGeometry.Parse = function (parsedBox, scene) {
  42347. if (scene.getGeometryByID(parsedBox.id)) {
  42348. return null; // null since geometry could be something else than a box...
  42349. }
  42350. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42351. if (BABYLON.Tags) {
  42352. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42353. }
  42354. scene.pushGeometry(box, true);
  42355. return box;
  42356. };
  42357. return BoxGeometry;
  42358. }(_PrimitiveGeometry));
  42359. BABYLON.BoxGeometry = BoxGeometry;
  42360. /**
  42361. * Creates a sphere geometry
  42362. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42363. */
  42364. var SphereGeometry = /** @class */ (function (_super) {
  42365. __extends(SphereGeometry, _super);
  42366. /**
  42367. * Create a new sphere geometry
  42368. * @param id defines the unique ID of the geometry
  42369. * @param scene defines the hosting scene
  42370. * @param segments defines the number of segments to use to create the sphere
  42371. * @param diameter defines the diameter of the sphere
  42372. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42373. * @param mesh defines the hosting mesh (can be null)
  42374. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42375. */
  42376. function SphereGeometry(id, scene,
  42377. /**
  42378. * Defines the number of segments to use to create the sphere
  42379. */
  42380. segments,
  42381. /**
  42382. * Defines the diameter of the sphere
  42383. */
  42384. diameter, canBeRegenerated, mesh,
  42385. /**
  42386. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42387. */
  42388. side) {
  42389. if (mesh === void 0) { mesh = null; }
  42390. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42391. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42392. _this.segments = segments;
  42393. _this.diameter = diameter;
  42394. _this.side = side;
  42395. return _this;
  42396. }
  42397. /** @hidden */
  42398. SphereGeometry.prototype._regenerateVertexData = function () {
  42399. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42400. };
  42401. SphereGeometry.prototype.copy = function (id) {
  42402. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42403. };
  42404. SphereGeometry.prototype.serialize = function () {
  42405. var serializationObject = _super.prototype.serialize.call(this);
  42406. serializationObject.segments = this.segments;
  42407. serializationObject.diameter = this.diameter;
  42408. return serializationObject;
  42409. };
  42410. SphereGeometry.Parse = function (parsedSphere, scene) {
  42411. if (scene.getGeometryByID(parsedSphere.id)) {
  42412. return null; // null since geometry could be something else than a sphere...
  42413. }
  42414. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42415. if (BABYLON.Tags) {
  42416. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42417. }
  42418. scene.pushGeometry(sphere, true);
  42419. return sphere;
  42420. };
  42421. return SphereGeometry;
  42422. }(_PrimitiveGeometry));
  42423. BABYLON.SphereGeometry = SphereGeometry;
  42424. /**
  42425. * Creates a disc geometry
  42426. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42427. */
  42428. var DiscGeometry = /** @class */ (function (_super) {
  42429. __extends(DiscGeometry, _super);
  42430. /**
  42431. * Creates a new disc geometry
  42432. * @param id defines the unique ID of the geometry
  42433. * @param scene defines the hosting scene
  42434. * @param radius defines the radius of the disc
  42435. * @param tessellation defines the tesselation factor to apply to the disc
  42436. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42437. * @param mesh defines the hosting mesh (can be null)
  42438. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42439. */
  42440. function DiscGeometry(id, scene,
  42441. /**
  42442. * Defines the radius of the disc
  42443. */
  42444. radius,
  42445. /**
  42446. * Defines the tesselation factor to apply to the disc
  42447. */
  42448. tessellation, canBeRegenerated, mesh,
  42449. /**
  42450. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42451. */
  42452. side) {
  42453. if (mesh === void 0) { mesh = null; }
  42454. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42455. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42456. _this.radius = radius;
  42457. _this.tessellation = tessellation;
  42458. _this.side = side;
  42459. return _this;
  42460. }
  42461. /** @hidden */
  42462. DiscGeometry.prototype._regenerateVertexData = function () {
  42463. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42464. };
  42465. DiscGeometry.prototype.copy = function (id) {
  42466. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42467. };
  42468. return DiscGeometry;
  42469. }(_PrimitiveGeometry));
  42470. BABYLON.DiscGeometry = DiscGeometry;
  42471. /**
  42472. * Creates a new cylinder geometry
  42473. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42474. */
  42475. var CylinderGeometry = /** @class */ (function (_super) {
  42476. __extends(CylinderGeometry, _super);
  42477. /**
  42478. * Creates a new cylinder geometry
  42479. * @param id defines the unique ID of the geometry
  42480. * @param scene defines the hosting scene
  42481. * @param height defines the height of the cylinder
  42482. * @param diameterTop defines the diameter of the cylinder's top cap
  42483. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42484. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42485. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42486. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42487. * @param mesh defines the hosting mesh (can be null)
  42488. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42489. */
  42490. function CylinderGeometry(id, scene,
  42491. /**
  42492. * Defines the height of the cylinder
  42493. */
  42494. height,
  42495. /**
  42496. * Defines the diameter of the cylinder's top cap
  42497. */
  42498. diameterTop,
  42499. /**
  42500. * Defines the diameter of the cylinder's bottom cap
  42501. */
  42502. diameterBottom,
  42503. /**
  42504. * Defines the tessellation factor to apply to the cylinder
  42505. */
  42506. tessellation,
  42507. /**
  42508. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42509. */
  42510. subdivisions, canBeRegenerated, mesh,
  42511. /**
  42512. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42513. */
  42514. side) {
  42515. if (subdivisions === void 0) { subdivisions = 1; }
  42516. if (mesh === void 0) { mesh = null; }
  42517. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42518. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42519. _this.height = height;
  42520. _this.diameterTop = diameterTop;
  42521. _this.diameterBottom = diameterBottom;
  42522. _this.tessellation = tessellation;
  42523. _this.subdivisions = subdivisions;
  42524. _this.side = side;
  42525. return _this;
  42526. }
  42527. /** @hidden */
  42528. CylinderGeometry.prototype._regenerateVertexData = function () {
  42529. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42530. };
  42531. CylinderGeometry.prototype.copy = function (id) {
  42532. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42533. };
  42534. CylinderGeometry.prototype.serialize = function () {
  42535. var serializationObject = _super.prototype.serialize.call(this);
  42536. serializationObject.height = this.height;
  42537. serializationObject.diameterTop = this.diameterTop;
  42538. serializationObject.diameterBottom = this.diameterBottom;
  42539. serializationObject.tessellation = this.tessellation;
  42540. return serializationObject;
  42541. };
  42542. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42543. if (scene.getGeometryByID(parsedCylinder.id)) {
  42544. return null; // null since geometry could be something else than a cylinder...
  42545. }
  42546. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42547. if (BABYLON.Tags) {
  42548. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42549. }
  42550. scene.pushGeometry(cylinder, true);
  42551. return cylinder;
  42552. };
  42553. return CylinderGeometry;
  42554. }(_PrimitiveGeometry));
  42555. BABYLON.CylinderGeometry = CylinderGeometry;
  42556. /**
  42557. * Creates a new torus geometry
  42558. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42559. */
  42560. var TorusGeometry = /** @class */ (function (_super) {
  42561. __extends(TorusGeometry, _super);
  42562. /**
  42563. * Creates a new torus geometry
  42564. * @param id defines the unique ID of the geometry
  42565. * @param scene defines the hosting scene
  42566. * @param diameter defines the diameter of the torus
  42567. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42568. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42569. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42570. * @param mesh defines the hosting mesh (can be null)
  42571. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42572. */
  42573. function TorusGeometry(id, scene,
  42574. /**
  42575. * Defines the diameter of the torus
  42576. */
  42577. diameter,
  42578. /**
  42579. * Defines the thickness of the torus (ie. internal diameter)
  42580. */
  42581. thickness,
  42582. /**
  42583. * Defines the tesselation factor to apply to the torus
  42584. */
  42585. tessellation, canBeRegenerated, mesh,
  42586. /**
  42587. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42588. */
  42589. side) {
  42590. if (mesh === void 0) { mesh = null; }
  42591. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42592. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42593. _this.diameter = diameter;
  42594. _this.thickness = thickness;
  42595. _this.tessellation = tessellation;
  42596. _this.side = side;
  42597. return _this;
  42598. }
  42599. /** @hidden */
  42600. TorusGeometry.prototype._regenerateVertexData = function () {
  42601. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42602. };
  42603. TorusGeometry.prototype.copy = function (id) {
  42604. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42605. };
  42606. TorusGeometry.prototype.serialize = function () {
  42607. var serializationObject = _super.prototype.serialize.call(this);
  42608. serializationObject.diameter = this.diameter;
  42609. serializationObject.thickness = this.thickness;
  42610. serializationObject.tessellation = this.tessellation;
  42611. return serializationObject;
  42612. };
  42613. TorusGeometry.Parse = function (parsedTorus, scene) {
  42614. if (scene.getGeometryByID(parsedTorus.id)) {
  42615. return null; // null since geometry could be something else than a torus...
  42616. }
  42617. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42618. if (BABYLON.Tags) {
  42619. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42620. }
  42621. scene.pushGeometry(torus, true);
  42622. return torus;
  42623. };
  42624. return TorusGeometry;
  42625. }(_PrimitiveGeometry));
  42626. BABYLON.TorusGeometry = TorusGeometry;
  42627. /**
  42628. * Creates a new ground geometry
  42629. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42630. */
  42631. var GroundGeometry = /** @class */ (function (_super) {
  42632. __extends(GroundGeometry, _super);
  42633. /**
  42634. * Creates a new ground geometry
  42635. * @param id defines the unique ID of the geometry
  42636. * @param scene defines the hosting scene
  42637. * @param width defines the width of the ground
  42638. * @param height defines the height of the ground
  42639. * @param subdivisions defines the subdivisions to apply to the ground
  42640. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42641. * @param mesh defines the hosting mesh (can be null)
  42642. */
  42643. function GroundGeometry(id, scene,
  42644. /**
  42645. * Defines the width of the ground
  42646. */
  42647. width,
  42648. /**
  42649. * Defines the height of the ground
  42650. */
  42651. height,
  42652. /**
  42653. * Defines the subdivisions to apply to the ground
  42654. */
  42655. subdivisions, canBeRegenerated, mesh) {
  42656. if (mesh === void 0) { mesh = null; }
  42657. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42658. _this.width = width;
  42659. _this.height = height;
  42660. _this.subdivisions = subdivisions;
  42661. return _this;
  42662. }
  42663. /** @hidden */
  42664. GroundGeometry.prototype._regenerateVertexData = function () {
  42665. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42666. };
  42667. GroundGeometry.prototype.copy = function (id) {
  42668. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42669. };
  42670. GroundGeometry.prototype.serialize = function () {
  42671. var serializationObject = _super.prototype.serialize.call(this);
  42672. serializationObject.width = this.width;
  42673. serializationObject.height = this.height;
  42674. serializationObject.subdivisions = this.subdivisions;
  42675. return serializationObject;
  42676. };
  42677. GroundGeometry.Parse = function (parsedGround, scene) {
  42678. if (scene.getGeometryByID(parsedGround.id)) {
  42679. return null; // null since geometry could be something else than a ground...
  42680. }
  42681. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42682. if (BABYLON.Tags) {
  42683. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42684. }
  42685. scene.pushGeometry(ground, true);
  42686. return ground;
  42687. };
  42688. return GroundGeometry;
  42689. }(_PrimitiveGeometry));
  42690. BABYLON.GroundGeometry = GroundGeometry;
  42691. /**
  42692. * Creates a tiled ground geometry
  42693. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42694. */
  42695. var TiledGroundGeometry = /** @class */ (function (_super) {
  42696. __extends(TiledGroundGeometry, _super);
  42697. /**
  42698. * Creates a tiled ground geometry
  42699. * @param id defines the unique ID of the geometry
  42700. * @param scene defines the hosting scene
  42701. * @param xmin defines the minimum value on X axis
  42702. * @param zmin defines the minimum value on Z axis
  42703. * @param xmax defines the maximum value on X axis
  42704. * @param zmax defines the maximum value on Z axis
  42705. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42706. * @param precision defines the precision to use when computing the tiles
  42707. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42708. * @param mesh defines the hosting mesh (can be null)
  42709. */
  42710. function TiledGroundGeometry(id, scene,
  42711. /**
  42712. * Defines the minimum value on X axis
  42713. */
  42714. xmin,
  42715. /**
  42716. * Defines the minimum value on Z axis
  42717. */
  42718. zmin,
  42719. /**
  42720. * Defines the maximum value on X axis
  42721. */
  42722. xmax,
  42723. /**
  42724. * Defines the maximum value on Z axis
  42725. */
  42726. zmax,
  42727. /**
  42728. * Defines the subdivisions to apply to the ground
  42729. */
  42730. subdivisions,
  42731. /**
  42732. * Defines the precision to use when computing the tiles
  42733. */
  42734. precision, canBeRegenerated, mesh) {
  42735. if (mesh === void 0) { mesh = null; }
  42736. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42737. _this.xmin = xmin;
  42738. _this.zmin = zmin;
  42739. _this.xmax = xmax;
  42740. _this.zmax = zmax;
  42741. _this.subdivisions = subdivisions;
  42742. _this.precision = precision;
  42743. return _this;
  42744. }
  42745. /** @hidden */
  42746. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42747. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42748. };
  42749. TiledGroundGeometry.prototype.copy = function (id) {
  42750. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42751. };
  42752. return TiledGroundGeometry;
  42753. }(_PrimitiveGeometry));
  42754. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42755. /**
  42756. * Creates a plane geometry
  42757. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42758. */
  42759. var PlaneGeometry = /** @class */ (function (_super) {
  42760. __extends(PlaneGeometry, _super);
  42761. /**
  42762. * Creates a plane geometry
  42763. * @param id defines the unique ID of the geometry
  42764. * @param scene defines the hosting scene
  42765. * @param size defines the size of the plane (width === height)
  42766. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42767. * @param mesh defines the hosting mesh (can be null)
  42768. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42769. */
  42770. function PlaneGeometry(id, scene,
  42771. /**
  42772. * Defines the size of the plane (width === height)
  42773. */
  42774. size, canBeRegenerated, mesh,
  42775. /**
  42776. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42777. */
  42778. side) {
  42779. if (mesh === void 0) { mesh = null; }
  42780. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42781. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42782. _this.size = size;
  42783. _this.side = side;
  42784. return _this;
  42785. }
  42786. /** @hidden */
  42787. PlaneGeometry.prototype._regenerateVertexData = function () {
  42788. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42789. };
  42790. PlaneGeometry.prototype.copy = function (id) {
  42791. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42792. };
  42793. PlaneGeometry.prototype.serialize = function () {
  42794. var serializationObject = _super.prototype.serialize.call(this);
  42795. serializationObject.size = this.size;
  42796. return serializationObject;
  42797. };
  42798. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42799. if (scene.getGeometryByID(parsedPlane.id)) {
  42800. return null; // null since geometry could be something else than a ground...
  42801. }
  42802. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42803. if (BABYLON.Tags) {
  42804. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42805. }
  42806. scene.pushGeometry(plane, true);
  42807. return plane;
  42808. };
  42809. return PlaneGeometry;
  42810. }(_PrimitiveGeometry));
  42811. BABYLON.PlaneGeometry = PlaneGeometry;
  42812. /**
  42813. * Creates a torus knot geometry
  42814. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42815. */
  42816. var TorusKnotGeometry = /** @class */ (function (_super) {
  42817. __extends(TorusKnotGeometry, _super);
  42818. /**
  42819. * Creates a torus knot geometry
  42820. * @param id defines the unique ID of the geometry
  42821. * @param scene defines the hosting scene
  42822. * @param radius defines the radius of the torus knot
  42823. * @param tube defines the thickness of the torus knot tube
  42824. * @param radialSegments defines the number of radial segments
  42825. * @param tubularSegments defines the number of tubular segments
  42826. * @param p defines the first number of windings
  42827. * @param q defines the second number of windings
  42828. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42829. * @param mesh defines the hosting mesh (can be null)
  42830. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42831. */
  42832. function TorusKnotGeometry(id, scene,
  42833. /**
  42834. * Defines the radius of the torus knot
  42835. */
  42836. radius,
  42837. /**
  42838. * Defines the thickness of the torus knot tube
  42839. */
  42840. tube,
  42841. /**
  42842. * Defines the number of radial segments
  42843. */
  42844. radialSegments,
  42845. /**
  42846. * Defines the number of tubular segments
  42847. */
  42848. tubularSegments,
  42849. /**
  42850. * Defines the first number of windings
  42851. */
  42852. p,
  42853. /**
  42854. * Defines the second number of windings
  42855. */
  42856. q, canBeRegenerated, mesh,
  42857. /**
  42858. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42859. */
  42860. side) {
  42861. if (mesh === void 0) { mesh = null; }
  42862. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42863. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42864. _this.radius = radius;
  42865. _this.tube = tube;
  42866. _this.radialSegments = radialSegments;
  42867. _this.tubularSegments = tubularSegments;
  42868. _this.p = p;
  42869. _this.q = q;
  42870. _this.side = side;
  42871. return _this;
  42872. }
  42873. /** @hidden */
  42874. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42875. 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 });
  42876. };
  42877. TorusKnotGeometry.prototype.copy = function (id) {
  42878. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42879. };
  42880. TorusKnotGeometry.prototype.serialize = function () {
  42881. var serializationObject = _super.prototype.serialize.call(this);
  42882. serializationObject.radius = this.radius;
  42883. serializationObject.tube = this.tube;
  42884. serializationObject.radialSegments = this.radialSegments;
  42885. serializationObject.tubularSegments = this.tubularSegments;
  42886. serializationObject.p = this.p;
  42887. serializationObject.q = this.q;
  42888. return serializationObject;
  42889. };
  42890. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42891. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42892. return null; // null since geometry could be something else than a ground...
  42893. }
  42894. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42895. if (BABYLON.Tags) {
  42896. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42897. }
  42898. scene.pushGeometry(torusKnot, true);
  42899. return torusKnot;
  42900. };
  42901. return TorusKnotGeometry;
  42902. }(_PrimitiveGeometry));
  42903. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42904. //}
  42905. })(BABYLON || (BABYLON = {}));
  42906. //# sourceMappingURL=babylon.geometry.js.map
  42907. var BABYLON;
  42908. (function (BABYLON) {
  42909. /**
  42910. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42911. */
  42912. var PerformanceMonitor = /** @class */ (function () {
  42913. /**
  42914. * constructor
  42915. * @param frameSampleSize The number of samples required to saturate the sliding window
  42916. */
  42917. function PerformanceMonitor(frameSampleSize) {
  42918. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42919. this._enabled = true;
  42920. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42921. }
  42922. /**
  42923. * Samples current frame
  42924. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42925. */
  42926. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42927. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42928. if (!this._enabled) {
  42929. return;
  42930. }
  42931. if (this._lastFrameTimeMs != null) {
  42932. var dt = timeMs - this._lastFrameTimeMs;
  42933. this._rollingFrameTime.add(dt);
  42934. }
  42935. this._lastFrameTimeMs = timeMs;
  42936. };
  42937. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42938. /**
  42939. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42940. */
  42941. get: function () {
  42942. return this._rollingFrameTime.average;
  42943. },
  42944. enumerable: true,
  42945. configurable: true
  42946. });
  42947. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42948. /**
  42949. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42950. */
  42951. get: function () {
  42952. return this._rollingFrameTime.variance;
  42953. },
  42954. enumerable: true,
  42955. configurable: true
  42956. });
  42957. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42958. /**
  42959. * Returns the frame time of the most recent frame
  42960. */
  42961. get: function () {
  42962. return this._rollingFrameTime.history(0);
  42963. },
  42964. enumerable: true,
  42965. configurable: true
  42966. });
  42967. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42968. /**
  42969. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42970. */
  42971. get: function () {
  42972. return 1000.0 / this._rollingFrameTime.average;
  42973. },
  42974. enumerable: true,
  42975. configurable: true
  42976. });
  42977. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42978. /**
  42979. * Returns the average framerate in frames per second using the most recent frame time
  42980. */
  42981. get: function () {
  42982. var history = this._rollingFrameTime.history(0);
  42983. if (history === 0) {
  42984. return 0;
  42985. }
  42986. return 1000.0 / history;
  42987. },
  42988. enumerable: true,
  42989. configurable: true
  42990. });
  42991. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42992. /**
  42993. * Returns true if enough samples have been taken to completely fill the sliding window
  42994. */
  42995. get: function () {
  42996. return this._rollingFrameTime.isSaturated();
  42997. },
  42998. enumerable: true,
  42999. configurable: true
  43000. });
  43001. /**
  43002. * Enables contributions to the sliding window sample set
  43003. */
  43004. PerformanceMonitor.prototype.enable = function () {
  43005. this._enabled = true;
  43006. };
  43007. /**
  43008. * Disables contributions to the sliding window sample set
  43009. * Samples will not be interpolated over the disabled period
  43010. */
  43011. PerformanceMonitor.prototype.disable = function () {
  43012. this._enabled = false;
  43013. //clear last sample to avoid interpolating over the disabled period when next enabled
  43014. this._lastFrameTimeMs = null;
  43015. };
  43016. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43017. /**
  43018. * Returns true if sampling is enabled
  43019. */
  43020. get: function () {
  43021. return this._enabled;
  43022. },
  43023. enumerable: true,
  43024. configurable: true
  43025. });
  43026. /**
  43027. * Resets performance monitor
  43028. */
  43029. PerformanceMonitor.prototype.reset = function () {
  43030. //clear last sample to avoid interpolating over the disabled period when next enabled
  43031. this._lastFrameTimeMs = null;
  43032. //wipe record
  43033. this._rollingFrameTime.reset();
  43034. };
  43035. return PerformanceMonitor;
  43036. }());
  43037. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43038. /**
  43039. * RollingAverage
  43040. *
  43041. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43042. */
  43043. var RollingAverage = /** @class */ (function () {
  43044. /**
  43045. * constructor
  43046. * @param length The number of samples required to saturate the sliding window
  43047. */
  43048. function RollingAverage(length) {
  43049. this._samples = new Array(length);
  43050. this.reset();
  43051. }
  43052. /**
  43053. * Adds a sample to the sample set
  43054. * @param v The sample value
  43055. */
  43056. RollingAverage.prototype.add = function (v) {
  43057. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43058. var delta;
  43059. //we need to check if we've already wrapped round
  43060. if (this.isSaturated()) {
  43061. //remove bottom of stack from mean
  43062. var bottomValue = this._samples[this._pos];
  43063. delta = bottomValue - this.average;
  43064. this.average -= delta / (this._sampleCount - 1);
  43065. this._m2 -= delta * (bottomValue - this.average);
  43066. }
  43067. else {
  43068. this._sampleCount++;
  43069. }
  43070. //add new value to mean
  43071. delta = v - this.average;
  43072. this.average += delta / (this._sampleCount);
  43073. this._m2 += delta * (v - this.average);
  43074. //set the new variance
  43075. this.variance = this._m2 / (this._sampleCount - 1);
  43076. this._samples[this._pos] = v;
  43077. this._pos++;
  43078. this._pos %= this._samples.length; //positive wrap around
  43079. };
  43080. /**
  43081. * Returns previously added values or null if outside of history or outside the sliding window domain
  43082. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43083. * @return Value previously recorded with add() or null if outside of range
  43084. */
  43085. RollingAverage.prototype.history = function (i) {
  43086. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43087. return 0;
  43088. }
  43089. var i0 = this._wrapPosition(this._pos - 1.0);
  43090. return this._samples[this._wrapPosition(i0 - i)];
  43091. };
  43092. /**
  43093. * Returns true if enough samples have been taken to completely fill the sliding window
  43094. * @return true if sample-set saturated
  43095. */
  43096. RollingAverage.prototype.isSaturated = function () {
  43097. return this._sampleCount >= this._samples.length;
  43098. };
  43099. /**
  43100. * Resets the rolling average (equivalent to 0 samples taken so far)
  43101. */
  43102. RollingAverage.prototype.reset = function () {
  43103. this.average = 0;
  43104. this.variance = 0;
  43105. this._sampleCount = 0;
  43106. this._pos = 0;
  43107. this._m2 = 0;
  43108. };
  43109. /**
  43110. * Wraps a value around the sample range boundaries
  43111. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43112. * @return Wrapped position in sample range
  43113. */
  43114. RollingAverage.prototype._wrapPosition = function (i) {
  43115. var max = this._samples.length;
  43116. return ((i % max) + max) % max;
  43117. };
  43118. return RollingAverage;
  43119. }());
  43120. BABYLON.RollingAverage = RollingAverage;
  43121. })(BABYLON || (BABYLON = {}));
  43122. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43123. var BABYLON;
  43124. (function (BABYLON) {
  43125. /**
  43126. * "Static Class" containing the most commonly used helper while dealing with material for
  43127. * rendering purpose.
  43128. *
  43129. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43130. *
  43131. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43132. */
  43133. var MaterialHelper = /** @class */ (function () {
  43134. function MaterialHelper() {
  43135. }
  43136. /**
  43137. * Bind the current view position to an effect.
  43138. * @param effect The effect to be bound
  43139. * @param scene The scene the eyes position is used from
  43140. */
  43141. MaterialHelper.BindEyePosition = function (effect, scene) {
  43142. if (scene._forcedViewPosition) {
  43143. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43144. return;
  43145. }
  43146. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43147. };
  43148. /**
  43149. * Helps preparing the defines values about the UVs in used in the effect.
  43150. * UVs are shared as much as we can accross channels in the shaders.
  43151. * @param texture The texture we are preparing the UVs for
  43152. * @param defines The defines to update
  43153. * @param key The channel key "diffuse", "specular"... used in the shader
  43154. */
  43155. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43156. defines._needUVs = true;
  43157. defines[key] = true;
  43158. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43159. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43160. if (texture.coordinatesIndex === 0) {
  43161. defines["MAINUV1"] = true;
  43162. }
  43163. else {
  43164. defines["MAINUV2"] = true;
  43165. }
  43166. }
  43167. else {
  43168. defines[key + "DIRECTUV"] = 0;
  43169. }
  43170. };
  43171. /**
  43172. * Binds a texture matrix value to its corrsponding uniform
  43173. * @param texture The texture to bind the matrix for
  43174. * @param uniformBuffer The uniform buffer receivin the data
  43175. * @param key The channel key "diffuse", "specular"... used in the shader
  43176. */
  43177. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43178. var matrix = texture.getTextureMatrix();
  43179. if (!matrix.isIdentityAs3x2()) {
  43180. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43181. }
  43182. };
  43183. /**
  43184. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43185. * @param mesh defines the current mesh
  43186. * @param scene defines the current scene
  43187. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43188. * @param pointsCloud defines if point cloud rendering has to be turned on
  43189. * @param fogEnabled defines if fog has to be turned on
  43190. * @param alphaTest defines if alpha testing has to be turned on
  43191. * @param defines defines the current list of defines
  43192. */
  43193. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43194. if (defines._areMiscDirty) {
  43195. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43196. defines["POINTSIZE"] = pointsCloud;
  43197. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43198. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43199. defines["ALPHATEST"] = alphaTest;
  43200. }
  43201. };
  43202. /**
  43203. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43204. * @param scene defines the current scene
  43205. * @param engine defines the current engine
  43206. * @param defines specifies the list of active defines
  43207. * @param useInstances defines if instances have to be turned on
  43208. * @param useClipPlane defines if clip plane have to be turned on
  43209. */
  43210. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43211. if (useClipPlane === void 0) { useClipPlane = null; }
  43212. var changed = false;
  43213. var useClipPlane1 = false;
  43214. var useClipPlane2 = false;
  43215. var useClipPlane3 = false;
  43216. var useClipPlane4 = false;
  43217. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43218. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43219. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43220. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43221. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43222. defines["CLIPPLANE"] = useClipPlane1;
  43223. changed = true;
  43224. }
  43225. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43226. defines["CLIPPLANE2"] = useClipPlane2;
  43227. changed = true;
  43228. }
  43229. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43230. defines["CLIPPLANE3"] = useClipPlane3;
  43231. changed = true;
  43232. }
  43233. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43234. defines["CLIPPLANE4"] = useClipPlane4;
  43235. changed = true;
  43236. }
  43237. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43238. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43239. changed = true;
  43240. }
  43241. if (defines["INSTANCES"] !== useInstances) {
  43242. defines["INSTANCES"] = useInstances;
  43243. changed = true;
  43244. }
  43245. if (changed) {
  43246. defines.markAsUnprocessed();
  43247. }
  43248. };
  43249. /**
  43250. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43251. * @param mesh The mesh containing the geometry data we will draw
  43252. * @param defines The defines to update
  43253. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43254. * @param useBones Precise whether bones should be used or not (override mesh info)
  43255. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43256. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43257. * @returns false if defines are considered not dirty and have not been checked
  43258. */
  43259. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43260. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43261. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43262. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43263. return false;
  43264. }
  43265. defines._normals = defines._needNormals;
  43266. defines._uvs = defines._needUVs;
  43267. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43268. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43269. defines["TANGENT"] = true;
  43270. }
  43271. if (defines._needUVs) {
  43272. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43273. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43274. }
  43275. else {
  43276. defines["UV1"] = false;
  43277. defines["UV2"] = false;
  43278. }
  43279. if (useVertexColor) {
  43280. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43281. defines["VERTEXCOLOR"] = hasVertexColors;
  43282. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43283. }
  43284. if (useBones) {
  43285. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43286. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43287. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43288. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43289. defines["BONETEXTURE"] = true;
  43290. }
  43291. else {
  43292. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43293. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43294. }
  43295. }
  43296. else {
  43297. defines["NUM_BONE_INFLUENCERS"] = 0;
  43298. defines["BonesPerMesh"] = 0;
  43299. }
  43300. }
  43301. if (useMorphTargets) {
  43302. var manager = mesh.morphTargetManager;
  43303. if (manager) {
  43304. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43305. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43306. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43307. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43308. }
  43309. else {
  43310. defines["MORPHTARGETS_TANGENT"] = false;
  43311. defines["MORPHTARGETS_NORMAL"] = false;
  43312. defines["MORPHTARGETS"] = false;
  43313. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43314. }
  43315. }
  43316. return true;
  43317. };
  43318. /**
  43319. * Prepares the defines related to the light information passed in parameter
  43320. * @param scene The scene we are intending to draw
  43321. * @param mesh The mesh the effect is compiling for
  43322. * @param defines The defines to update
  43323. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43324. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43325. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43326. * @returns true if normals will be required for the rest of the effect
  43327. */
  43328. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43329. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43330. if (disableLighting === void 0) { disableLighting = false; }
  43331. if (!defines._areLightsDirty) {
  43332. return defines._needNormals;
  43333. }
  43334. var lightIndex = 0;
  43335. var needNormals = false;
  43336. var needRebuild = false;
  43337. var lightmapMode = false;
  43338. var shadowEnabled = false;
  43339. var specularEnabled = false;
  43340. if (scene.lightsEnabled && !disableLighting) {
  43341. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43342. var light = _a[_i];
  43343. needNormals = true;
  43344. if (defines["LIGHT" + lightIndex] === undefined) {
  43345. needRebuild = true;
  43346. }
  43347. defines["LIGHT" + lightIndex] = true;
  43348. defines["SPOTLIGHT" + lightIndex] = false;
  43349. defines["HEMILIGHT" + lightIndex] = false;
  43350. defines["POINTLIGHT" + lightIndex] = false;
  43351. defines["DIRLIGHT" + lightIndex] = false;
  43352. light.prepareLightSpecificDefines(defines, lightIndex);
  43353. // FallOff.
  43354. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43355. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43356. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43357. switch (light.falloffType) {
  43358. case BABYLON.Light.FALLOFF_GLTF:
  43359. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43360. break;
  43361. case BABYLON.Light.FALLOFF_PHYSICAL:
  43362. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43363. break;
  43364. case BABYLON.Light.FALLOFF_STANDARD:
  43365. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43366. break;
  43367. }
  43368. // Specular
  43369. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43370. specularEnabled = true;
  43371. }
  43372. // Shadows
  43373. defines["SHADOW" + lightIndex] = false;
  43374. defines["SHADOWPCF" + lightIndex] = false;
  43375. defines["SHADOWPCSS" + lightIndex] = false;
  43376. defines["SHADOWPOISSON" + lightIndex] = false;
  43377. defines["SHADOWESM" + lightIndex] = false;
  43378. defines["SHADOWCUBE" + lightIndex] = false;
  43379. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43380. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43381. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43382. var shadowGenerator = light.getShadowGenerator();
  43383. if (shadowGenerator) {
  43384. var shadowMap = shadowGenerator.getShadowMap();
  43385. if (shadowMap) {
  43386. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43387. shadowEnabled = true;
  43388. shadowGenerator.prepareDefines(defines, lightIndex);
  43389. }
  43390. }
  43391. }
  43392. }
  43393. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43394. lightmapMode = true;
  43395. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43396. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43397. }
  43398. else {
  43399. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43400. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43401. }
  43402. lightIndex++;
  43403. if (lightIndex === maxSimultaneousLights) {
  43404. break;
  43405. }
  43406. }
  43407. }
  43408. defines["SPECULARTERM"] = specularEnabled;
  43409. defines["SHADOWS"] = shadowEnabled;
  43410. // Resetting all other lights if any
  43411. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43412. if (defines["LIGHT" + index] !== undefined) {
  43413. defines["LIGHT" + index] = false;
  43414. defines["HEMILIGHT" + lightIndex] = false;
  43415. defines["POINTLIGHT" + lightIndex] = false;
  43416. defines["DIRLIGHT" + lightIndex] = false;
  43417. defines["SPOTLIGHT" + lightIndex] = false;
  43418. defines["SHADOW" + lightIndex] = false;
  43419. }
  43420. }
  43421. var caps = scene.getEngine().getCaps();
  43422. if (defines["SHADOWFLOAT"] === undefined) {
  43423. needRebuild = true;
  43424. }
  43425. defines["SHADOWFLOAT"] = shadowEnabled &&
  43426. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43427. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43428. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43429. if (needRebuild) {
  43430. defines.rebuild();
  43431. }
  43432. return needNormals;
  43433. };
  43434. /**
  43435. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43436. * that won t be acctive due to defines being turned off.
  43437. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43438. * @param samplersList The samplers list
  43439. * @param defines The defines helping in the list generation
  43440. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43441. */
  43442. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43443. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43444. var uniformsList;
  43445. var uniformBuffersList = null;
  43446. if (uniformsListOrOptions.uniformsNames) {
  43447. var options = uniformsListOrOptions;
  43448. uniformsList = options.uniformsNames;
  43449. uniformBuffersList = options.uniformBuffersNames;
  43450. samplersList = options.samplers;
  43451. defines = options.defines;
  43452. maxSimultaneousLights = options.maxSimultaneousLights;
  43453. }
  43454. else {
  43455. uniformsList = uniformsListOrOptions;
  43456. if (!samplersList) {
  43457. samplersList = [];
  43458. }
  43459. }
  43460. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43461. if (!defines["LIGHT" + lightIndex]) {
  43462. break;
  43463. }
  43464. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43465. if (uniformBuffersList) {
  43466. uniformBuffersList.push("Light" + lightIndex);
  43467. }
  43468. samplersList.push("shadowSampler" + lightIndex);
  43469. samplersList.push("depthSampler" + lightIndex);
  43470. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43471. samplersList.push("projectionLightSampler" + lightIndex);
  43472. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43473. }
  43474. }
  43475. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43476. uniformsList.push("morphTargetInfluences");
  43477. }
  43478. };
  43479. /**
  43480. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43481. * @param defines The defines to update while falling back
  43482. * @param fallbacks The authorized effect fallbacks
  43483. * @param maxSimultaneousLights The maximum number of lights allowed
  43484. * @param rank the current rank of the Effect
  43485. * @returns The newly affected rank
  43486. */
  43487. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43488. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43489. if (rank === void 0) { rank = 0; }
  43490. var lightFallbackRank = 0;
  43491. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43492. if (!defines["LIGHT" + lightIndex]) {
  43493. break;
  43494. }
  43495. if (lightIndex > 0) {
  43496. lightFallbackRank = rank + lightIndex;
  43497. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43498. }
  43499. if (!defines["SHADOWS"]) {
  43500. if (defines["SHADOW" + lightIndex]) {
  43501. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43502. }
  43503. if (defines["SHADOWPCF" + lightIndex]) {
  43504. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43505. }
  43506. if (defines["SHADOWPCSS" + lightIndex]) {
  43507. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43508. }
  43509. if (defines["SHADOWPOISSON" + lightIndex]) {
  43510. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43511. }
  43512. if (defines["SHADOWESM" + lightIndex]) {
  43513. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43514. }
  43515. }
  43516. }
  43517. return lightFallbackRank++;
  43518. };
  43519. /**
  43520. * Prepares the list of attributes required for morph targets according to the effect defines.
  43521. * @param attribs The current list of supported attribs
  43522. * @param mesh The mesh to prepare the morph targets attributes for
  43523. * @param defines The current Defines of the effect
  43524. */
  43525. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43526. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43527. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43528. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43529. var manager = mesh.morphTargetManager;
  43530. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43531. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43532. for (var index = 0; index < influencers; index++) {
  43533. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43534. if (normal) {
  43535. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43536. }
  43537. if (tangent) {
  43538. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43539. }
  43540. if (attribs.length > maxAttributesCount) {
  43541. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43542. }
  43543. }
  43544. }
  43545. };
  43546. /**
  43547. * Prepares the list of attributes required for bones according to the effect defines.
  43548. * @param attribs The current list of supported attribs
  43549. * @param mesh The mesh to prepare the bones attributes for
  43550. * @param defines The current Defines of the effect
  43551. * @param fallbacks The current efffect fallback strategy
  43552. */
  43553. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43554. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43555. fallbacks.addCPUSkinningFallback(0, mesh);
  43556. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43557. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43558. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43559. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43560. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43561. }
  43562. }
  43563. };
  43564. /**
  43565. * Prepares the list of attributes required for instances according to the effect defines.
  43566. * @param attribs The current list of supported attribs
  43567. * @param defines The current Defines of the effect
  43568. */
  43569. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43570. if (defines["INSTANCES"]) {
  43571. attribs.push("world0");
  43572. attribs.push("world1");
  43573. attribs.push("world2");
  43574. attribs.push("world3");
  43575. }
  43576. };
  43577. /**
  43578. * Binds the light shadow information to the effect for the given mesh.
  43579. * @param light The light containing the generator
  43580. * @param scene The scene the lights belongs to
  43581. * @param mesh The mesh we are binding the information to render
  43582. * @param lightIndex The light index in the effect used to render the mesh
  43583. * @param effect The effect we are binding the data to
  43584. */
  43585. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43586. if (light.shadowEnabled && mesh.receiveShadows) {
  43587. var shadowGenerator = light.getShadowGenerator();
  43588. if (shadowGenerator) {
  43589. shadowGenerator.bindShadowLight(lightIndex, effect);
  43590. }
  43591. }
  43592. };
  43593. /**
  43594. * Binds the light information to the effect.
  43595. * @param light The light containing the generator
  43596. * @param effect The effect we are binding the data to
  43597. * @param lightIndex The light index in the effect used to render
  43598. */
  43599. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43600. light.transferToEffect(effect, lightIndex + "");
  43601. };
  43602. /**
  43603. * Binds the lights information from the scene to the effect for the given mesh.
  43604. * @param scene The scene the lights belongs to
  43605. * @param mesh The mesh we are binding the information to render
  43606. * @param effect The effect we are binding the data to
  43607. * @param defines The generated defines for the effect
  43608. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43609. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43610. */
  43611. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43612. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43613. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43614. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43615. for (var i = 0; i < len; i++) {
  43616. var light = mesh._lightSources[i];
  43617. var iAsString = i.toString();
  43618. var scaledIntensity = light.getScaledIntensity();
  43619. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43620. MaterialHelper.BindLightProperties(light, effect, i);
  43621. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43622. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43623. if (defines["SPECULARTERM"]) {
  43624. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43625. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43626. }
  43627. // Shadows
  43628. if (scene.shadowsEnabled) {
  43629. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43630. }
  43631. light._uniformBuffer.update();
  43632. }
  43633. };
  43634. /**
  43635. * Binds the fog information from the scene to the effect for the given mesh.
  43636. * @param scene The scene the lights belongs to
  43637. * @param mesh The mesh we are binding the information to render
  43638. * @param effect The effect we are binding the data to
  43639. * @param linearSpace Defines if the fog effect is applied in linear space
  43640. */
  43641. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43642. if (linearSpace === void 0) { linearSpace = false; }
  43643. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43644. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43645. // Convert fog color to linear space if used in a linear space computed shader.
  43646. if (linearSpace) {
  43647. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43648. effect.setColor3("vFogColor", this._tempFogColor);
  43649. }
  43650. else {
  43651. effect.setColor3("vFogColor", scene.fogColor);
  43652. }
  43653. }
  43654. };
  43655. /**
  43656. * Binds the bones information from the mesh to the effect.
  43657. * @param mesh The mesh we are binding the information to render
  43658. * @param effect The effect we are binding the data to
  43659. */
  43660. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43661. if (!effect || !mesh) {
  43662. return;
  43663. }
  43664. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43665. mesh.computeBonesUsingShaders = false;
  43666. }
  43667. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43668. var skeleton = mesh.skeleton;
  43669. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43670. var boneTexture = skeleton.getTransformMatrixTexture();
  43671. effect.setTexture("boneSampler", boneTexture);
  43672. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43673. }
  43674. else {
  43675. var matrices = skeleton.getTransformMatrices(mesh);
  43676. if (matrices) {
  43677. effect.setMatrices("mBones", matrices);
  43678. }
  43679. }
  43680. }
  43681. };
  43682. /**
  43683. * Binds the morph targets information from the mesh to the effect.
  43684. * @param abstractMesh The mesh we are binding the information to render
  43685. * @param effect The effect we are binding the data to
  43686. */
  43687. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43688. var manager = abstractMesh.morphTargetManager;
  43689. if (!abstractMesh || !manager) {
  43690. return;
  43691. }
  43692. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43693. };
  43694. /**
  43695. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43696. * @param defines The generated defines used in the effect
  43697. * @param effect The effect we are binding the data to
  43698. * @param scene The scene we are willing to render with logarithmic scale for
  43699. */
  43700. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43701. if (defines["LOGARITHMICDEPTH"]) {
  43702. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43703. }
  43704. };
  43705. /**
  43706. * Binds the clip plane information from the scene to the effect.
  43707. * @param scene The scene the clip plane information are extracted from
  43708. * @param effect The effect we are binding the data to
  43709. */
  43710. MaterialHelper.BindClipPlane = function (effect, scene) {
  43711. if (scene.clipPlane) {
  43712. var clipPlane = scene.clipPlane;
  43713. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43714. }
  43715. if (scene.clipPlane2) {
  43716. var clipPlane = scene.clipPlane2;
  43717. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43718. }
  43719. if (scene.clipPlane3) {
  43720. var clipPlane = scene.clipPlane3;
  43721. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43722. }
  43723. if (scene.clipPlane4) {
  43724. var clipPlane = scene.clipPlane4;
  43725. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43726. }
  43727. };
  43728. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43729. return MaterialHelper;
  43730. }());
  43731. BABYLON.MaterialHelper = MaterialHelper;
  43732. })(BABYLON || (BABYLON = {}));
  43733. //# sourceMappingURL=babylon.materialHelper.js.map
  43734. var BABYLON;
  43735. (function (BABYLON) {
  43736. /**
  43737. * Base class of materials working in push mode in babylon JS
  43738. * @hidden
  43739. */
  43740. var PushMaterial = /** @class */ (function (_super) {
  43741. __extends(PushMaterial, _super);
  43742. function PushMaterial(name, scene) {
  43743. var _this = _super.call(this, name, scene) || this;
  43744. _this._normalMatrix = new BABYLON.Matrix();
  43745. /**
  43746. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43747. * This means that the material can keep using a previous shader while a new one is being compiled.
  43748. * This is mostly used when shader parallel compilation is supported (true by default)
  43749. */
  43750. _this.allowShaderHotSwapping = true;
  43751. _this._storeEffectOnSubMeshes = true;
  43752. return _this;
  43753. }
  43754. PushMaterial.prototype.getEffect = function () {
  43755. return this._activeEffect;
  43756. };
  43757. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43758. if (!mesh) {
  43759. return false;
  43760. }
  43761. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43762. return true;
  43763. }
  43764. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43765. };
  43766. /**
  43767. * Binds the given world matrix to the active effect
  43768. *
  43769. * @param world the matrix to bind
  43770. */
  43771. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43772. this._activeEffect.setMatrix("world", world);
  43773. };
  43774. /**
  43775. * Binds the given normal matrix to the active effect
  43776. *
  43777. * @param normalMatrix the matrix to bind
  43778. */
  43779. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43780. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43781. };
  43782. PushMaterial.prototype.bind = function (world, mesh) {
  43783. if (!mesh) {
  43784. return;
  43785. }
  43786. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43787. };
  43788. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43789. if (effect === void 0) { effect = null; }
  43790. _super.prototype._afterBind.call(this, mesh);
  43791. this.getScene()._cachedEffect = effect;
  43792. };
  43793. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43794. if (visibility === void 0) { visibility = 1; }
  43795. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43796. };
  43797. return PushMaterial;
  43798. }(BABYLON.Material));
  43799. BABYLON.PushMaterial = PushMaterial;
  43800. })(BABYLON || (BABYLON = {}));
  43801. //# sourceMappingURL=babylon.pushMaterial.js.map
  43802. var BABYLON;
  43803. (function (BABYLON) {
  43804. /** @hidden */
  43805. var StandardMaterialDefines = /** @class */ (function (_super) {
  43806. __extends(StandardMaterialDefines, _super);
  43807. function StandardMaterialDefines() {
  43808. var _this = _super.call(this) || this;
  43809. _this.MAINUV1 = false;
  43810. _this.MAINUV2 = false;
  43811. _this.DIFFUSE = false;
  43812. _this.DIFFUSEDIRECTUV = 0;
  43813. _this.AMBIENT = false;
  43814. _this.AMBIENTDIRECTUV = 0;
  43815. _this.OPACITY = false;
  43816. _this.OPACITYDIRECTUV = 0;
  43817. _this.OPACITYRGB = false;
  43818. _this.REFLECTION = false;
  43819. _this.EMISSIVE = false;
  43820. _this.EMISSIVEDIRECTUV = 0;
  43821. _this.SPECULAR = false;
  43822. _this.SPECULARDIRECTUV = 0;
  43823. _this.BUMP = false;
  43824. _this.BUMPDIRECTUV = 0;
  43825. _this.PARALLAX = false;
  43826. _this.PARALLAXOCCLUSION = false;
  43827. _this.SPECULAROVERALPHA = false;
  43828. _this.CLIPPLANE = false;
  43829. _this.CLIPPLANE2 = false;
  43830. _this.CLIPPLANE3 = false;
  43831. _this.CLIPPLANE4 = false;
  43832. _this.ALPHATEST = false;
  43833. _this.DEPTHPREPASS = false;
  43834. _this.ALPHAFROMDIFFUSE = false;
  43835. _this.POINTSIZE = false;
  43836. _this.FOG = false;
  43837. _this.SPECULARTERM = false;
  43838. _this.DIFFUSEFRESNEL = false;
  43839. _this.OPACITYFRESNEL = false;
  43840. _this.REFLECTIONFRESNEL = false;
  43841. _this.REFRACTIONFRESNEL = false;
  43842. _this.EMISSIVEFRESNEL = false;
  43843. _this.FRESNEL = false;
  43844. _this.NORMAL = false;
  43845. _this.UV1 = false;
  43846. _this.UV2 = false;
  43847. _this.VERTEXCOLOR = false;
  43848. _this.VERTEXALPHA = false;
  43849. _this.NUM_BONE_INFLUENCERS = 0;
  43850. _this.BonesPerMesh = 0;
  43851. _this.BONETEXTURE = false;
  43852. _this.INSTANCES = false;
  43853. _this.GLOSSINESS = false;
  43854. _this.ROUGHNESS = false;
  43855. _this.EMISSIVEASILLUMINATION = false;
  43856. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43857. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43858. _this.LIGHTMAP = false;
  43859. _this.LIGHTMAPDIRECTUV = 0;
  43860. _this.OBJECTSPACE_NORMALMAP = false;
  43861. _this.USELIGHTMAPASSHADOWMAP = false;
  43862. _this.REFLECTIONMAP_3D = false;
  43863. _this.REFLECTIONMAP_SPHERICAL = false;
  43864. _this.REFLECTIONMAP_PLANAR = false;
  43865. _this.REFLECTIONMAP_CUBIC = false;
  43866. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43867. _this.REFLECTIONMAP_PROJECTION = false;
  43868. _this.REFLECTIONMAP_SKYBOX = false;
  43869. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43870. _this.REFLECTIONMAP_EXPLICIT = false;
  43871. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43872. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43873. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43874. _this.INVERTCUBICMAP = false;
  43875. _this.LOGARITHMICDEPTH = false;
  43876. _this.REFRACTION = false;
  43877. _this.REFRACTIONMAP_3D = false;
  43878. _this.REFLECTIONOVERALPHA = false;
  43879. _this.TWOSIDEDLIGHTING = false;
  43880. _this.SHADOWFLOAT = false;
  43881. _this.MORPHTARGETS = false;
  43882. _this.MORPHTARGETS_NORMAL = false;
  43883. _this.MORPHTARGETS_TANGENT = false;
  43884. _this.NUM_MORPH_INFLUENCERS = 0;
  43885. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43886. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43887. _this.IMAGEPROCESSING = false;
  43888. _this.VIGNETTE = false;
  43889. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43890. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43891. _this.TONEMAPPING = false;
  43892. _this.TONEMAPPING_ACES = false;
  43893. _this.CONTRAST = false;
  43894. _this.COLORCURVES = false;
  43895. _this.COLORGRADING = false;
  43896. _this.COLORGRADING3D = false;
  43897. _this.SAMPLER3DGREENDEPTH = false;
  43898. _this.SAMPLER3DBGRMAP = false;
  43899. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43900. /**
  43901. * If the reflection texture on this material is in linear color space
  43902. * @hidden
  43903. */
  43904. _this.IS_REFLECTION_LINEAR = false;
  43905. /**
  43906. * If the refraction texture on this material is in linear color space
  43907. * @hidden
  43908. */
  43909. _this.IS_REFRACTION_LINEAR = false;
  43910. _this.EXPOSURE = false;
  43911. _this.rebuild();
  43912. return _this;
  43913. }
  43914. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43915. var modes = [
  43916. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43917. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43918. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43919. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43920. ];
  43921. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43922. var mode = modes_1[_i];
  43923. this[mode] = (mode === modeToEnable);
  43924. }
  43925. };
  43926. return StandardMaterialDefines;
  43927. }(BABYLON.MaterialDefines));
  43928. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43929. /**
  43930. * This is the default material used in Babylon. It is the best trade off between quality
  43931. * and performances.
  43932. * @see http://doc.babylonjs.com/babylon101/materials
  43933. */
  43934. var StandardMaterial = /** @class */ (function (_super) {
  43935. __extends(StandardMaterial, _super);
  43936. /**
  43937. * Instantiates a new standard material.
  43938. * This is the default material used in Babylon. It is the best trade off between quality
  43939. * and performances.
  43940. * @see http://doc.babylonjs.com/babylon101/materials
  43941. * @param name Define the name of the material in the scene
  43942. * @param scene Define the scene the material belong to
  43943. */
  43944. function StandardMaterial(name, scene) {
  43945. var _this = _super.call(this, name, scene) || this;
  43946. /**
  43947. * The color of the material lit by the environmental background lighting.
  43948. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43949. */
  43950. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43951. /**
  43952. * The basic color of the material as viewed under a light.
  43953. */
  43954. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43955. /**
  43956. * Define how the color and intensity of the highlight given by the light in the material.
  43957. */
  43958. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43959. /**
  43960. * Define the color of the material as if self lit.
  43961. * This will be mixed in the final result even in the absence of light.
  43962. */
  43963. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43964. /**
  43965. * Defines how sharp are the highlights in the material.
  43966. * The bigger the value the sharper giving a more glossy feeling to the result.
  43967. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43968. */
  43969. _this.specularPower = 64;
  43970. _this._useAlphaFromDiffuseTexture = false;
  43971. _this._useEmissiveAsIllumination = false;
  43972. _this._linkEmissiveWithDiffuse = false;
  43973. _this._useSpecularOverAlpha = false;
  43974. _this._useReflectionOverAlpha = false;
  43975. _this._disableLighting = false;
  43976. _this._useObjectSpaceNormalMap = false;
  43977. _this._useParallax = false;
  43978. _this._useParallaxOcclusion = false;
  43979. /**
  43980. * 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.
  43981. */
  43982. _this.parallaxScaleBias = 0.05;
  43983. _this._roughness = 0;
  43984. /**
  43985. * In case of refraction, define the value of the indice of refraction.
  43986. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43987. */
  43988. _this.indexOfRefraction = 0.98;
  43989. /**
  43990. * Invert the refraction texture alongside the y axis.
  43991. * It can be useful with procedural textures or probe for instance.
  43992. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43993. */
  43994. _this.invertRefractionY = true;
  43995. /**
  43996. * Defines the alpha limits in alpha test mode.
  43997. */
  43998. _this.alphaCutOff = 0.4;
  43999. _this._useLightmapAsShadowmap = false;
  44000. _this._useReflectionFresnelFromSpecular = false;
  44001. _this._useGlossinessFromSpecularMapAlpha = false;
  44002. _this._maxSimultaneousLights = 4;
  44003. _this._invertNormalMapX = false;
  44004. _this._invertNormalMapY = false;
  44005. _this._twoSidedLighting = false;
  44006. _this._renderTargets = new BABYLON.SmartArray(16);
  44007. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44008. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44009. // Setup the default processing configuration to the scene.
  44010. _this._attachImageProcessingConfiguration(null);
  44011. _this.getRenderTargetTextures = function () {
  44012. _this._renderTargets.reset();
  44013. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44014. _this._renderTargets.push(_this._reflectionTexture);
  44015. }
  44016. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44017. _this._renderTargets.push(_this._refractionTexture);
  44018. }
  44019. return _this._renderTargets;
  44020. };
  44021. return _this;
  44022. }
  44023. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44024. /**
  44025. * Gets the image processing configuration used either in this material.
  44026. */
  44027. get: function () {
  44028. return this._imageProcessingConfiguration;
  44029. },
  44030. /**
  44031. * Sets the Default image processing configuration used either in the this material.
  44032. *
  44033. * If sets to null, the scene one is in use.
  44034. */
  44035. set: function (value) {
  44036. this._attachImageProcessingConfiguration(value);
  44037. // Ensure the effect will be rebuilt.
  44038. this._markAllSubMeshesAsTexturesDirty();
  44039. },
  44040. enumerable: true,
  44041. configurable: true
  44042. });
  44043. /**
  44044. * Attaches a new image processing configuration to the Standard Material.
  44045. * @param configuration
  44046. */
  44047. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44048. var _this = this;
  44049. if (configuration === this._imageProcessingConfiguration) {
  44050. return;
  44051. }
  44052. // Detaches observer.
  44053. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44054. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44055. }
  44056. // Pick the scene configuration if needed.
  44057. if (!configuration) {
  44058. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44059. }
  44060. else {
  44061. this._imageProcessingConfiguration = configuration;
  44062. }
  44063. // Attaches observer.
  44064. if (this._imageProcessingConfiguration) {
  44065. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44066. _this._markAllSubMeshesAsImageProcessingDirty();
  44067. });
  44068. }
  44069. };
  44070. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44071. /**
  44072. * Gets wether the color curves effect is enabled.
  44073. */
  44074. get: function () {
  44075. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44076. },
  44077. /**
  44078. * Sets wether the color curves effect is enabled.
  44079. */
  44080. set: function (value) {
  44081. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44082. },
  44083. enumerable: true,
  44084. configurable: true
  44085. });
  44086. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44087. /**
  44088. * Gets wether the color grading effect is enabled.
  44089. */
  44090. get: function () {
  44091. return this.imageProcessingConfiguration.colorGradingEnabled;
  44092. },
  44093. /**
  44094. * Gets wether the color grading effect is enabled.
  44095. */
  44096. set: function (value) {
  44097. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44098. },
  44099. enumerable: true,
  44100. configurable: true
  44101. });
  44102. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44103. /**
  44104. * Gets wether tonemapping is enabled or not.
  44105. */
  44106. get: function () {
  44107. return this._imageProcessingConfiguration.toneMappingEnabled;
  44108. },
  44109. /**
  44110. * Sets wether tonemapping is enabled or not
  44111. */
  44112. set: function (value) {
  44113. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44114. },
  44115. enumerable: true,
  44116. configurable: true
  44117. });
  44118. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44119. /**
  44120. * The camera exposure used on this material.
  44121. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44122. * This corresponds to a photographic exposure.
  44123. */
  44124. get: function () {
  44125. return this._imageProcessingConfiguration.exposure;
  44126. },
  44127. /**
  44128. * The camera exposure used on this material.
  44129. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44130. * This corresponds to a photographic exposure.
  44131. */
  44132. set: function (value) {
  44133. this._imageProcessingConfiguration.exposure = value;
  44134. },
  44135. enumerable: true,
  44136. configurable: true
  44137. });
  44138. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44139. /**
  44140. * Gets The camera contrast used on this material.
  44141. */
  44142. get: function () {
  44143. return this._imageProcessingConfiguration.contrast;
  44144. },
  44145. /**
  44146. * Sets The camera contrast used on this material.
  44147. */
  44148. set: function (value) {
  44149. this._imageProcessingConfiguration.contrast = value;
  44150. },
  44151. enumerable: true,
  44152. configurable: true
  44153. });
  44154. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44155. /**
  44156. * Gets the Color Grading 2D Lookup Texture.
  44157. */
  44158. get: function () {
  44159. return this._imageProcessingConfiguration.colorGradingTexture;
  44160. },
  44161. /**
  44162. * Sets the Color Grading 2D Lookup Texture.
  44163. */
  44164. set: function (value) {
  44165. this._imageProcessingConfiguration.colorGradingTexture = value;
  44166. },
  44167. enumerable: true,
  44168. configurable: true
  44169. });
  44170. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44171. /**
  44172. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44173. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44174. * 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;
  44175. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44176. */
  44177. get: function () {
  44178. return this._imageProcessingConfiguration.colorCurves;
  44179. },
  44180. /**
  44181. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44182. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44183. * 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;
  44184. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44185. */
  44186. set: function (value) {
  44187. this._imageProcessingConfiguration.colorCurves = value;
  44188. },
  44189. enumerable: true,
  44190. configurable: true
  44191. });
  44192. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44193. /**
  44194. * Gets a boolean indicating that current material needs to register RTT
  44195. */
  44196. get: function () {
  44197. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44198. return true;
  44199. }
  44200. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44201. return true;
  44202. }
  44203. return false;
  44204. },
  44205. enumerable: true,
  44206. configurable: true
  44207. });
  44208. /**
  44209. * Gets the current class name of the material e.g. "StandardMaterial"
  44210. * Mainly use in serialization.
  44211. * @returns the class name
  44212. */
  44213. StandardMaterial.prototype.getClassName = function () {
  44214. return "StandardMaterial";
  44215. };
  44216. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44217. /**
  44218. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44219. * You can try switching to logarithmic depth.
  44220. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44221. */
  44222. get: function () {
  44223. return this._useLogarithmicDepth;
  44224. },
  44225. set: function (value) {
  44226. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44227. this._markAllSubMeshesAsMiscDirty();
  44228. },
  44229. enumerable: true,
  44230. configurable: true
  44231. });
  44232. /**
  44233. * Specifies if the material will require alpha blending
  44234. * @returns a boolean specifying if alpha blending is needed
  44235. */
  44236. StandardMaterial.prototype.needAlphaBlending = function () {
  44237. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44238. };
  44239. /**
  44240. * Specifies if this material should be rendered in alpha test mode
  44241. * @returns a boolean specifying if an alpha test is needed.
  44242. */
  44243. StandardMaterial.prototype.needAlphaTesting = function () {
  44244. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44245. };
  44246. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44247. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44248. };
  44249. /**
  44250. * Get the texture used for alpha test purpose.
  44251. * @returns the diffuse texture in case of the standard material.
  44252. */
  44253. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44254. return this._diffuseTexture;
  44255. };
  44256. /**
  44257. * Get if the submesh is ready to be used and all its information available.
  44258. * Child classes can use it to update shaders
  44259. * @param mesh defines the mesh to check
  44260. * @param subMesh defines which submesh to check
  44261. * @param useInstances specifies that instances should be used
  44262. * @returns a boolean indicating that the submesh is ready or not
  44263. */
  44264. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44265. if (useInstances === void 0) { useInstances = false; }
  44266. if (subMesh.effect && this.isFrozen) {
  44267. if (this._wasPreviouslyReady) {
  44268. return true;
  44269. }
  44270. }
  44271. if (!subMesh._materialDefines) {
  44272. subMesh._materialDefines = new StandardMaterialDefines();
  44273. }
  44274. var scene = this.getScene();
  44275. var defines = subMesh._materialDefines;
  44276. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44277. if (defines._renderId === scene.getRenderId()) {
  44278. return true;
  44279. }
  44280. }
  44281. var engine = scene.getEngine();
  44282. // Lights
  44283. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44284. // Textures
  44285. if (defines._areTexturesDirty) {
  44286. defines._needUVs = false;
  44287. defines.MAINUV1 = false;
  44288. defines.MAINUV2 = false;
  44289. if (scene.texturesEnabled) {
  44290. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44291. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44292. return false;
  44293. }
  44294. else {
  44295. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44296. }
  44297. }
  44298. else {
  44299. defines.DIFFUSE = false;
  44300. }
  44301. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44302. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44303. return false;
  44304. }
  44305. else {
  44306. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44307. }
  44308. }
  44309. else {
  44310. defines.AMBIENT = false;
  44311. }
  44312. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44313. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44314. return false;
  44315. }
  44316. else {
  44317. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44318. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44319. }
  44320. }
  44321. else {
  44322. defines.OPACITY = false;
  44323. }
  44324. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44325. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44326. return false;
  44327. }
  44328. else {
  44329. defines._needNormals = true;
  44330. defines.REFLECTION = true;
  44331. defines.ROUGHNESS = (this._roughness > 0);
  44332. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44333. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44334. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44335. switch (this._reflectionTexture.coordinatesMode) {
  44336. case BABYLON.Texture.EXPLICIT_MODE:
  44337. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44338. break;
  44339. case BABYLON.Texture.PLANAR_MODE:
  44340. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44341. break;
  44342. case BABYLON.Texture.PROJECTION_MODE:
  44343. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44344. break;
  44345. case BABYLON.Texture.SKYBOX_MODE:
  44346. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44347. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44348. break;
  44349. case BABYLON.Texture.SPHERICAL_MODE:
  44350. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44351. break;
  44352. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44353. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44354. break;
  44355. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44356. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44357. break;
  44358. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44359. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44360. break;
  44361. case BABYLON.Texture.CUBIC_MODE:
  44362. case BABYLON.Texture.INVCUBIC_MODE:
  44363. default:
  44364. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44365. break;
  44366. }
  44367. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44368. }
  44369. }
  44370. else {
  44371. defines.REFLECTION = false;
  44372. }
  44373. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44374. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44375. return false;
  44376. }
  44377. else {
  44378. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44379. }
  44380. }
  44381. else {
  44382. defines.EMISSIVE = false;
  44383. }
  44384. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44385. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44386. return false;
  44387. }
  44388. else {
  44389. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44390. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44391. }
  44392. }
  44393. else {
  44394. defines.LIGHTMAP = false;
  44395. }
  44396. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44397. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44398. return false;
  44399. }
  44400. else {
  44401. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44402. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44403. }
  44404. }
  44405. else {
  44406. defines.SPECULAR = false;
  44407. }
  44408. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44409. // Bump texure can not be not blocking.
  44410. if (!this._bumpTexture.isReady()) {
  44411. return false;
  44412. }
  44413. else {
  44414. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44415. defines.PARALLAX = this._useParallax;
  44416. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44417. }
  44418. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44419. }
  44420. else {
  44421. defines.BUMP = false;
  44422. }
  44423. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44424. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44425. return false;
  44426. }
  44427. else {
  44428. defines._needUVs = true;
  44429. defines.REFRACTION = true;
  44430. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44431. }
  44432. }
  44433. else {
  44434. defines.REFRACTION = false;
  44435. }
  44436. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44437. }
  44438. else {
  44439. defines.DIFFUSE = false;
  44440. defines.AMBIENT = false;
  44441. defines.OPACITY = false;
  44442. defines.REFLECTION = false;
  44443. defines.EMISSIVE = false;
  44444. defines.LIGHTMAP = false;
  44445. defines.BUMP = false;
  44446. defines.REFRACTION = false;
  44447. }
  44448. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44449. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44450. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44451. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44452. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44453. }
  44454. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44455. if (!this._imageProcessingConfiguration.isReady()) {
  44456. return false;
  44457. }
  44458. this._imageProcessingConfiguration.prepareDefines(defines);
  44459. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44460. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44461. }
  44462. if (defines._areFresnelDirty) {
  44463. if (StandardMaterial.FresnelEnabled) {
  44464. // Fresnel
  44465. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44466. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44467. this._reflectionFresnelParameters) {
  44468. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44469. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44470. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44471. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44472. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44473. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44474. defines._needNormals = true;
  44475. defines.FRESNEL = true;
  44476. }
  44477. }
  44478. else {
  44479. defines.FRESNEL = false;
  44480. }
  44481. }
  44482. // Misc.
  44483. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44484. // Attribs
  44485. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44486. // Values that need to be evaluated on every frame
  44487. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44488. // Get correct effect
  44489. if (defines.isDirty) {
  44490. defines.markAsProcessed();
  44491. // Fallbacks
  44492. var fallbacks = new BABYLON.EffectFallbacks();
  44493. if (defines.REFLECTION) {
  44494. fallbacks.addFallback(0, "REFLECTION");
  44495. }
  44496. if (defines.SPECULAR) {
  44497. fallbacks.addFallback(0, "SPECULAR");
  44498. }
  44499. if (defines.BUMP) {
  44500. fallbacks.addFallback(0, "BUMP");
  44501. }
  44502. if (defines.PARALLAX) {
  44503. fallbacks.addFallback(1, "PARALLAX");
  44504. }
  44505. if (defines.PARALLAXOCCLUSION) {
  44506. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44507. }
  44508. if (defines.SPECULAROVERALPHA) {
  44509. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44510. }
  44511. if (defines.FOG) {
  44512. fallbacks.addFallback(1, "FOG");
  44513. }
  44514. if (defines.POINTSIZE) {
  44515. fallbacks.addFallback(0, "POINTSIZE");
  44516. }
  44517. if (defines.LOGARITHMICDEPTH) {
  44518. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44519. }
  44520. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44521. if (defines.SPECULARTERM) {
  44522. fallbacks.addFallback(0, "SPECULARTERM");
  44523. }
  44524. if (defines.DIFFUSEFRESNEL) {
  44525. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44526. }
  44527. if (defines.OPACITYFRESNEL) {
  44528. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44529. }
  44530. if (defines.REFLECTIONFRESNEL) {
  44531. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44532. }
  44533. if (defines.EMISSIVEFRESNEL) {
  44534. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44535. }
  44536. if (defines.FRESNEL) {
  44537. fallbacks.addFallback(4, "FRESNEL");
  44538. }
  44539. //Attributes
  44540. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44541. if (defines.NORMAL) {
  44542. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44543. }
  44544. if (defines.UV1) {
  44545. attribs.push(BABYLON.VertexBuffer.UVKind);
  44546. }
  44547. if (defines.UV2) {
  44548. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44549. }
  44550. if (defines.VERTEXCOLOR) {
  44551. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44552. }
  44553. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44554. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44555. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44556. var shaderName = "default";
  44557. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44558. "vFogInfos", "vFogColor", "pointSize",
  44559. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44560. "mBones",
  44561. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44562. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44563. "vReflectionPosition", "vReflectionSize",
  44564. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44565. ];
  44566. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44567. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44568. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44569. var uniformBuffers = ["Material", "Scene"];
  44570. if (BABYLON.ImageProcessingConfiguration) {
  44571. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44572. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44573. }
  44574. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44575. uniformsNames: uniforms,
  44576. uniformBuffersNames: uniformBuffers,
  44577. samplers: samplers,
  44578. defines: defines,
  44579. maxSimultaneousLights: this._maxSimultaneousLights
  44580. });
  44581. if (this.customShaderNameResolve) {
  44582. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44583. }
  44584. var join = defines.toString();
  44585. var previousEffect = subMesh.effect;
  44586. var effect = scene.getEngine().createEffect(shaderName, {
  44587. attributes: attribs,
  44588. uniformsNames: uniforms,
  44589. uniformBuffersNames: uniformBuffers,
  44590. samplers: samplers,
  44591. defines: join,
  44592. fallbacks: fallbacks,
  44593. onCompiled: this.onCompiled,
  44594. onError: this.onError,
  44595. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44596. }, engine);
  44597. if (effect) {
  44598. // Use previous effect while new one is compiling
  44599. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44600. effect = previousEffect;
  44601. defines.markAsUnprocessed();
  44602. }
  44603. else {
  44604. scene.resetCachedMaterial();
  44605. subMesh.setEffect(effect, defines);
  44606. this.buildUniformLayout();
  44607. }
  44608. }
  44609. }
  44610. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44611. return false;
  44612. }
  44613. defines._renderId = scene.getRenderId();
  44614. this._wasPreviouslyReady = true;
  44615. return true;
  44616. };
  44617. /**
  44618. * Builds the material UBO layouts.
  44619. * Used internally during the effect preparation.
  44620. */
  44621. StandardMaterial.prototype.buildUniformLayout = function () {
  44622. // Order is important !
  44623. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44624. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44625. this._uniformBuffer.addUniform("opacityParts", 4);
  44626. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44627. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44628. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44629. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44630. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44631. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44632. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44633. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44634. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44635. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44636. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44637. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44638. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44639. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44640. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44641. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44642. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44643. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44644. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44645. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44646. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44647. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44648. this._uniformBuffer.addUniform("specularMatrix", 16);
  44649. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44650. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44651. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44652. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44653. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44654. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44655. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44656. this._uniformBuffer.addUniform("pointSize", 1);
  44657. this._uniformBuffer.create();
  44658. };
  44659. /**
  44660. * Unbinds the material from the mesh
  44661. */
  44662. StandardMaterial.prototype.unbind = function () {
  44663. if (this._activeEffect) {
  44664. var needFlag = false;
  44665. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44666. this._activeEffect.setTexture("reflection2DSampler", null);
  44667. needFlag = true;
  44668. }
  44669. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44670. this._activeEffect.setTexture("refraction2DSampler", null);
  44671. needFlag = true;
  44672. }
  44673. if (needFlag) {
  44674. this._markAllSubMeshesAsTexturesDirty();
  44675. }
  44676. }
  44677. _super.prototype.unbind.call(this);
  44678. };
  44679. /**
  44680. * Binds the submesh to this material by preparing the effect and shader to draw
  44681. * @param world defines the world transformation matrix
  44682. * @param mesh defines the mesh containing the submesh
  44683. * @param subMesh defines the submesh to bind the material to
  44684. */
  44685. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44686. var scene = this.getScene();
  44687. var defines = subMesh._materialDefines;
  44688. if (!defines) {
  44689. return;
  44690. }
  44691. var effect = subMesh.effect;
  44692. if (!effect) {
  44693. return;
  44694. }
  44695. this._activeEffect = effect;
  44696. // Matrices
  44697. this.bindOnlyWorldMatrix(world);
  44698. // Normal Matrix
  44699. if (defines.OBJECTSPACE_NORMALMAP) {
  44700. world.toNormalMatrix(this._normalMatrix);
  44701. this.bindOnlyNormalMatrix(this._normalMatrix);
  44702. }
  44703. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44704. // Bones
  44705. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44706. if (mustRebind) {
  44707. this._uniformBuffer.bindToEffect(effect, "Material");
  44708. this.bindViewProjection(effect);
  44709. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44710. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44711. // Fresnel
  44712. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44713. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44714. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44715. }
  44716. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44717. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44718. }
  44719. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44720. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44721. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44722. }
  44723. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44724. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44725. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44726. }
  44727. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44728. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44729. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44730. }
  44731. }
  44732. // Textures
  44733. if (scene.texturesEnabled) {
  44734. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44735. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44736. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44737. if (this._diffuseTexture.hasAlpha) {
  44738. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44739. }
  44740. }
  44741. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44742. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44743. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44744. }
  44745. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44746. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44747. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44748. }
  44749. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44750. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44751. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44752. if (this._reflectionTexture.boundingBoxSize) {
  44753. var cubeTexture = this._reflectionTexture;
  44754. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44755. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44756. }
  44757. }
  44758. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44759. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44760. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44761. }
  44762. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44763. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44764. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44765. }
  44766. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44767. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44768. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44769. }
  44770. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44771. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44772. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44773. if (scene._mirroredCameraPosition) {
  44774. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44775. }
  44776. else {
  44777. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44778. }
  44779. }
  44780. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44781. var depth = 1.0;
  44782. if (!this._refractionTexture.isCube) {
  44783. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44784. if (this._refractionTexture.depth) {
  44785. depth = this._refractionTexture.depth;
  44786. }
  44787. }
  44788. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44789. }
  44790. }
  44791. // Point size
  44792. if (this.pointsCloud) {
  44793. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44794. }
  44795. if (defines.SPECULARTERM) {
  44796. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44797. }
  44798. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44799. // Diffuse
  44800. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44801. }
  44802. // Textures
  44803. if (scene.texturesEnabled) {
  44804. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44805. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44806. }
  44807. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44808. effect.setTexture("ambientSampler", this._ambientTexture);
  44809. }
  44810. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44811. effect.setTexture("opacitySampler", this._opacityTexture);
  44812. }
  44813. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44814. if (this._reflectionTexture.isCube) {
  44815. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44816. }
  44817. else {
  44818. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44819. }
  44820. }
  44821. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44822. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44823. }
  44824. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44825. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44826. }
  44827. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44828. effect.setTexture("specularSampler", this._specularTexture);
  44829. }
  44830. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44831. effect.setTexture("bumpSampler", this._bumpTexture);
  44832. }
  44833. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44834. var depth = 1.0;
  44835. if (this._refractionTexture.isCube) {
  44836. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44837. }
  44838. else {
  44839. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44840. }
  44841. }
  44842. }
  44843. // Clip plane
  44844. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44845. // Colors
  44846. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44847. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44848. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44849. }
  44850. if (mustRebind || !this.isFrozen) {
  44851. // Lights
  44852. if (scene.lightsEnabled && !this._disableLighting) {
  44853. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44854. }
  44855. // View
  44856. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44857. this.bindView(effect);
  44858. }
  44859. // Fog
  44860. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44861. // Morph targets
  44862. if (defines.NUM_MORPH_INFLUENCERS) {
  44863. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44864. }
  44865. // Log. depth
  44866. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44867. // image processing
  44868. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44869. this._imageProcessingConfiguration.bind(this._activeEffect);
  44870. }
  44871. }
  44872. this._uniformBuffer.update();
  44873. this._afterBind(mesh, this._activeEffect);
  44874. };
  44875. /**
  44876. * Get the list of animatables in the material.
  44877. * @returns the list of animatables object used in the material
  44878. */
  44879. StandardMaterial.prototype.getAnimatables = function () {
  44880. var results = [];
  44881. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44882. results.push(this._diffuseTexture);
  44883. }
  44884. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44885. results.push(this._ambientTexture);
  44886. }
  44887. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44888. results.push(this._opacityTexture);
  44889. }
  44890. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44891. results.push(this._reflectionTexture);
  44892. }
  44893. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44894. results.push(this._emissiveTexture);
  44895. }
  44896. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44897. results.push(this._specularTexture);
  44898. }
  44899. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44900. results.push(this._bumpTexture);
  44901. }
  44902. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44903. results.push(this._lightmapTexture);
  44904. }
  44905. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44906. results.push(this._refractionTexture);
  44907. }
  44908. return results;
  44909. };
  44910. /**
  44911. * Gets the active textures from the material
  44912. * @returns an array of textures
  44913. */
  44914. StandardMaterial.prototype.getActiveTextures = function () {
  44915. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44916. if (this._diffuseTexture) {
  44917. activeTextures.push(this._diffuseTexture);
  44918. }
  44919. if (this._ambientTexture) {
  44920. activeTextures.push(this._ambientTexture);
  44921. }
  44922. if (this._opacityTexture) {
  44923. activeTextures.push(this._opacityTexture);
  44924. }
  44925. if (this._reflectionTexture) {
  44926. activeTextures.push(this._reflectionTexture);
  44927. }
  44928. if (this._emissiveTexture) {
  44929. activeTextures.push(this._emissiveTexture);
  44930. }
  44931. if (this._specularTexture) {
  44932. activeTextures.push(this._specularTexture);
  44933. }
  44934. if (this._bumpTexture) {
  44935. activeTextures.push(this._bumpTexture);
  44936. }
  44937. if (this._lightmapTexture) {
  44938. activeTextures.push(this._lightmapTexture);
  44939. }
  44940. if (this._refractionTexture) {
  44941. activeTextures.push(this._refractionTexture);
  44942. }
  44943. return activeTextures;
  44944. };
  44945. /**
  44946. * Specifies if the material uses a texture
  44947. * @param texture defines the texture to check against the material
  44948. * @returns a boolean specifying if the material uses the texture
  44949. */
  44950. StandardMaterial.prototype.hasTexture = function (texture) {
  44951. if (_super.prototype.hasTexture.call(this, texture)) {
  44952. return true;
  44953. }
  44954. if (this._diffuseTexture === texture) {
  44955. return true;
  44956. }
  44957. if (this._ambientTexture === texture) {
  44958. return true;
  44959. }
  44960. if (this._opacityTexture === texture) {
  44961. return true;
  44962. }
  44963. if (this._reflectionTexture === texture) {
  44964. return true;
  44965. }
  44966. if (this._emissiveTexture === texture) {
  44967. return true;
  44968. }
  44969. if (this._specularTexture === texture) {
  44970. return true;
  44971. }
  44972. if (this._bumpTexture === texture) {
  44973. return true;
  44974. }
  44975. if (this._lightmapTexture === texture) {
  44976. return true;
  44977. }
  44978. if (this._refractionTexture === texture) {
  44979. return true;
  44980. }
  44981. return false;
  44982. };
  44983. /**
  44984. * Disposes the material
  44985. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44986. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44987. */
  44988. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44989. if (forceDisposeTextures) {
  44990. if (this._diffuseTexture) {
  44991. this._diffuseTexture.dispose();
  44992. }
  44993. if (this._ambientTexture) {
  44994. this._ambientTexture.dispose();
  44995. }
  44996. if (this._opacityTexture) {
  44997. this._opacityTexture.dispose();
  44998. }
  44999. if (this._reflectionTexture) {
  45000. this._reflectionTexture.dispose();
  45001. }
  45002. if (this._emissiveTexture) {
  45003. this._emissiveTexture.dispose();
  45004. }
  45005. if (this._specularTexture) {
  45006. this._specularTexture.dispose();
  45007. }
  45008. if (this._bumpTexture) {
  45009. this._bumpTexture.dispose();
  45010. }
  45011. if (this._lightmapTexture) {
  45012. this._lightmapTexture.dispose();
  45013. }
  45014. if (this._refractionTexture) {
  45015. this._refractionTexture.dispose();
  45016. }
  45017. }
  45018. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45019. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45020. }
  45021. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45022. };
  45023. /**
  45024. * Makes a duplicate of the material, and gives it a new name
  45025. * @param name defines the new name for the duplicated material
  45026. * @returns the cloned material
  45027. */
  45028. StandardMaterial.prototype.clone = function (name) {
  45029. var _this = this;
  45030. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45031. result.name = name;
  45032. result.id = name;
  45033. return result;
  45034. };
  45035. /**
  45036. * Serializes this material in a JSON representation
  45037. * @returns the serialized material object
  45038. */
  45039. StandardMaterial.prototype.serialize = function () {
  45040. return BABYLON.SerializationHelper.Serialize(this);
  45041. };
  45042. /**
  45043. * Creates a standard material from parsed material data
  45044. * @param source defines the JSON represnetation of the material
  45045. * @param scene defines the hosting scene
  45046. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45047. * @returns a new material
  45048. */
  45049. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45050. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45051. };
  45052. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45053. /**
  45054. * Are diffuse textures enabled in the application.
  45055. */
  45056. get: function () {
  45057. return StandardMaterial._DiffuseTextureEnabled;
  45058. },
  45059. set: function (value) {
  45060. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45061. return;
  45062. }
  45063. StandardMaterial._DiffuseTextureEnabled = value;
  45064. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45065. },
  45066. enumerable: true,
  45067. configurable: true
  45068. });
  45069. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45070. /**
  45071. * Are ambient textures enabled in the application.
  45072. */
  45073. get: function () {
  45074. return StandardMaterial._AmbientTextureEnabled;
  45075. },
  45076. set: function (value) {
  45077. if (StandardMaterial._AmbientTextureEnabled === value) {
  45078. return;
  45079. }
  45080. StandardMaterial._AmbientTextureEnabled = value;
  45081. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45082. },
  45083. enumerable: true,
  45084. configurable: true
  45085. });
  45086. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45087. /**
  45088. * Are opacity textures enabled in the application.
  45089. */
  45090. get: function () {
  45091. return StandardMaterial._OpacityTextureEnabled;
  45092. },
  45093. set: function (value) {
  45094. if (StandardMaterial._OpacityTextureEnabled === value) {
  45095. return;
  45096. }
  45097. StandardMaterial._OpacityTextureEnabled = value;
  45098. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45099. },
  45100. enumerable: true,
  45101. configurable: true
  45102. });
  45103. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45104. /**
  45105. * Are reflection textures enabled in the application.
  45106. */
  45107. get: function () {
  45108. return StandardMaterial._ReflectionTextureEnabled;
  45109. },
  45110. set: function (value) {
  45111. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45112. return;
  45113. }
  45114. StandardMaterial._ReflectionTextureEnabled = value;
  45115. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45116. },
  45117. enumerable: true,
  45118. configurable: true
  45119. });
  45120. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45121. /**
  45122. * Are emissive textures enabled in the application.
  45123. */
  45124. get: function () {
  45125. return StandardMaterial._EmissiveTextureEnabled;
  45126. },
  45127. set: function (value) {
  45128. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45129. return;
  45130. }
  45131. StandardMaterial._EmissiveTextureEnabled = value;
  45132. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45133. },
  45134. enumerable: true,
  45135. configurable: true
  45136. });
  45137. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45138. /**
  45139. * Are specular textures enabled in the application.
  45140. */
  45141. get: function () {
  45142. return StandardMaterial._SpecularTextureEnabled;
  45143. },
  45144. set: function (value) {
  45145. if (StandardMaterial._SpecularTextureEnabled === value) {
  45146. return;
  45147. }
  45148. StandardMaterial._SpecularTextureEnabled = value;
  45149. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45150. },
  45151. enumerable: true,
  45152. configurable: true
  45153. });
  45154. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45155. /**
  45156. * Are bump textures enabled in the application.
  45157. */
  45158. get: function () {
  45159. return StandardMaterial._BumpTextureEnabled;
  45160. },
  45161. set: function (value) {
  45162. if (StandardMaterial._BumpTextureEnabled === value) {
  45163. return;
  45164. }
  45165. StandardMaterial._BumpTextureEnabled = value;
  45166. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45167. },
  45168. enumerable: true,
  45169. configurable: true
  45170. });
  45171. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45172. /**
  45173. * Are lightmap textures enabled in the application.
  45174. */
  45175. get: function () {
  45176. return StandardMaterial._LightmapTextureEnabled;
  45177. },
  45178. set: function (value) {
  45179. if (StandardMaterial._LightmapTextureEnabled === value) {
  45180. return;
  45181. }
  45182. StandardMaterial._LightmapTextureEnabled = value;
  45183. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45184. },
  45185. enumerable: true,
  45186. configurable: true
  45187. });
  45188. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45189. /**
  45190. * Are refraction textures enabled in the application.
  45191. */
  45192. get: function () {
  45193. return StandardMaterial._RefractionTextureEnabled;
  45194. },
  45195. set: function (value) {
  45196. if (StandardMaterial._RefractionTextureEnabled === value) {
  45197. return;
  45198. }
  45199. StandardMaterial._RefractionTextureEnabled = value;
  45200. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45201. },
  45202. enumerable: true,
  45203. configurable: true
  45204. });
  45205. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45206. /**
  45207. * Are color grading textures enabled in the application.
  45208. */
  45209. get: function () {
  45210. return StandardMaterial._ColorGradingTextureEnabled;
  45211. },
  45212. set: function (value) {
  45213. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45214. return;
  45215. }
  45216. StandardMaterial._ColorGradingTextureEnabled = value;
  45217. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45218. },
  45219. enumerable: true,
  45220. configurable: true
  45221. });
  45222. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45223. /**
  45224. * Are fresnels enabled in the application.
  45225. */
  45226. get: function () {
  45227. return StandardMaterial._FresnelEnabled;
  45228. },
  45229. set: function (value) {
  45230. if (StandardMaterial._FresnelEnabled === value) {
  45231. return;
  45232. }
  45233. StandardMaterial._FresnelEnabled = value;
  45234. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45235. },
  45236. enumerable: true,
  45237. configurable: true
  45238. });
  45239. // Flags used to enable or disable a type of texture for all Standard Materials
  45240. StandardMaterial._DiffuseTextureEnabled = true;
  45241. StandardMaterial._AmbientTextureEnabled = true;
  45242. StandardMaterial._OpacityTextureEnabled = true;
  45243. StandardMaterial._ReflectionTextureEnabled = true;
  45244. StandardMaterial._EmissiveTextureEnabled = true;
  45245. StandardMaterial._SpecularTextureEnabled = true;
  45246. StandardMaterial._BumpTextureEnabled = true;
  45247. StandardMaterial._LightmapTextureEnabled = true;
  45248. StandardMaterial._RefractionTextureEnabled = true;
  45249. StandardMaterial._ColorGradingTextureEnabled = true;
  45250. StandardMaterial._FresnelEnabled = true;
  45251. __decorate([
  45252. BABYLON.serializeAsTexture("diffuseTexture")
  45253. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45254. __decorate([
  45255. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45256. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45257. __decorate([
  45258. BABYLON.serializeAsTexture("ambientTexture")
  45259. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45260. __decorate([
  45261. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45262. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45263. __decorate([
  45264. BABYLON.serializeAsTexture("opacityTexture")
  45265. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45266. __decorate([
  45267. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45268. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45269. __decorate([
  45270. BABYLON.serializeAsTexture("reflectionTexture")
  45271. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45272. __decorate([
  45273. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45274. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45275. __decorate([
  45276. BABYLON.serializeAsTexture("emissiveTexture")
  45277. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45278. __decorate([
  45279. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45280. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45281. __decorate([
  45282. BABYLON.serializeAsTexture("specularTexture")
  45283. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45284. __decorate([
  45285. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45286. ], StandardMaterial.prototype, "specularTexture", void 0);
  45287. __decorate([
  45288. BABYLON.serializeAsTexture("bumpTexture")
  45289. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45290. __decorate([
  45291. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45292. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45293. __decorate([
  45294. BABYLON.serializeAsTexture("lightmapTexture")
  45295. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45296. __decorate([
  45297. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45298. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45299. __decorate([
  45300. BABYLON.serializeAsTexture("refractionTexture")
  45301. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45302. __decorate([
  45303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45304. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45305. __decorate([
  45306. BABYLON.serializeAsColor3("ambient")
  45307. ], StandardMaterial.prototype, "ambientColor", void 0);
  45308. __decorate([
  45309. BABYLON.serializeAsColor3("diffuse")
  45310. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45311. __decorate([
  45312. BABYLON.serializeAsColor3("specular")
  45313. ], StandardMaterial.prototype, "specularColor", void 0);
  45314. __decorate([
  45315. BABYLON.serializeAsColor3("emissive")
  45316. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45317. __decorate([
  45318. BABYLON.serialize()
  45319. ], StandardMaterial.prototype, "specularPower", void 0);
  45320. __decorate([
  45321. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45322. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45323. __decorate([
  45324. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45325. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45326. __decorate([
  45327. BABYLON.serialize("useEmissiveAsIllumination")
  45328. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45329. __decorate([
  45330. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45331. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45332. __decorate([
  45333. BABYLON.serialize("linkEmissiveWithDiffuse")
  45334. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45335. __decorate([
  45336. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45337. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45338. __decorate([
  45339. BABYLON.serialize("useSpecularOverAlpha")
  45340. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45341. __decorate([
  45342. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45343. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45344. __decorate([
  45345. BABYLON.serialize("useReflectionOverAlpha")
  45346. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45347. __decorate([
  45348. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45349. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45350. __decorate([
  45351. BABYLON.serialize("disableLighting")
  45352. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45353. __decorate([
  45354. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45355. ], StandardMaterial.prototype, "disableLighting", void 0);
  45356. __decorate([
  45357. BABYLON.serialize("useObjectSpaceNormalMap")
  45358. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45359. __decorate([
  45360. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45361. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45362. __decorate([
  45363. BABYLON.serialize("useParallax")
  45364. ], StandardMaterial.prototype, "_useParallax", void 0);
  45365. __decorate([
  45366. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45367. ], StandardMaterial.prototype, "useParallax", void 0);
  45368. __decorate([
  45369. BABYLON.serialize("useParallaxOcclusion")
  45370. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45371. __decorate([
  45372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45373. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45374. __decorate([
  45375. BABYLON.serialize()
  45376. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45377. __decorate([
  45378. BABYLON.serialize("roughness")
  45379. ], StandardMaterial.prototype, "_roughness", void 0);
  45380. __decorate([
  45381. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45382. ], StandardMaterial.prototype, "roughness", void 0);
  45383. __decorate([
  45384. BABYLON.serialize()
  45385. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45386. __decorate([
  45387. BABYLON.serialize()
  45388. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45389. __decorate([
  45390. BABYLON.serialize()
  45391. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45392. __decorate([
  45393. BABYLON.serialize("useLightmapAsShadowmap")
  45394. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45395. __decorate([
  45396. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45397. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45398. __decorate([
  45399. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45400. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45401. __decorate([
  45402. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45403. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45404. __decorate([
  45405. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45406. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45407. __decorate([
  45408. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45409. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45410. __decorate([
  45411. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45412. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45413. __decorate([
  45414. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45415. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45416. __decorate([
  45417. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45418. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45419. __decorate([
  45420. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45421. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45422. __decorate([
  45423. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45424. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45425. __decorate([
  45426. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45427. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45428. __decorate([
  45429. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45430. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45431. __decorate([
  45432. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45433. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45434. __decorate([
  45435. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45436. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45437. __decorate([
  45438. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45439. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45440. __decorate([
  45441. BABYLON.serialize("maxSimultaneousLights")
  45442. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45443. __decorate([
  45444. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45445. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45446. __decorate([
  45447. BABYLON.serialize("invertNormalMapX")
  45448. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45449. __decorate([
  45450. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45451. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45452. __decorate([
  45453. BABYLON.serialize("invertNormalMapY")
  45454. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45455. __decorate([
  45456. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45457. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45458. __decorate([
  45459. BABYLON.serialize("twoSidedLighting")
  45460. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45461. __decorate([
  45462. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45463. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45464. __decorate([
  45465. BABYLON.serialize()
  45466. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45467. return StandardMaterial;
  45468. }(BABYLON.PushMaterial));
  45469. BABYLON.StandardMaterial = StandardMaterial;
  45470. })(BABYLON || (BABYLON = {}));
  45471. //# sourceMappingURL=babylon.standardMaterial.js.map
  45472. var BABYLON;
  45473. (function (BABYLON) {
  45474. /**
  45475. * Class representing spherical polynomial coefficients to the 3rd degree
  45476. */
  45477. var SphericalPolynomial = /** @class */ (function () {
  45478. function SphericalPolynomial() {
  45479. /**
  45480. * The x coefficients of the spherical polynomial
  45481. */
  45482. this.x = BABYLON.Vector3.Zero();
  45483. /**
  45484. * The y coefficients of the spherical polynomial
  45485. */
  45486. this.y = BABYLON.Vector3.Zero();
  45487. /**
  45488. * The z coefficients of the spherical polynomial
  45489. */
  45490. this.z = BABYLON.Vector3.Zero();
  45491. /**
  45492. * The xx coefficients of the spherical polynomial
  45493. */
  45494. this.xx = BABYLON.Vector3.Zero();
  45495. /**
  45496. * The yy coefficients of the spherical polynomial
  45497. */
  45498. this.yy = BABYLON.Vector3.Zero();
  45499. /**
  45500. * The zz coefficients of the spherical polynomial
  45501. */
  45502. this.zz = BABYLON.Vector3.Zero();
  45503. /**
  45504. * The xy coefficients of the spherical polynomial
  45505. */
  45506. this.xy = BABYLON.Vector3.Zero();
  45507. /**
  45508. * The yz coefficients of the spherical polynomial
  45509. */
  45510. this.yz = BABYLON.Vector3.Zero();
  45511. /**
  45512. * The zx coefficients of the spherical polynomial
  45513. */
  45514. this.zx = BABYLON.Vector3.Zero();
  45515. }
  45516. /**
  45517. * Adds an ambient color to the spherical polynomial
  45518. * @param color the color to add
  45519. */
  45520. SphericalPolynomial.prototype.addAmbient = function (color) {
  45521. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45522. this.xx = this.xx.add(colorVector);
  45523. this.yy = this.yy.add(colorVector);
  45524. this.zz = this.zz.add(colorVector);
  45525. };
  45526. /**
  45527. * Scales the spherical polynomial by the given amount
  45528. * @param scale the amount to scale
  45529. */
  45530. SphericalPolynomial.prototype.scale = function (scale) {
  45531. this.x = this.x.scale(scale);
  45532. this.y = this.y.scale(scale);
  45533. this.z = this.z.scale(scale);
  45534. this.xx = this.xx.scale(scale);
  45535. this.yy = this.yy.scale(scale);
  45536. this.zz = this.zz.scale(scale);
  45537. this.yz = this.yz.scale(scale);
  45538. this.zx = this.zx.scale(scale);
  45539. this.xy = this.xy.scale(scale);
  45540. };
  45541. /**
  45542. * Gets the spherical polynomial from harmonics
  45543. * @param harmonics the spherical harmonics
  45544. * @returns the spherical polynomial
  45545. */
  45546. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45547. var result = new SphericalPolynomial();
  45548. result.x = harmonics.l11.scale(1.02333);
  45549. result.y = harmonics.l1_1.scale(1.02333);
  45550. result.z = harmonics.l10.scale(1.02333);
  45551. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45552. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45553. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45554. result.yz = harmonics.l2_1.scale(0.858086);
  45555. result.zx = harmonics.l21.scale(0.858086);
  45556. result.xy = harmonics.l2_2.scale(0.858086);
  45557. result.scale(1.0 / Math.PI);
  45558. return result;
  45559. };
  45560. /**
  45561. * Constructs a spherical polynomial from an array.
  45562. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45563. * @returns the spherical polynomial
  45564. */
  45565. SphericalPolynomial.FromArray = function (data) {
  45566. var sp = new SphericalPolynomial();
  45567. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45568. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45569. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45570. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45571. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45572. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45573. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45574. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45575. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45576. return sp;
  45577. };
  45578. return SphericalPolynomial;
  45579. }());
  45580. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45581. /**
  45582. * Class representing spherical harmonics coefficients to the 3rd degree
  45583. */
  45584. var SphericalHarmonics = /** @class */ (function () {
  45585. function SphericalHarmonics() {
  45586. /**
  45587. * The l0,0 coefficients of the spherical harmonics
  45588. */
  45589. this.l00 = BABYLON.Vector3.Zero();
  45590. /**
  45591. * The l1,-1 coefficients of the spherical harmonics
  45592. */
  45593. this.l1_1 = BABYLON.Vector3.Zero();
  45594. /**
  45595. * The l1,0 coefficients of the spherical harmonics
  45596. */
  45597. this.l10 = BABYLON.Vector3.Zero();
  45598. /**
  45599. * The l1,1 coefficients of the spherical harmonics
  45600. */
  45601. this.l11 = BABYLON.Vector3.Zero();
  45602. /**
  45603. * The l2,-2 coefficients of the spherical harmonics
  45604. */
  45605. this.l2_2 = BABYLON.Vector3.Zero();
  45606. /**
  45607. * The l2,-1 coefficients of the spherical harmonics
  45608. */
  45609. this.l2_1 = BABYLON.Vector3.Zero();
  45610. /**
  45611. * The l2,0 coefficients of the spherical harmonics
  45612. */
  45613. this.l20 = BABYLON.Vector3.Zero();
  45614. /**
  45615. * The l2,1 coefficients of the spherical harmonics
  45616. */
  45617. this.l21 = BABYLON.Vector3.Zero();
  45618. /**
  45619. * The l2,2 coefficients of the spherical harmonics
  45620. */
  45621. this.lL22 = BABYLON.Vector3.Zero();
  45622. }
  45623. /**
  45624. * Adds a light to the spherical harmonics
  45625. * @param direction the direction of the light
  45626. * @param color the color of the light
  45627. * @param deltaSolidAngle the delta solid angle of the light
  45628. */
  45629. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45630. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45631. var c = colorVector.scale(deltaSolidAngle);
  45632. this.l00 = this.l00.add(c.scale(0.282095));
  45633. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45634. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45635. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45636. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45637. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45638. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45639. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45640. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45641. };
  45642. /**
  45643. * Scales the spherical harmonics by the given amount
  45644. * @param scale the amount to scale
  45645. */
  45646. SphericalHarmonics.prototype.scale = function (scale) {
  45647. this.l00 = this.l00.scale(scale);
  45648. this.l1_1 = this.l1_1.scale(scale);
  45649. this.l10 = this.l10.scale(scale);
  45650. this.l11 = this.l11.scale(scale);
  45651. this.l2_2 = this.l2_2.scale(scale);
  45652. this.l2_1 = this.l2_1.scale(scale);
  45653. this.l20 = this.l20.scale(scale);
  45654. this.l21 = this.l21.scale(scale);
  45655. this.lL22 = this.lL22.scale(scale);
  45656. };
  45657. /**
  45658. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45659. *
  45660. * ```
  45661. * E_lm = A_l * L_lm
  45662. * ```
  45663. *
  45664. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45665. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45666. * the scaling factors are given in equation 9.
  45667. */
  45668. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45669. // Constant (Band 0)
  45670. this.l00 = this.l00.scale(3.141593);
  45671. // Linear (Band 1)
  45672. this.l1_1 = this.l1_1.scale(2.094395);
  45673. this.l10 = this.l10.scale(2.094395);
  45674. this.l11 = this.l11.scale(2.094395);
  45675. // Quadratic (Band 2)
  45676. this.l2_2 = this.l2_2.scale(0.785398);
  45677. this.l2_1 = this.l2_1.scale(0.785398);
  45678. this.l20 = this.l20.scale(0.785398);
  45679. this.l21 = this.l21.scale(0.785398);
  45680. this.lL22 = this.lL22.scale(0.785398);
  45681. };
  45682. /**
  45683. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45684. *
  45685. * ```
  45686. * L = (1/pi) * E * rho
  45687. * ```
  45688. *
  45689. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45690. */
  45691. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45692. this.scale(1.0 / Math.PI);
  45693. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45694. // (The pixel shader must apply albedo after texture fetches, etc).
  45695. };
  45696. /**
  45697. * Gets the spherical harmonics from polynomial
  45698. * @param polynomial the spherical polynomial
  45699. * @returns the spherical harmonics
  45700. */
  45701. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45702. var result = new SphericalHarmonics();
  45703. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45704. result.l1_1 = polynomial.y.scale(0.977204);
  45705. result.l10 = polynomial.z.scale(0.977204);
  45706. result.l11 = polynomial.x.scale(0.977204);
  45707. result.l2_2 = polynomial.xy.scale(1.16538);
  45708. result.l2_1 = polynomial.yz.scale(1.16538);
  45709. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45710. result.l21 = polynomial.zx.scale(1.16538);
  45711. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45712. result.scale(Math.PI);
  45713. return result;
  45714. };
  45715. /**
  45716. * Constructs a spherical harmonics from an array.
  45717. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45718. * @returns the spherical harmonics
  45719. */
  45720. SphericalHarmonics.FromArray = function (data) {
  45721. var sh = new SphericalHarmonics();
  45722. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45723. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45724. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45725. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45726. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45727. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45728. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45729. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45730. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45731. return sh;
  45732. };
  45733. return SphericalHarmonics;
  45734. }());
  45735. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45736. })(BABYLON || (BABYLON = {}));
  45737. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45738. var BABYLON;
  45739. (function (BABYLON) {
  45740. var FileFaceOrientation = /** @class */ (function () {
  45741. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45742. this.name = name;
  45743. this.worldAxisForNormal = worldAxisForNormal;
  45744. this.worldAxisForFileX = worldAxisForFileX;
  45745. this.worldAxisForFileY = worldAxisForFileY;
  45746. }
  45747. return FileFaceOrientation;
  45748. }());
  45749. /**
  45750. * Helper class dealing with the extraction of spherical polynomial dataArray
  45751. * from a cube map.
  45752. */
  45753. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45754. function CubeMapToSphericalPolynomialTools() {
  45755. }
  45756. /**
  45757. * Converts a texture to the according Spherical Polynomial data.
  45758. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45759. *
  45760. * @param texture The texture to extract the information from.
  45761. * @return The Spherical Polynomial data.
  45762. */
  45763. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45764. if (!texture.isCube) {
  45765. // Only supports cube Textures currently.
  45766. return null;
  45767. }
  45768. var size = texture.getSize().width;
  45769. var right = texture.readPixels(0);
  45770. var left = texture.readPixels(1);
  45771. var up;
  45772. var down;
  45773. if (texture.isRenderTarget) {
  45774. up = texture.readPixels(3);
  45775. down = texture.readPixels(2);
  45776. }
  45777. else {
  45778. up = texture.readPixels(2);
  45779. down = texture.readPixels(3);
  45780. }
  45781. var front = texture.readPixels(4);
  45782. var back = texture.readPixels(5);
  45783. var gammaSpace = texture.gammaSpace;
  45784. // Always read as RGBA.
  45785. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45786. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45787. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45788. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45789. }
  45790. var cubeInfo = {
  45791. size: size,
  45792. right: right,
  45793. left: left,
  45794. up: up,
  45795. down: down,
  45796. front: front,
  45797. back: back,
  45798. format: format,
  45799. type: type,
  45800. gammaSpace: gammaSpace,
  45801. };
  45802. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45803. };
  45804. /**
  45805. * Converts a cubemap to the according Spherical Polynomial data.
  45806. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45807. *
  45808. * @param cubeInfo The Cube map to extract the information from.
  45809. * @return The Spherical Polynomial data.
  45810. */
  45811. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45812. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45813. var totalSolidAngle = 0.0;
  45814. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45815. var du = 2.0 / cubeInfo.size;
  45816. var dv = du;
  45817. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45818. var minUV = du * 0.5 - 1.0;
  45819. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45820. var fileFace = this.FileFaces[faceIndex];
  45821. var dataArray = cubeInfo[fileFace.name];
  45822. var v = minUV;
  45823. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45824. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45825. // Because SP is still linear, so summation is fine in that basis.
  45826. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45827. for (var y = 0; y < cubeInfo.size; y++) {
  45828. var u = minUV;
  45829. for (var x = 0; x < cubeInfo.size; x++) {
  45830. // World direction (not normalised)
  45831. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45832. worldDirection.normalize();
  45833. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45834. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45835. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45836. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45837. // Handle Integer types.
  45838. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45839. r /= 255;
  45840. g /= 255;
  45841. b /= 255;
  45842. }
  45843. // Handle Gamma space textures.
  45844. if (cubeInfo.gammaSpace) {
  45845. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45846. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45847. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45848. }
  45849. var color = new BABYLON.Color3(r, g, b);
  45850. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45851. totalSolidAngle += deltaSolidAngle;
  45852. u += du;
  45853. }
  45854. v += dv;
  45855. }
  45856. }
  45857. // Solid angle for entire sphere is 4*pi
  45858. var sphereSolidAngle = 4.0 * Math.PI;
  45859. // Adjust the solid angle to allow for how many faces we processed.
  45860. var facesProcessed = 6.0;
  45861. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45862. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45863. // This is needed because the numerical integration over the cube uses a
  45864. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45865. // and also to compensate for accumulative error due to float precision in the summation.
  45866. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45867. sphericalHarmonics.scale(correctionFactor);
  45868. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45869. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45870. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45871. };
  45872. CubeMapToSphericalPolynomialTools.FileFaces = [
  45873. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45874. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45875. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45876. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45877. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45878. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45879. ];
  45880. return CubeMapToSphericalPolynomialTools;
  45881. }());
  45882. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45883. })(BABYLON || (BABYLON = {}));
  45884. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45885. var BABYLON;
  45886. (function (BABYLON) {
  45887. /**
  45888. * Manages the defines for the PBR Material.
  45889. * @hiddenChildren
  45890. */
  45891. var PBRMaterialDefines = /** @class */ (function (_super) {
  45892. __extends(PBRMaterialDefines, _super);
  45893. /**
  45894. * Initializes the PBR Material defines.
  45895. */
  45896. function PBRMaterialDefines() {
  45897. var _this = _super.call(this) || this;
  45898. _this.PBR = true;
  45899. _this.MAINUV1 = false;
  45900. _this.MAINUV2 = false;
  45901. _this.UV1 = false;
  45902. _this.UV2 = false;
  45903. _this.ALBEDO = false;
  45904. _this.ALBEDODIRECTUV = 0;
  45905. _this.VERTEXCOLOR = false;
  45906. _this.AMBIENT = false;
  45907. _this.AMBIENTDIRECTUV = 0;
  45908. _this.AMBIENTINGRAYSCALE = false;
  45909. _this.OPACITY = false;
  45910. _this.VERTEXALPHA = false;
  45911. _this.OPACITYDIRECTUV = 0;
  45912. _this.OPACITYRGB = false;
  45913. _this.ALPHATEST = false;
  45914. _this.DEPTHPREPASS = false;
  45915. _this.ALPHABLEND = false;
  45916. _this.ALPHAFROMALBEDO = false;
  45917. _this.ALPHATESTVALUE = "0.5";
  45918. _this.SPECULAROVERALPHA = false;
  45919. _this.RADIANCEOVERALPHA = false;
  45920. _this.ALPHAFRESNEL = false;
  45921. _this.LINEARALPHAFRESNEL = false;
  45922. _this.PREMULTIPLYALPHA = false;
  45923. _this.EMISSIVE = false;
  45924. _this.EMISSIVEDIRECTUV = 0;
  45925. _this.REFLECTIVITY = false;
  45926. _this.REFLECTIVITYDIRECTUV = 0;
  45927. _this.SPECULARTERM = false;
  45928. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45929. _this.MICROSURFACEAUTOMATIC = false;
  45930. _this.LODBASEDMICROSFURACE = false;
  45931. _this.MICROSURFACEMAP = false;
  45932. _this.MICROSURFACEMAPDIRECTUV = 0;
  45933. _this.METALLICWORKFLOW = false;
  45934. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45935. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45936. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45937. _this.AOSTOREINMETALMAPRED = false;
  45938. _this.ENVIRONMENTBRDF = false;
  45939. _this.NORMAL = false;
  45940. _this.TANGENT = false;
  45941. _this.BUMP = false;
  45942. _this.BUMPDIRECTUV = 0;
  45943. _this.OBJECTSPACE_NORMALMAP = false;
  45944. _this.PARALLAX = false;
  45945. _this.PARALLAXOCCLUSION = false;
  45946. _this.NORMALXYSCALE = true;
  45947. _this.LIGHTMAP = false;
  45948. _this.LIGHTMAPDIRECTUV = 0;
  45949. _this.USELIGHTMAPASSHADOWMAP = false;
  45950. _this.GAMMALIGHTMAP = false;
  45951. _this.REFLECTION = false;
  45952. _this.REFLECTIONMAP_3D = false;
  45953. _this.REFLECTIONMAP_SPHERICAL = false;
  45954. _this.REFLECTIONMAP_PLANAR = false;
  45955. _this.REFLECTIONMAP_CUBIC = false;
  45956. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45957. _this.REFLECTIONMAP_PROJECTION = false;
  45958. _this.REFLECTIONMAP_SKYBOX = false;
  45959. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45960. _this.REFLECTIONMAP_EXPLICIT = false;
  45961. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45962. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45963. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45964. _this.INVERTCUBICMAP = false;
  45965. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45966. _this.USESPHERICALINVERTEX = false;
  45967. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45968. _this.LODINREFLECTIONALPHA = false;
  45969. _this.GAMMAREFLECTION = false;
  45970. _this.RGBDREFLECTION = false;
  45971. _this.RADIANCEOCCLUSION = false;
  45972. _this.HORIZONOCCLUSION = false;
  45973. _this.REFRACTION = false;
  45974. _this.REFRACTIONMAP_3D = false;
  45975. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45976. _this.LODINREFRACTIONALPHA = false;
  45977. _this.GAMMAREFRACTION = false;
  45978. _this.RGBDREFRACTION = false;
  45979. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45980. _this.INSTANCES = false;
  45981. _this.NUM_BONE_INFLUENCERS = 0;
  45982. _this.BonesPerMesh = 0;
  45983. _this.BONETEXTURE = false;
  45984. _this.NONUNIFORMSCALING = false;
  45985. _this.MORPHTARGETS = false;
  45986. _this.MORPHTARGETS_NORMAL = false;
  45987. _this.MORPHTARGETS_TANGENT = false;
  45988. _this.NUM_MORPH_INFLUENCERS = 0;
  45989. _this.IMAGEPROCESSING = false;
  45990. _this.VIGNETTE = false;
  45991. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45992. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45993. _this.TONEMAPPING = false;
  45994. _this.TONEMAPPING_ACES = false;
  45995. _this.CONTRAST = false;
  45996. _this.COLORCURVES = false;
  45997. _this.COLORGRADING = false;
  45998. _this.COLORGRADING3D = false;
  45999. _this.SAMPLER3DGREENDEPTH = false;
  46000. _this.SAMPLER3DBGRMAP = false;
  46001. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46002. _this.EXPOSURE = false;
  46003. _this.USEPHYSICALLIGHTFALLOFF = false;
  46004. _this.USEGLTFLIGHTFALLOFF = false;
  46005. _this.TWOSIDEDLIGHTING = false;
  46006. _this.SHADOWFLOAT = false;
  46007. _this.CLIPPLANE = false;
  46008. _this.CLIPPLANE2 = false;
  46009. _this.CLIPPLANE3 = false;
  46010. _this.CLIPPLANE4 = false;
  46011. _this.POINTSIZE = false;
  46012. _this.FOG = false;
  46013. _this.LOGARITHMICDEPTH = false;
  46014. _this.FORCENORMALFORWARD = false;
  46015. _this.SPECULARAA = false;
  46016. _this.UNLIT = false;
  46017. _this.rebuild();
  46018. return _this;
  46019. }
  46020. /**
  46021. * Resets the PBR Material defines.
  46022. */
  46023. PBRMaterialDefines.prototype.reset = function () {
  46024. _super.prototype.reset.call(this);
  46025. this.ALPHATESTVALUE = "0.5";
  46026. this.PBR = true;
  46027. };
  46028. return PBRMaterialDefines;
  46029. }(BABYLON.MaterialDefines));
  46030. /**
  46031. * The Physically based material base class of BJS.
  46032. *
  46033. * This offers the main features of a standard PBR material.
  46034. * For more information, please refer to the documentation :
  46035. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46036. */
  46037. var PBRBaseMaterial = /** @class */ (function (_super) {
  46038. __extends(PBRBaseMaterial, _super);
  46039. /**
  46040. * Instantiates a new PBRMaterial instance.
  46041. *
  46042. * @param name The material name
  46043. * @param scene The scene the material will be use in.
  46044. */
  46045. function PBRBaseMaterial(name, scene) {
  46046. var _this = _super.call(this, name, scene) || this;
  46047. /**
  46048. * Intensity of the direct lights e.g. the four lights available in your scene.
  46049. * This impacts both the direct diffuse and specular highlights.
  46050. */
  46051. _this._directIntensity = 1.0;
  46052. /**
  46053. * Intensity of the emissive part of the material.
  46054. * This helps controlling the emissive effect without modifying the emissive color.
  46055. */
  46056. _this._emissiveIntensity = 1.0;
  46057. /**
  46058. * Intensity of the environment e.g. how much the environment will light the object
  46059. * either through harmonics for rough material or through the refelction for shiny ones.
  46060. */
  46061. _this._environmentIntensity = 1.0;
  46062. /**
  46063. * This is a special control allowing the reduction of the specular highlights coming from the
  46064. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46065. */
  46066. _this._specularIntensity = 1.0;
  46067. /**
  46068. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46069. */
  46070. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46071. /**
  46072. * Debug Control allowing disabling the bump map on this material.
  46073. */
  46074. _this._disableBumpMap = false;
  46075. /**
  46076. * AKA Occlusion Texture Intensity in other nomenclature.
  46077. */
  46078. _this._ambientTextureStrength = 1.0;
  46079. /**
  46080. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46081. * 1 means it completely occludes it
  46082. * 0 mean it has no impact
  46083. */
  46084. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46085. /**
  46086. * The color of a material in ambient lighting.
  46087. */
  46088. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46089. /**
  46090. * AKA Diffuse Color in other nomenclature.
  46091. */
  46092. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46093. /**
  46094. * AKA Specular Color in other nomenclature.
  46095. */
  46096. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46097. /**
  46098. * The color applied when light is reflected from a material.
  46099. */
  46100. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46101. /**
  46102. * The color applied when light is emitted from a material.
  46103. */
  46104. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46105. /**
  46106. * AKA Glossiness in other nomenclature.
  46107. */
  46108. _this._microSurface = 0.9;
  46109. /**
  46110. * source material index of refraction (IOR)' / 'destination material IOR.
  46111. */
  46112. _this._indexOfRefraction = 0.66;
  46113. /**
  46114. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46115. */
  46116. _this._invertRefractionY = false;
  46117. /**
  46118. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46119. * Materials half opaque for instance using refraction could benefit from this control.
  46120. */
  46121. _this._linkRefractionWithTransparency = false;
  46122. /**
  46123. * Specifies that the material will use the light map as a show map.
  46124. */
  46125. _this._useLightmapAsShadowmap = false;
  46126. /**
  46127. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46128. * makes the reflect vector face the model (under horizon).
  46129. */
  46130. _this._useHorizonOcclusion = true;
  46131. /**
  46132. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46133. * too much the area relying on ambient texture to define their ambient occlusion.
  46134. */
  46135. _this._useRadianceOcclusion = true;
  46136. /**
  46137. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46138. */
  46139. _this._useAlphaFromAlbedoTexture = false;
  46140. /**
  46141. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46142. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46143. */
  46144. _this._useSpecularOverAlpha = true;
  46145. /**
  46146. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46147. */
  46148. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46149. /**
  46150. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46151. */
  46152. _this._useRoughnessFromMetallicTextureAlpha = true;
  46153. /**
  46154. * Specifies if the metallic texture contains the roughness information in its green channel.
  46155. */
  46156. _this._useRoughnessFromMetallicTextureGreen = false;
  46157. /**
  46158. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46159. */
  46160. _this._useMetallnessFromMetallicTextureBlue = false;
  46161. /**
  46162. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46163. */
  46164. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46165. /**
  46166. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46167. */
  46168. _this._useAmbientInGrayScale = false;
  46169. /**
  46170. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46171. * The material will try to infer what glossiness each pixel should be.
  46172. */
  46173. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46174. /**
  46175. * Defines the falloff type used in this material.
  46176. * It by default is Physical.
  46177. */
  46178. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46179. /**
  46180. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46181. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46182. */
  46183. _this._useRadianceOverAlpha = true;
  46184. /**
  46185. * Allows using an object space normal map (instead of tangent space).
  46186. */
  46187. _this._useObjectSpaceNormalMap = false;
  46188. /**
  46189. * Allows using the bump map in parallax mode.
  46190. */
  46191. _this._useParallax = false;
  46192. /**
  46193. * Allows using the bump map in parallax occlusion mode.
  46194. */
  46195. _this._useParallaxOcclusion = false;
  46196. /**
  46197. * Controls the scale bias of the parallax mode.
  46198. */
  46199. _this._parallaxScaleBias = 0.05;
  46200. /**
  46201. * If sets to true, disables all the lights affecting the material.
  46202. */
  46203. _this._disableLighting = false;
  46204. /**
  46205. * Number of Simultaneous lights allowed on the material.
  46206. */
  46207. _this._maxSimultaneousLights = 4;
  46208. /**
  46209. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46210. */
  46211. _this._invertNormalMapX = false;
  46212. /**
  46213. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46214. */
  46215. _this._invertNormalMapY = false;
  46216. /**
  46217. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46218. */
  46219. _this._twoSidedLighting = false;
  46220. /**
  46221. * Defines the alpha limits in alpha test mode.
  46222. */
  46223. _this._alphaCutOff = 0.4;
  46224. /**
  46225. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46226. */
  46227. _this._forceAlphaTest = false;
  46228. /**
  46229. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46230. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46231. */
  46232. _this._useAlphaFresnel = false;
  46233. /**
  46234. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46235. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46236. */
  46237. _this._useLinearAlphaFresnel = false;
  46238. /**
  46239. * The transparency mode of the material.
  46240. */
  46241. _this._transparencyMode = null;
  46242. /**
  46243. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46244. * from cos thetav and roughness:
  46245. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46246. */
  46247. _this._environmentBRDFTexture = null;
  46248. /**
  46249. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46250. */
  46251. _this._forceIrradianceInFragment = false;
  46252. /**
  46253. * Force normal to face away from face.
  46254. */
  46255. _this._forceNormalForward = false;
  46256. /**
  46257. * Enables specular anti aliasing in the PBR shader.
  46258. * It will both interacts on the Geometry for analytical and IBL lighting.
  46259. * It also prefilter the roughness map based on the bump values.
  46260. */
  46261. _this._enableSpecularAntiAliasing = false;
  46262. /**
  46263. * Stores the available render targets.
  46264. */
  46265. _this._renderTargets = new BABYLON.SmartArray(16);
  46266. /**
  46267. * Sets the global ambient color for the material used in lighting calculations.
  46268. */
  46269. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46270. /**
  46271. * If set to true, no lighting calculations will be applied.
  46272. */
  46273. _this._unlit = false;
  46274. // Setup the default processing configuration to the scene.
  46275. _this._attachImageProcessingConfiguration(null);
  46276. _this.getRenderTargetTextures = function () {
  46277. _this._renderTargets.reset();
  46278. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46279. _this._renderTargets.push(_this._reflectionTexture);
  46280. }
  46281. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46282. _this._renderTargets.push(_this._refractionTexture);
  46283. }
  46284. return _this._renderTargets;
  46285. };
  46286. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46287. return _this;
  46288. }
  46289. /**
  46290. * Attaches a new image processing configuration to the PBR Material.
  46291. * @param configuration
  46292. */
  46293. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46294. var _this = this;
  46295. if (configuration === this._imageProcessingConfiguration) {
  46296. return;
  46297. }
  46298. // Detaches observer.
  46299. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46300. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46301. }
  46302. // Pick the scene configuration if needed.
  46303. if (!configuration) {
  46304. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46305. }
  46306. else {
  46307. this._imageProcessingConfiguration = configuration;
  46308. }
  46309. // Attaches observer.
  46310. if (this._imageProcessingConfiguration) {
  46311. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46312. _this._markAllSubMeshesAsImageProcessingDirty();
  46313. });
  46314. }
  46315. };
  46316. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46317. /**
  46318. * Gets a boolean indicating that current material needs to register RTT
  46319. */
  46320. get: function () {
  46321. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46322. return true;
  46323. }
  46324. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46325. return true;
  46326. }
  46327. return false;
  46328. },
  46329. enumerable: true,
  46330. configurable: true
  46331. });
  46332. /**
  46333. * Gets the name of the material class.
  46334. */
  46335. PBRBaseMaterial.prototype.getClassName = function () {
  46336. return "PBRBaseMaterial";
  46337. };
  46338. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46339. /**
  46340. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46341. */
  46342. get: function () {
  46343. return this._useLogarithmicDepth;
  46344. },
  46345. /**
  46346. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46347. */
  46348. set: function (value) {
  46349. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46350. },
  46351. enumerable: true,
  46352. configurable: true
  46353. });
  46354. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46355. /**
  46356. * Gets the current transparency mode.
  46357. */
  46358. get: function () {
  46359. return this._transparencyMode;
  46360. },
  46361. /**
  46362. * Sets the transparency mode of the material.
  46363. *
  46364. * | Value | Type | Description |
  46365. * | ----- | ----------------------------------- | ----------- |
  46366. * | 0 | OPAQUE | |
  46367. * | 1 | ALPHATEST | |
  46368. * | 2 | ALPHABLEND | |
  46369. * | 3 | ALPHATESTANDBLEND | |
  46370. *
  46371. */
  46372. set: function (value) {
  46373. if (this._transparencyMode === value) {
  46374. return;
  46375. }
  46376. this._transparencyMode = value;
  46377. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46378. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46379. },
  46380. enumerable: true,
  46381. configurable: true
  46382. });
  46383. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46384. /**
  46385. * Returns true if alpha blending should be disabled.
  46386. */
  46387. get: function () {
  46388. return (this._linkRefractionWithTransparency ||
  46389. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46390. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46391. },
  46392. enumerable: true,
  46393. configurable: true
  46394. });
  46395. /**
  46396. * Specifies whether or not this material should be rendered in alpha blend mode.
  46397. */
  46398. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46399. if (this._disableAlphaBlending) {
  46400. return false;
  46401. }
  46402. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46403. };
  46404. /**
  46405. * Specifies if the mesh will require alpha blending.
  46406. * @param mesh - BJS mesh.
  46407. */
  46408. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46409. if (this._disableAlphaBlending) {
  46410. return false;
  46411. }
  46412. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46413. };
  46414. /**
  46415. * Specifies whether or not this material should be rendered in alpha test mode.
  46416. */
  46417. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46418. if (this._forceAlphaTest) {
  46419. return true;
  46420. }
  46421. if (this._linkRefractionWithTransparency) {
  46422. return false;
  46423. }
  46424. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46425. };
  46426. /**
  46427. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46428. */
  46429. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46430. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46431. };
  46432. /**
  46433. * Gets the texture used for the alpha test.
  46434. */
  46435. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46436. return this._albedoTexture;
  46437. };
  46438. /**
  46439. * Specifies that the submesh is ready to be used.
  46440. * @param mesh - BJS mesh.
  46441. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46442. * @param useInstances - Specifies that instances should be used.
  46443. * @returns - boolean indicating that the submesh is ready or not.
  46444. */
  46445. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46446. if (subMesh.effect && this.isFrozen) {
  46447. if (this._wasPreviouslyReady) {
  46448. return true;
  46449. }
  46450. }
  46451. if (!subMesh._materialDefines) {
  46452. subMesh._materialDefines = new PBRMaterialDefines();
  46453. }
  46454. var defines = subMesh._materialDefines;
  46455. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46456. if (defines._renderId === this.getScene().getRenderId()) {
  46457. return true;
  46458. }
  46459. }
  46460. var scene = this.getScene();
  46461. var engine = scene.getEngine();
  46462. if (defines._areTexturesDirty) {
  46463. if (scene.texturesEnabled) {
  46464. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46465. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46466. return false;
  46467. }
  46468. }
  46469. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46470. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46471. return false;
  46472. }
  46473. }
  46474. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46475. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46476. return false;
  46477. }
  46478. }
  46479. var reflectionTexture = this._getReflectionTexture();
  46480. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46481. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46482. return false;
  46483. }
  46484. }
  46485. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46486. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46487. return false;
  46488. }
  46489. }
  46490. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46491. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46492. return false;
  46493. }
  46494. }
  46495. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46496. if (this._metallicTexture) {
  46497. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46498. return false;
  46499. }
  46500. }
  46501. else if (this._reflectivityTexture) {
  46502. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46503. return false;
  46504. }
  46505. }
  46506. if (this._microSurfaceTexture) {
  46507. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46508. return false;
  46509. }
  46510. }
  46511. }
  46512. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46513. // Bump texture cannot be not blocking.
  46514. if (!this._bumpTexture.isReady()) {
  46515. return false;
  46516. }
  46517. }
  46518. var refractionTexture = this._getRefractionTexture();
  46519. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46520. if (!refractionTexture.isReadyOrNotBlocking()) {
  46521. return false;
  46522. }
  46523. }
  46524. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46525. // This is blocking.
  46526. if (!this._environmentBRDFTexture.isReady()) {
  46527. return false;
  46528. }
  46529. }
  46530. }
  46531. }
  46532. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46533. if (!this._imageProcessingConfiguration.isReady()) {
  46534. return false;
  46535. }
  46536. }
  46537. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46538. mesh.createNormals(true);
  46539. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46540. }
  46541. var previousEffect = subMesh.effect;
  46542. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46543. if (effect) {
  46544. // Use previous effect while new one is compiling
  46545. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46546. effect = previousEffect;
  46547. defines.markAsUnprocessed();
  46548. }
  46549. else {
  46550. scene.resetCachedMaterial();
  46551. subMesh.setEffect(effect, defines);
  46552. this.buildUniformLayout();
  46553. }
  46554. }
  46555. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46556. return false;
  46557. }
  46558. defines._renderId = scene.getRenderId();
  46559. this._wasPreviouslyReady = true;
  46560. return true;
  46561. };
  46562. /**
  46563. * Specifies if the material uses metallic roughness workflow.
  46564. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46565. */
  46566. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46567. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46568. return true;
  46569. }
  46570. return false;
  46571. };
  46572. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46573. if (onCompiled === void 0) { onCompiled = null; }
  46574. if (onError === void 0) { onError = null; }
  46575. if (useInstances === void 0) { useInstances = null; }
  46576. if (useClipPlane === void 0) { useClipPlane = null; }
  46577. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46578. if (!defines.isDirty) {
  46579. return null;
  46580. }
  46581. defines.markAsProcessed();
  46582. var scene = this.getScene();
  46583. var engine = scene.getEngine();
  46584. // Fallbacks
  46585. var fallbacks = new BABYLON.EffectFallbacks();
  46586. var fallbackRank = 0;
  46587. if (defines.USESPHERICALINVERTEX) {
  46588. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46589. }
  46590. if (defines.FOG) {
  46591. fallbacks.addFallback(fallbackRank, "FOG");
  46592. }
  46593. if (defines.SPECULARAA) {
  46594. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46595. }
  46596. if (defines.POINTSIZE) {
  46597. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46598. }
  46599. if (defines.LOGARITHMICDEPTH) {
  46600. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46601. }
  46602. if (defines.PARALLAX) {
  46603. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46604. }
  46605. if (defines.PARALLAXOCCLUSION) {
  46606. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46607. }
  46608. if (defines.ENVIRONMENTBRDF) {
  46609. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46610. }
  46611. if (defines.TANGENT) {
  46612. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46613. }
  46614. if (defines.BUMP) {
  46615. fallbacks.addFallback(fallbackRank++, "BUMP");
  46616. }
  46617. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46618. if (defines.SPECULARTERM) {
  46619. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46620. }
  46621. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46622. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46623. }
  46624. if (defines.LIGHTMAP) {
  46625. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46626. }
  46627. if (defines.NORMAL) {
  46628. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46629. }
  46630. if (defines.AMBIENT) {
  46631. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46632. }
  46633. if (defines.EMISSIVE) {
  46634. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46635. }
  46636. if (defines.VERTEXCOLOR) {
  46637. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46638. }
  46639. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46640. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46641. }
  46642. if (defines.MORPHTARGETS) {
  46643. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46644. }
  46645. //Attributes
  46646. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46647. if (defines.NORMAL) {
  46648. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46649. }
  46650. if (defines.TANGENT) {
  46651. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46652. }
  46653. if (defines.UV1) {
  46654. attribs.push(BABYLON.VertexBuffer.UVKind);
  46655. }
  46656. if (defines.UV2) {
  46657. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46658. }
  46659. if (defines.VERTEXCOLOR) {
  46660. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46661. }
  46662. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46663. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46664. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46665. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46666. "vFogInfos", "vFogColor", "pointSize",
  46667. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46668. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46669. "mBones",
  46670. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46671. "vLightingIntensity",
  46672. "logarithmicDepthConstant",
  46673. "vSphericalX", "vSphericalY", "vSphericalZ",
  46674. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46675. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46676. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46677. "vTangentSpaceParams", "boneTextureWidth"
  46678. ];
  46679. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46680. "bumpSampler", "lightmapSampler", "opacitySampler",
  46681. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46682. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46683. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46684. var uniformBuffers = ["Material", "Scene"];
  46685. if (BABYLON.ImageProcessingConfiguration) {
  46686. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46687. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46688. }
  46689. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46690. uniformsNames: uniforms,
  46691. uniformBuffersNames: uniformBuffers,
  46692. samplers: samplers,
  46693. defines: defines,
  46694. maxSimultaneousLights: this._maxSimultaneousLights
  46695. });
  46696. var join = defines.toString();
  46697. return engine.createEffect("pbr", {
  46698. attributes: attribs,
  46699. uniformsNames: uniforms,
  46700. uniformBuffersNames: uniformBuffers,
  46701. samplers: samplers,
  46702. defines: join,
  46703. fallbacks: fallbacks,
  46704. onCompiled: onCompiled,
  46705. onError: onError,
  46706. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46707. }, engine);
  46708. };
  46709. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46710. if (useInstances === void 0) { useInstances = null; }
  46711. if (useClipPlane === void 0) { useClipPlane = null; }
  46712. var scene = this.getScene();
  46713. var engine = scene.getEngine();
  46714. // Lights
  46715. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46716. defines._needNormals = true;
  46717. // Textures
  46718. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46719. if (defines._areTexturesDirty) {
  46720. defines._needUVs = false;
  46721. if (scene.texturesEnabled) {
  46722. if (scene.getEngine().getCaps().textureLOD) {
  46723. defines.LODBASEDMICROSFURACE = true;
  46724. }
  46725. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46726. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46727. }
  46728. else {
  46729. defines.ALBEDO = false;
  46730. }
  46731. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46732. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46733. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46734. }
  46735. else {
  46736. defines.AMBIENT = false;
  46737. }
  46738. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46739. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46740. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46741. }
  46742. else {
  46743. defines.OPACITY = false;
  46744. }
  46745. var reflectionTexture = this._getReflectionTexture();
  46746. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46747. defines.REFLECTION = true;
  46748. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46749. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46750. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46751. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46752. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46753. defines.INVERTCUBICMAP = true;
  46754. }
  46755. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46756. switch (reflectionTexture.coordinatesMode) {
  46757. case BABYLON.Texture.EXPLICIT_MODE:
  46758. defines.REFLECTIONMAP_EXPLICIT = true;
  46759. break;
  46760. case BABYLON.Texture.PLANAR_MODE:
  46761. defines.REFLECTIONMAP_PLANAR = true;
  46762. break;
  46763. case BABYLON.Texture.PROJECTION_MODE:
  46764. defines.REFLECTIONMAP_PROJECTION = true;
  46765. break;
  46766. case BABYLON.Texture.SKYBOX_MODE:
  46767. defines.REFLECTIONMAP_SKYBOX = true;
  46768. break;
  46769. case BABYLON.Texture.SPHERICAL_MODE:
  46770. defines.REFLECTIONMAP_SPHERICAL = true;
  46771. break;
  46772. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46773. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46774. break;
  46775. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46776. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46777. break;
  46778. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46779. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46780. break;
  46781. case BABYLON.Texture.CUBIC_MODE:
  46782. case BABYLON.Texture.INVCUBIC_MODE:
  46783. default:
  46784. defines.REFLECTIONMAP_CUBIC = true;
  46785. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46786. break;
  46787. }
  46788. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46789. if (reflectionTexture.sphericalPolynomial) {
  46790. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46791. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46792. defines.USESPHERICALINVERTEX = false;
  46793. }
  46794. else {
  46795. defines.USESPHERICALINVERTEX = true;
  46796. }
  46797. }
  46798. }
  46799. else {
  46800. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46801. }
  46802. }
  46803. else {
  46804. defines.REFLECTION = false;
  46805. defines.REFLECTIONMAP_3D = false;
  46806. defines.REFLECTIONMAP_SPHERICAL = false;
  46807. defines.REFLECTIONMAP_PLANAR = false;
  46808. defines.REFLECTIONMAP_CUBIC = false;
  46809. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46810. defines.REFLECTIONMAP_PROJECTION = false;
  46811. defines.REFLECTIONMAP_SKYBOX = false;
  46812. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46813. defines.REFLECTIONMAP_EXPLICIT = false;
  46814. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46815. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46816. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46817. defines.INVERTCUBICMAP = false;
  46818. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46819. defines.USESPHERICALINVERTEX = false;
  46820. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46821. defines.LODINREFLECTIONALPHA = false;
  46822. defines.GAMMAREFLECTION = false;
  46823. defines.RGBDREFLECTION = false;
  46824. }
  46825. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46826. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46827. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46828. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46829. }
  46830. else {
  46831. defines.LIGHTMAP = false;
  46832. }
  46833. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46834. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46835. }
  46836. else {
  46837. defines.EMISSIVE = false;
  46838. }
  46839. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46840. if (this._metallicTexture) {
  46841. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46842. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46843. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46844. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46845. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46846. }
  46847. else if (this._reflectivityTexture) {
  46848. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46849. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46850. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46851. }
  46852. else {
  46853. defines.REFLECTIVITY = false;
  46854. }
  46855. if (this._microSurfaceTexture) {
  46856. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46857. }
  46858. else {
  46859. defines.MICROSURFACEMAP = false;
  46860. }
  46861. }
  46862. else {
  46863. defines.REFLECTIVITY = false;
  46864. defines.MICROSURFACEMAP = false;
  46865. }
  46866. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46867. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46868. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46869. defines.PARALLAX = true;
  46870. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46871. }
  46872. else {
  46873. defines.PARALLAX = false;
  46874. }
  46875. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46876. }
  46877. else {
  46878. defines.BUMP = false;
  46879. }
  46880. var refractionTexture = this._getRefractionTexture();
  46881. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46882. defines.REFRACTION = true;
  46883. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46884. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46885. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46886. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46887. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46888. if (this._linkRefractionWithTransparency) {
  46889. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46890. }
  46891. }
  46892. else {
  46893. defines.REFRACTION = false;
  46894. }
  46895. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46896. defines.ENVIRONMENTBRDF = true;
  46897. }
  46898. else {
  46899. defines.ENVIRONMENTBRDF = false;
  46900. }
  46901. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46902. defines.ALPHAFROMALBEDO = true;
  46903. }
  46904. else {
  46905. defines.ALPHAFROMALBEDO = false;
  46906. }
  46907. }
  46908. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46909. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46910. defines.USEPHYSICALLIGHTFALLOFF = false;
  46911. defines.USEGLTFLIGHTFALLOFF = false;
  46912. }
  46913. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46914. defines.USEPHYSICALLIGHTFALLOFF = false;
  46915. defines.USEGLTFLIGHTFALLOFF = true;
  46916. }
  46917. else {
  46918. defines.USEPHYSICALLIGHTFALLOFF = true;
  46919. defines.USEGLTFLIGHTFALLOFF = false;
  46920. }
  46921. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46922. if (!this.backFaceCulling && this._twoSidedLighting) {
  46923. defines.TWOSIDEDLIGHTING = true;
  46924. }
  46925. else {
  46926. defines.TWOSIDEDLIGHTING = false;
  46927. }
  46928. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46929. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46930. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46931. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46932. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46933. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46934. }
  46935. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46936. this._imageProcessingConfiguration.prepareDefines(defines);
  46937. }
  46938. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46939. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46940. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46941. // Misc.
  46942. if (defines._areMiscDirty) {
  46943. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46944. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46945. }
  46946. // Values that need to be evaluated on every frame
  46947. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46948. // Attribs
  46949. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46950. };
  46951. /**
  46952. * Force shader compilation
  46953. */
  46954. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46955. var _this = this;
  46956. var localOptions = __assign({ clipPlane: false }, options);
  46957. var defines = new PBRMaterialDefines();
  46958. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46959. if (effect.isReady()) {
  46960. if (onCompiled) {
  46961. onCompiled(this);
  46962. }
  46963. }
  46964. else {
  46965. effect.onCompileObservable.add(function () {
  46966. if (onCompiled) {
  46967. onCompiled(_this);
  46968. }
  46969. });
  46970. }
  46971. };
  46972. /**
  46973. * Initializes the uniform buffer layout for the shader.
  46974. */
  46975. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46976. // Order is important !
  46977. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46978. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46979. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46980. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46981. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46982. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46983. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46984. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46985. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46986. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46987. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46988. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46989. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46990. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46991. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46992. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46993. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46994. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46995. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46996. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46997. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46998. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46999. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47000. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47001. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47002. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47003. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47004. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47005. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47006. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47007. this._uniformBuffer.addUniform("pointSize", 1);
  47008. this._uniformBuffer.create();
  47009. };
  47010. /**
  47011. * Unbinds the textures.
  47012. */
  47013. PBRBaseMaterial.prototype.unbind = function () {
  47014. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47015. this._uniformBuffer.setTexture("reflectionSampler", null);
  47016. }
  47017. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47018. this._uniformBuffer.setTexture("refractionSampler", null);
  47019. }
  47020. _super.prototype.unbind.call(this);
  47021. };
  47022. /**
  47023. * Binds the submesh data.
  47024. * @param world - The world matrix.
  47025. * @param mesh - The BJS mesh.
  47026. * @param subMesh - A submesh of the BJS mesh.
  47027. */
  47028. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47029. var scene = this.getScene();
  47030. var defines = subMesh._materialDefines;
  47031. if (!defines) {
  47032. return;
  47033. }
  47034. var effect = subMesh.effect;
  47035. if (!effect) {
  47036. return;
  47037. }
  47038. this._activeEffect = effect;
  47039. // Matrices
  47040. this.bindOnlyWorldMatrix(world);
  47041. // Normal Matrix
  47042. if (defines.OBJECTSPACE_NORMALMAP) {
  47043. world.toNormalMatrix(this._normalMatrix);
  47044. this.bindOnlyNormalMatrix(this._normalMatrix);
  47045. }
  47046. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47047. // Bones
  47048. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47049. var reflectionTexture = null;
  47050. if (mustRebind) {
  47051. this._uniformBuffer.bindToEffect(effect, "Material");
  47052. this.bindViewProjection(effect);
  47053. reflectionTexture = this._getReflectionTexture();
  47054. var refractionTexture = this._getRefractionTexture();
  47055. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47056. // Texture uniforms
  47057. if (scene.texturesEnabled) {
  47058. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47059. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47060. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47061. }
  47062. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47063. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47064. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47065. }
  47066. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47067. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47068. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47069. }
  47070. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47071. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47072. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47073. if (reflectionTexture.boundingBoxSize) {
  47074. var cubeTexture = reflectionTexture;
  47075. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47076. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47077. }
  47078. var polynomials = reflectionTexture.sphericalPolynomial;
  47079. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47080. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47081. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47082. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47083. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47084. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47085. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47086. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47087. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47088. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47089. }
  47090. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47091. }
  47092. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47093. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47094. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47095. }
  47096. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47097. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47098. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47099. }
  47100. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47101. if (this._metallicTexture) {
  47102. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47103. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47104. }
  47105. else if (this._reflectivityTexture) {
  47106. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47107. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47108. }
  47109. if (this._microSurfaceTexture) {
  47110. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47111. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47112. }
  47113. }
  47114. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47115. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47116. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47117. if (scene._mirroredCameraPosition) {
  47118. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47119. }
  47120. else {
  47121. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47122. }
  47123. }
  47124. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47125. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47126. var depth = 1.0;
  47127. if (!refractionTexture.isCube) {
  47128. if (refractionTexture.depth) {
  47129. depth = refractionTexture.depth;
  47130. }
  47131. }
  47132. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47133. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47134. }
  47135. }
  47136. // Point size
  47137. if (this.pointsCloud) {
  47138. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47139. }
  47140. // Colors
  47141. if (defines.METALLICWORKFLOW) {
  47142. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47143. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47144. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47145. }
  47146. else {
  47147. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47148. }
  47149. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47150. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47151. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47152. // Misc
  47153. this._lightingInfos.x = this._directIntensity;
  47154. this._lightingInfos.y = this._emissiveIntensity;
  47155. this._lightingInfos.z = this._environmentIntensity;
  47156. this._lightingInfos.w = this._specularIntensity;
  47157. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47158. }
  47159. // Textures
  47160. if (scene.texturesEnabled) {
  47161. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47162. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47163. }
  47164. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47165. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47166. }
  47167. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47168. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47169. }
  47170. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47171. if (defines.LODBASEDMICROSFURACE) {
  47172. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47173. }
  47174. else {
  47175. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47176. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47177. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47178. }
  47179. }
  47180. if (defines.ENVIRONMENTBRDF) {
  47181. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47182. }
  47183. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47184. if (defines.LODBASEDMICROSFURACE) {
  47185. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47186. }
  47187. else {
  47188. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47189. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47190. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47191. }
  47192. }
  47193. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47194. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47195. }
  47196. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47197. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47198. }
  47199. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47200. if (this._metallicTexture) {
  47201. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47202. }
  47203. else if (this._reflectivityTexture) {
  47204. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47205. }
  47206. if (this._microSurfaceTexture) {
  47207. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47208. }
  47209. }
  47210. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47211. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47212. }
  47213. }
  47214. // Clip plane
  47215. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47216. // Colors
  47217. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47218. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47219. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47220. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47221. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47222. }
  47223. if (mustRebind || !this.isFrozen) {
  47224. // Lights
  47225. if (scene.lightsEnabled && !this._disableLighting) {
  47226. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47227. }
  47228. // View
  47229. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47230. this.bindView(effect);
  47231. }
  47232. // Fog
  47233. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47234. // Morph targets
  47235. if (defines.NUM_MORPH_INFLUENCERS) {
  47236. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47237. }
  47238. // image processing
  47239. this._imageProcessingConfiguration.bind(this._activeEffect);
  47240. // Log. depth
  47241. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47242. }
  47243. this._uniformBuffer.update();
  47244. this._afterBind(mesh, this._activeEffect);
  47245. };
  47246. /**
  47247. * Returns the animatable textures.
  47248. * @returns - Array of animatable textures.
  47249. */
  47250. PBRBaseMaterial.prototype.getAnimatables = function () {
  47251. var results = [];
  47252. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47253. results.push(this._albedoTexture);
  47254. }
  47255. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47256. results.push(this._ambientTexture);
  47257. }
  47258. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47259. results.push(this._opacityTexture);
  47260. }
  47261. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47262. results.push(this._reflectionTexture);
  47263. }
  47264. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47265. results.push(this._emissiveTexture);
  47266. }
  47267. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47268. results.push(this._metallicTexture);
  47269. }
  47270. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47271. results.push(this._reflectivityTexture);
  47272. }
  47273. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47274. results.push(this._bumpTexture);
  47275. }
  47276. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47277. results.push(this._lightmapTexture);
  47278. }
  47279. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47280. results.push(this._refractionTexture);
  47281. }
  47282. return results;
  47283. };
  47284. /**
  47285. * Returns the texture used for reflections.
  47286. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47287. */
  47288. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47289. if (this._reflectionTexture) {
  47290. return this._reflectionTexture;
  47291. }
  47292. return this.getScene().environmentTexture;
  47293. };
  47294. /**
  47295. * Returns the texture used for refraction or null if none is used.
  47296. * @returns - Refection texture if present. If no refraction texture and refraction
  47297. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47298. */
  47299. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47300. if (this._refractionTexture) {
  47301. return this._refractionTexture;
  47302. }
  47303. if (this._linkRefractionWithTransparency) {
  47304. return this.getScene().environmentTexture;
  47305. }
  47306. return null;
  47307. };
  47308. /**
  47309. * Disposes the resources of the material.
  47310. * @param forceDisposeEffect - Forces the disposal of effects.
  47311. * @param forceDisposeTextures - Forces the disposal of all textures.
  47312. */
  47313. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47314. if (forceDisposeTextures) {
  47315. if (this._albedoTexture) {
  47316. this._albedoTexture.dispose();
  47317. }
  47318. if (this._ambientTexture) {
  47319. this._ambientTexture.dispose();
  47320. }
  47321. if (this._opacityTexture) {
  47322. this._opacityTexture.dispose();
  47323. }
  47324. if (this._reflectionTexture) {
  47325. this._reflectionTexture.dispose();
  47326. }
  47327. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47328. this._environmentBRDFTexture.dispose();
  47329. }
  47330. if (this._emissiveTexture) {
  47331. this._emissiveTexture.dispose();
  47332. }
  47333. if (this._metallicTexture) {
  47334. this._metallicTexture.dispose();
  47335. }
  47336. if (this._reflectivityTexture) {
  47337. this._reflectivityTexture.dispose();
  47338. }
  47339. if (this._bumpTexture) {
  47340. this._bumpTexture.dispose();
  47341. }
  47342. if (this._lightmapTexture) {
  47343. this._lightmapTexture.dispose();
  47344. }
  47345. if (this._refractionTexture) {
  47346. this._refractionTexture.dispose();
  47347. }
  47348. }
  47349. this._renderTargets.dispose();
  47350. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47351. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47352. }
  47353. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47354. };
  47355. /**
  47356. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47357. */
  47358. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47359. /**
  47360. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47361. * to enhance interoperability with other engines.
  47362. */
  47363. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47364. /**
  47365. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47366. * to enhance interoperability with other materials.
  47367. */
  47368. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47369. /**
  47370. * Stores the reflectivity values based on metallic roughness workflow.
  47371. */
  47372. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47373. __decorate([
  47374. BABYLON.serializeAsImageProcessingConfiguration()
  47375. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47376. __decorate([
  47377. BABYLON.serialize()
  47378. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47379. __decorate([
  47380. BABYLON.serialize()
  47381. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47382. return PBRBaseMaterial;
  47383. }(BABYLON.PushMaterial));
  47384. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47385. })(BABYLON || (BABYLON = {}));
  47386. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47387. var BABYLON;
  47388. (function (BABYLON) {
  47389. /**
  47390. * The Physically based simple base material of BJS.
  47391. *
  47392. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47393. * It is used as the base class for both the specGloss and metalRough conventions.
  47394. */
  47395. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47396. __extends(PBRBaseSimpleMaterial, _super);
  47397. /**
  47398. * Instantiates a new PBRMaterial instance.
  47399. *
  47400. * @param name The material name
  47401. * @param scene The scene the material will be use in.
  47402. */
  47403. function PBRBaseSimpleMaterial(name, scene) {
  47404. var _this = _super.call(this, name, scene) || this;
  47405. /**
  47406. * Number of Simultaneous lights allowed on the material.
  47407. */
  47408. _this.maxSimultaneousLights = 4;
  47409. /**
  47410. * If sets to true, disables all the lights affecting the material.
  47411. */
  47412. _this.disableLighting = false;
  47413. /**
  47414. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47415. */
  47416. _this.invertNormalMapX = false;
  47417. /**
  47418. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47419. */
  47420. _this.invertNormalMapY = false;
  47421. /**
  47422. * Emissivie color used to self-illuminate the model.
  47423. */
  47424. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47425. /**
  47426. * Occlusion Channel Strenght.
  47427. */
  47428. _this.occlusionStrength = 1.0;
  47429. /**
  47430. * If true, the light map contains occlusion information instead of lighting info.
  47431. */
  47432. _this.useLightmapAsShadowmap = false;
  47433. _this._useAlphaFromAlbedoTexture = true;
  47434. _this._useAmbientInGrayScale = true;
  47435. return _this;
  47436. }
  47437. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47438. /**
  47439. * Gets the current double sided mode.
  47440. */
  47441. get: function () {
  47442. return this._twoSidedLighting;
  47443. },
  47444. /**
  47445. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47446. */
  47447. set: function (value) {
  47448. if (this._twoSidedLighting === value) {
  47449. return;
  47450. }
  47451. this._twoSidedLighting = value;
  47452. this.backFaceCulling = !value;
  47453. this._markAllSubMeshesAsTexturesDirty();
  47454. },
  47455. enumerable: true,
  47456. configurable: true
  47457. });
  47458. /**
  47459. * Return the active textures of the material.
  47460. */
  47461. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47462. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47463. if (this.environmentTexture) {
  47464. activeTextures.push(this.environmentTexture);
  47465. }
  47466. if (this.normalTexture) {
  47467. activeTextures.push(this.normalTexture);
  47468. }
  47469. if (this.emissiveTexture) {
  47470. activeTextures.push(this.emissiveTexture);
  47471. }
  47472. if (this.occlusionTexture) {
  47473. activeTextures.push(this.occlusionTexture);
  47474. }
  47475. if (this.lightmapTexture) {
  47476. activeTextures.push(this.lightmapTexture);
  47477. }
  47478. return activeTextures;
  47479. };
  47480. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47481. if (_super.prototype.hasTexture.call(this, texture)) {
  47482. return true;
  47483. }
  47484. if (this.lightmapTexture === texture) {
  47485. return true;
  47486. }
  47487. return false;
  47488. };
  47489. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47490. return "PBRBaseSimpleMaterial";
  47491. };
  47492. __decorate([
  47493. BABYLON.serialize(),
  47494. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47495. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47496. __decorate([
  47497. BABYLON.serialize(),
  47498. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47499. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47500. __decorate([
  47501. BABYLON.serializeAsTexture(),
  47502. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47503. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47504. __decorate([
  47505. BABYLON.serialize(),
  47506. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47507. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47508. __decorate([
  47509. BABYLON.serialize(),
  47510. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47511. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47512. __decorate([
  47513. BABYLON.serializeAsTexture(),
  47514. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47515. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47516. __decorate([
  47517. BABYLON.serializeAsColor3("emissive"),
  47518. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47519. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47520. __decorate([
  47521. BABYLON.serializeAsTexture(),
  47522. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47523. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47524. __decorate([
  47525. BABYLON.serialize(),
  47526. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47527. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47528. __decorate([
  47529. BABYLON.serializeAsTexture(),
  47530. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47531. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47532. __decorate([
  47533. BABYLON.serialize(),
  47534. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47535. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47536. __decorate([
  47537. BABYLON.serialize()
  47538. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47539. __decorate([
  47540. BABYLON.serializeAsTexture(),
  47541. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47542. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47543. __decorate([
  47544. BABYLON.serialize(),
  47545. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47546. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47547. return PBRBaseSimpleMaterial;
  47548. }(BABYLON.PBRBaseMaterial));
  47549. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47550. })(BABYLON || (BABYLON = {}));
  47551. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47552. var BABYLON;
  47553. (function (BABYLON) {
  47554. /**
  47555. * The Physically based material of BJS.
  47556. *
  47557. * This offers the main features of a standard PBR material.
  47558. * For more information, please refer to the documentation :
  47559. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47560. */
  47561. var PBRMaterial = /** @class */ (function (_super) {
  47562. __extends(PBRMaterial, _super);
  47563. /**
  47564. * Instantiates a new PBRMaterial instance.
  47565. *
  47566. * @param name The material name
  47567. * @param scene The scene the material will be use in.
  47568. */
  47569. function PBRMaterial(name, scene) {
  47570. var _this = _super.call(this, name, scene) || this;
  47571. /**
  47572. * Intensity of the direct lights e.g. the four lights available in your scene.
  47573. * This impacts both the direct diffuse and specular highlights.
  47574. */
  47575. _this.directIntensity = 1.0;
  47576. /**
  47577. * Intensity of the emissive part of the material.
  47578. * This helps controlling the emissive effect without modifying the emissive color.
  47579. */
  47580. _this.emissiveIntensity = 1.0;
  47581. /**
  47582. * Intensity of the environment e.g. how much the environment will light the object
  47583. * either through harmonics for rough material or through the refelction for shiny ones.
  47584. */
  47585. _this.environmentIntensity = 1.0;
  47586. /**
  47587. * This is a special control allowing the reduction of the specular highlights coming from the
  47588. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47589. */
  47590. _this.specularIntensity = 1.0;
  47591. /**
  47592. * Debug Control allowing disabling the bump map on this material.
  47593. */
  47594. _this.disableBumpMap = false;
  47595. /**
  47596. * AKA Occlusion Texture Intensity in other nomenclature.
  47597. */
  47598. _this.ambientTextureStrength = 1.0;
  47599. /**
  47600. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47601. * 1 means it completely occludes it
  47602. * 0 mean it has no impact
  47603. */
  47604. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47605. /**
  47606. * The color of a material in ambient lighting.
  47607. */
  47608. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47609. /**
  47610. * AKA Diffuse Color in other nomenclature.
  47611. */
  47612. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47613. /**
  47614. * AKA Specular Color in other nomenclature.
  47615. */
  47616. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47617. /**
  47618. * The color reflected from the material.
  47619. */
  47620. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47621. /**
  47622. * The color emitted from the material.
  47623. */
  47624. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47625. /**
  47626. * AKA Glossiness in other nomenclature.
  47627. */
  47628. _this.microSurface = 1.0;
  47629. /**
  47630. * source material index of refraction (IOR)' / 'destination material IOR.
  47631. */
  47632. _this.indexOfRefraction = 0.66;
  47633. /**
  47634. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47635. */
  47636. _this.invertRefractionY = false;
  47637. /**
  47638. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47639. * Materials half opaque for instance using refraction could benefit from this control.
  47640. */
  47641. _this.linkRefractionWithTransparency = false;
  47642. /**
  47643. * If true, the light map contains occlusion information instead of lighting info.
  47644. */
  47645. _this.useLightmapAsShadowmap = false;
  47646. /**
  47647. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47648. */
  47649. _this.useAlphaFromAlbedoTexture = false;
  47650. /**
  47651. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47652. */
  47653. _this.forceAlphaTest = false;
  47654. /**
  47655. * Defines the alpha limits in alpha test mode.
  47656. */
  47657. _this.alphaCutOff = 0.4;
  47658. /**
  47659. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47660. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47661. */
  47662. _this.useSpecularOverAlpha = true;
  47663. /**
  47664. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47665. */
  47666. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47667. /**
  47668. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47669. */
  47670. _this.useRoughnessFromMetallicTextureAlpha = true;
  47671. /**
  47672. * Specifies if the metallic texture contains the roughness information in its green channel.
  47673. */
  47674. _this.useRoughnessFromMetallicTextureGreen = false;
  47675. /**
  47676. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47677. */
  47678. _this.useMetallnessFromMetallicTextureBlue = false;
  47679. /**
  47680. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47681. */
  47682. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47683. /**
  47684. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47685. */
  47686. _this.useAmbientInGrayScale = false;
  47687. /**
  47688. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47689. * The material will try to infer what glossiness each pixel should be.
  47690. */
  47691. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47692. /**
  47693. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47694. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47695. */
  47696. _this.useRadianceOverAlpha = true;
  47697. /**
  47698. * Allows using an object space normal map (instead of tangent space).
  47699. */
  47700. _this.useObjectSpaceNormalMap = false;
  47701. /**
  47702. * Allows using the bump map in parallax mode.
  47703. */
  47704. _this.useParallax = false;
  47705. /**
  47706. * Allows using the bump map in parallax occlusion mode.
  47707. */
  47708. _this.useParallaxOcclusion = false;
  47709. /**
  47710. * Controls the scale bias of the parallax mode.
  47711. */
  47712. _this.parallaxScaleBias = 0.05;
  47713. /**
  47714. * If sets to true, disables all the lights affecting the material.
  47715. */
  47716. _this.disableLighting = false;
  47717. /**
  47718. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47719. */
  47720. _this.forceIrradianceInFragment = false;
  47721. /**
  47722. * Number of Simultaneous lights allowed on the material.
  47723. */
  47724. _this.maxSimultaneousLights = 4;
  47725. /**
  47726. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47727. */
  47728. _this.invertNormalMapX = false;
  47729. /**
  47730. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47731. */
  47732. _this.invertNormalMapY = false;
  47733. /**
  47734. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47735. */
  47736. _this.twoSidedLighting = false;
  47737. /**
  47738. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47739. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47740. */
  47741. _this.useAlphaFresnel = false;
  47742. /**
  47743. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47744. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47745. */
  47746. _this.useLinearAlphaFresnel = false;
  47747. /**
  47748. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47749. * And/Or occlude the blended part.
  47750. */
  47751. _this.environmentBRDFTexture = null;
  47752. /**
  47753. * Force normal to face away from face.
  47754. */
  47755. _this.forceNormalForward = false;
  47756. /**
  47757. * Enables specular anti aliasing in the PBR shader.
  47758. * It will both interacts on the Geometry for analytical and IBL lighting.
  47759. * It also prefilter the roughness map based on the bump values.
  47760. */
  47761. _this.enableSpecularAntiAliasing = false;
  47762. /**
  47763. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47764. * makes the reflect vector face the model (under horizon).
  47765. */
  47766. _this.useHorizonOcclusion = true;
  47767. /**
  47768. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47769. * too much the area relying on ambient texture to define their ambient occlusion.
  47770. */
  47771. _this.useRadianceOcclusion = true;
  47772. /**
  47773. * If set to true, no lighting calculations will be applied.
  47774. */
  47775. _this.unlit = false;
  47776. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47777. return _this;
  47778. }
  47779. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47780. /**
  47781. * BJS is using an harcoded light falloff based on a manually sets up range.
  47782. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47783. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47784. */
  47785. get: function () {
  47786. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47787. },
  47788. /**
  47789. * BJS is using an harcoded light falloff based on a manually sets up range.
  47790. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47791. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47792. */
  47793. set: function (value) {
  47794. if (value !== this.usePhysicalLightFalloff) {
  47795. // Ensure the effect will be rebuilt.
  47796. this._markAllSubMeshesAsTexturesDirty();
  47797. if (value) {
  47798. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47799. }
  47800. else {
  47801. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47802. }
  47803. }
  47804. },
  47805. enumerable: true,
  47806. configurable: true
  47807. });
  47808. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47809. /**
  47810. * In order to support the falloff compatibility with gltf, a special mode has been added
  47811. * to reproduce the gltf light falloff.
  47812. */
  47813. get: function () {
  47814. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47815. },
  47816. /**
  47817. * In order to support the falloff compatibility with gltf, a special mode has been added
  47818. * to reproduce the gltf light falloff.
  47819. */
  47820. set: function (value) {
  47821. if (value !== this.useGLTFLightFalloff) {
  47822. // Ensure the effect will be rebuilt.
  47823. this._markAllSubMeshesAsTexturesDirty();
  47824. if (value) {
  47825. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47826. }
  47827. else {
  47828. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47829. }
  47830. }
  47831. },
  47832. enumerable: true,
  47833. configurable: true
  47834. });
  47835. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47836. /**
  47837. * Gets the image processing configuration used either in this material.
  47838. */
  47839. get: function () {
  47840. return this._imageProcessingConfiguration;
  47841. },
  47842. /**
  47843. * Sets the Default image processing configuration used either in the this material.
  47844. *
  47845. * If sets to null, the scene one is in use.
  47846. */
  47847. set: function (value) {
  47848. this._attachImageProcessingConfiguration(value);
  47849. // Ensure the effect will be rebuilt.
  47850. this._markAllSubMeshesAsTexturesDirty();
  47851. },
  47852. enumerable: true,
  47853. configurable: true
  47854. });
  47855. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47856. /**
  47857. * Gets wether the color curves effect is enabled.
  47858. */
  47859. get: function () {
  47860. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47861. },
  47862. /**
  47863. * Sets wether the color curves effect is enabled.
  47864. */
  47865. set: function (value) {
  47866. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47867. },
  47868. enumerable: true,
  47869. configurable: true
  47870. });
  47871. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47872. /**
  47873. * Gets wether the color grading effect is enabled.
  47874. */
  47875. get: function () {
  47876. return this.imageProcessingConfiguration.colorGradingEnabled;
  47877. },
  47878. /**
  47879. * Gets wether the color grading effect is enabled.
  47880. */
  47881. set: function (value) {
  47882. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47883. },
  47884. enumerable: true,
  47885. configurable: true
  47886. });
  47887. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47888. /**
  47889. * Gets wether tonemapping is enabled or not.
  47890. */
  47891. get: function () {
  47892. return this._imageProcessingConfiguration.toneMappingEnabled;
  47893. },
  47894. /**
  47895. * Sets wether tonemapping is enabled or not
  47896. */
  47897. set: function (value) {
  47898. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47899. },
  47900. enumerable: true,
  47901. configurable: true
  47902. });
  47903. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47904. /**
  47905. * The camera exposure used on this material.
  47906. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47907. * This corresponds to a photographic exposure.
  47908. */
  47909. get: function () {
  47910. return this._imageProcessingConfiguration.exposure;
  47911. },
  47912. /**
  47913. * The camera exposure used on this material.
  47914. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47915. * This corresponds to a photographic exposure.
  47916. */
  47917. set: function (value) {
  47918. this._imageProcessingConfiguration.exposure = value;
  47919. },
  47920. enumerable: true,
  47921. configurable: true
  47922. });
  47923. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47924. /**
  47925. * Gets The camera contrast used on this material.
  47926. */
  47927. get: function () {
  47928. return this._imageProcessingConfiguration.contrast;
  47929. },
  47930. /**
  47931. * Sets The camera contrast used on this material.
  47932. */
  47933. set: function (value) {
  47934. this._imageProcessingConfiguration.contrast = value;
  47935. },
  47936. enumerable: true,
  47937. configurable: true
  47938. });
  47939. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47940. /**
  47941. * Gets the Color Grading 2D Lookup Texture.
  47942. */
  47943. get: function () {
  47944. return this._imageProcessingConfiguration.colorGradingTexture;
  47945. },
  47946. /**
  47947. * Sets the Color Grading 2D Lookup Texture.
  47948. */
  47949. set: function (value) {
  47950. this._imageProcessingConfiguration.colorGradingTexture = value;
  47951. },
  47952. enumerable: true,
  47953. configurable: true
  47954. });
  47955. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47956. /**
  47957. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47958. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47959. * 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;
  47960. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47961. */
  47962. get: function () {
  47963. return this._imageProcessingConfiguration.colorCurves;
  47964. },
  47965. /**
  47966. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47967. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47968. * 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;
  47969. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47970. */
  47971. set: function (value) {
  47972. this._imageProcessingConfiguration.colorCurves = value;
  47973. },
  47974. enumerable: true,
  47975. configurable: true
  47976. });
  47977. /**
  47978. * Returns the name of this material class.
  47979. */
  47980. PBRMaterial.prototype.getClassName = function () {
  47981. return "PBRMaterial";
  47982. };
  47983. /**
  47984. * Returns an array of the actively used textures.
  47985. * @returns - Array of BaseTextures
  47986. */
  47987. PBRMaterial.prototype.getActiveTextures = function () {
  47988. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47989. if (this._albedoTexture) {
  47990. activeTextures.push(this._albedoTexture);
  47991. }
  47992. if (this._ambientTexture) {
  47993. activeTextures.push(this._ambientTexture);
  47994. }
  47995. if (this._opacityTexture) {
  47996. activeTextures.push(this._opacityTexture);
  47997. }
  47998. if (this._reflectionTexture) {
  47999. activeTextures.push(this._reflectionTexture);
  48000. }
  48001. if (this._emissiveTexture) {
  48002. activeTextures.push(this._emissiveTexture);
  48003. }
  48004. if (this._reflectivityTexture) {
  48005. activeTextures.push(this._reflectivityTexture);
  48006. }
  48007. if (this._metallicTexture) {
  48008. activeTextures.push(this._metallicTexture);
  48009. }
  48010. if (this._microSurfaceTexture) {
  48011. activeTextures.push(this._microSurfaceTexture);
  48012. }
  48013. if (this._bumpTexture) {
  48014. activeTextures.push(this._bumpTexture);
  48015. }
  48016. if (this._lightmapTexture) {
  48017. activeTextures.push(this._lightmapTexture);
  48018. }
  48019. if (this._refractionTexture) {
  48020. activeTextures.push(this._refractionTexture);
  48021. }
  48022. return activeTextures;
  48023. };
  48024. /**
  48025. * Checks to see if a texture is used in the material.
  48026. * @param texture - Base texture to use.
  48027. * @returns - Boolean specifying if a texture is used in the material.
  48028. */
  48029. PBRMaterial.prototype.hasTexture = function (texture) {
  48030. if (_super.prototype.hasTexture.call(this, texture)) {
  48031. return true;
  48032. }
  48033. if (this._albedoTexture === texture) {
  48034. return true;
  48035. }
  48036. if (this._ambientTexture === texture) {
  48037. return true;
  48038. }
  48039. if (this._opacityTexture === texture) {
  48040. return true;
  48041. }
  48042. if (this._reflectionTexture === texture) {
  48043. return true;
  48044. }
  48045. if (this._reflectivityTexture === texture) {
  48046. return true;
  48047. }
  48048. if (this._metallicTexture === texture) {
  48049. return true;
  48050. }
  48051. if (this._microSurfaceTexture === texture) {
  48052. return true;
  48053. }
  48054. if (this._bumpTexture === texture) {
  48055. return true;
  48056. }
  48057. if (this._lightmapTexture === texture) {
  48058. return true;
  48059. }
  48060. if (this._refractionTexture === texture) {
  48061. return true;
  48062. }
  48063. return false;
  48064. };
  48065. /**
  48066. * Makes a duplicate of the current material.
  48067. * @param name - name to use for the new material.
  48068. */
  48069. PBRMaterial.prototype.clone = function (name) {
  48070. var _this = this;
  48071. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48072. clone.id = name;
  48073. clone.name = name;
  48074. return clone;
  48075. };
  48076. /**
  48077. * Serializes this PBR Material.
  48078. * @returns - An object with the serialized material.
  48079. */
  48080. PBRMaterial.prototype.serialize = function () {
  48081. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48082. serializationObject.customType = "BABYLON.PBRMaterial";
  48083. return serializationObject;
  48084. };
  48085. // Statics
  48086. /**
  48087. * Parses a PBR Material from a serialized object.
  48088. * @param source - Serialized object.
  48089. * @param scene - BJS scene instance.
  48090. * @param rootUrl - url for the scene object
  48091. * @returns - PBRMaterial
  48092. */
  48093. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48094. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48095. };
  48096. /**
  48097. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48098. */
  48099. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48100. /**
  48101. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48102. */
  48103. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48104. /**
  48105. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48106. */
  48107. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48108. /**
  48109. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48110. * They are also discarded below the alpha cutoff threshold to improve performances.
  48111. */
  48112. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48113. /**
  48114. * Defines the default value of how much AO map is occluding the analytical lights
  48115. * (point spot...).
  48116. */
  48117. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48118. __decorate([
  48119. BABYLON.serialize(),
  48120. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48121. ], PBRMaterial.prototype, "directIntensity", void 0);
  48122. __decorate([
  48123. BABYLON.serialize(),
  48124. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48125. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48126. __decorate([
  48127. BABYLON.serialize(),
  48128. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48129. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48130. __decorate([
  48131. BABYLON.serialize(),
  48132. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48133. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48134. __decorate([
  48135. BABYLON.serialize(),
  48136. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48137. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48138. __decorate([
  48139. BABYLON.serializeAsTexture(),
  48140. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48141. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48142. __decorate([
  48143. BABYLON.serializeAsTexture(),
  48144. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48145. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48146. __decorate([
  48147. BABYLON.serialize(),
  48148. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48149. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48150. __decorate([
  48151. BABYLON.serialize(),
  48152. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48153. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48154. __decorate([
  48155. BABYLON.serializeAsTexture(),
  48156. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48157. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48158. __decorate([
  48159. BABYLON.serializeAsTexture(),
  48160. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48161. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48162. __decorate([
  48163. BABYLON.serializeAsTexture(),
  48164. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48165. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48166. __decorate([
  48167. BABYLON.serializeAsTexture(),
  48168. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48169. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48170. __decorate([
  48171. BABYLON.serializeAsTexture(),
  48172. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48173. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48174. __decorate([
  48175. BABYLON.serialize(),
  48176. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48177. ], PBRMaterial.prototype, "metallic", void 0);
  48178. __decorate([
  48179. BABYLON.serialize(),
  48180. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48181. ], PBRMaterial.prototype, "roughness", void 0);
  48182. __decorate([
  48183. BABYLON.serializeAsTexture(),
  48184. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48185. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48186. __decorate([
  48187. BABYLON.serializeAsTexture(),
  48188. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48189. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48190. __decorate([
  48191. BABYLON.serializeAsTexture(),
  48192. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48193. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48194. __decorate([
  48195. BABYLON.serializeAsTexture(),
  48196. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48197. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48198. __decorate([
  48199. BABYLON.serializeAsColor3("ambient"),
  48200. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48201. ], PBRMaterial.prototype, "ambientColor", void 0);
  48202. __decorate([
  48203. BABYLON.serializeAsColor3("albedo"),
  48204. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48205. ], PBRMaterial.prototype, "albedoColor", void 0);
  48206. __decorate([
  48207. BABYLON.serializeAsColor3("reflectivity"),
  48208. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48209. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48210. __decorate([
  48211. BABYLON.serializeAsColor3("reflection"),
  48212. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48213. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48214. __decorate([
  48215. BABYLON.serializeAsColor3("emissive"),
  48216. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48217. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48218. __decorate([
  48219. BABYLON.serialize(),
  48220. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48221. ], PBRMaterial.prototype, "microSurface", void 0);
  48222. __decorate([
  48223. BABYLON.serialize(),
  48224. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48225. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48226. __decorate([
  48227. BABYLON.serialize(),
  48228. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48229. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48230. __decorate([
  48231. BABYLON.serialize(),
  48232. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48233. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48234. __decorate([
  48235. BABYLON.serialize(),
  48236. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48237. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48238. __decorate([
  48239. BABYLON.serialize(),
  48240. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48241. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48242. __decorate([
  48243. BABYLON.serialize(),
  48244. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48245. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48246. __decorate([
  48247. BABYLON.serialize(),
  48248. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48249. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48250. __decorate([
  48251. BABYLON.serialize(),
  48252. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48253. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48254. __decorate([
  48255. BABYLON.serialize(),
  48256. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48257. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48258. __decorate([
  48259. BABYLON.serialize(),
  48260. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48261. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48262. __decorate([
  48263. BABYLON.serialize(),
  48264. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48265. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48266. __decorate([
  48267. BABYLON.serialize(),
  48268. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48269. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48270. __decorate([
  48271. BABYLON.serialize(),
  48272. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48273. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48274. __decorate([
  48275. BABYLON.serialize(),
  48276. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48277. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48278. __decorate([
  48279. BABYLON.serialize(),
  48280. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48281. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48282. __decorate([
  48283. BABYLON.serialize()
  48284. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48285. __decorate([
  48286. BABYLON.serialize()
  48287. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48288. __decorate([
  48289. BABYLON.serialize(),
  48290. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48291. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48292. __decorate([
  48293. BABYLON.serialize(),
  48294. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48295. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48296. __decorate([
  48297. BABYLON.serialize(),
  48298. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48299. ], PBRMaterial.prototype, "useParallax", void 0);
  48300. __decorate([
  48301. BABYLON.serialize(),
  48302. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48303. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48304. __decorate([
  48305. BABYLON.serialize(),
  48306. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48307. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48308. __decorate([
  48309. BABYLON.serialize(),
  48310. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48311. ], PBRMaterial.prototype, "disableLighting", void 0);
  48312. __decorate([
  48313. BABYLON.serialize(),
  48314. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48315. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48316. __decorate([
  48317. BABYLON.serialize(),
  48318. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48319. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48320. __decorate([
  48321. BABYLON.serialize(),
  48322. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48323. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48324. __decorate([
  48325. BABYLON.serialize(),
  48326. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48327. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48328. __decorate([
  48329. BABYLON.serialize(),
  48330. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48331. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48332. __decorate([
  48333. BABYLON.serialize(),
  48334. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48335. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48336. __decorate([
  48337. BABYLON.serialize(),
  48338. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48339. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48340. __decorate([
  48341. BABYLON.serializeAsTexture(),
  48342. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48343. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48344. __decorate([
  48345. BABYLON.serialize(),
  48346. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48347. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48348. __decorate([
  48349. BABYLON.serialize(),
  48350. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48351. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48352. __decorate([
  48353. BABYLON.serialize(),
  48354. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48355. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48356. __decorate([
  48357. BABYLON.serialize(),
  48358. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48359. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48360. __decorate([
  48361. BABYLON.serialize(),
  48362. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48363. ], PBRMaterial.prototype, "unlit", void 0);
  48364. return PBRMaterial;
  48365. }(BABYLON.PBRBaseMaterial));
  48366. BABYLON.PBRMaterial = PBRMaterial;
  48367. })(BABYLON || (BABYLON = {}));
  48368. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48369. var BABYLON;
  48370. (function (BABYLON) {
  48371. /**
  48372. * The PBR material of BJS following the metal roughness convention.
  48373. *
  48374. * This fits to the PBR convention in the GLTF definition:
  48375. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48376. */
  48377. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48378. __extends(PBRMetallicRoughnessMaterial, _super);
  48379. /**
  48380. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48381. *
  48382. * @param name The material name
  48383. * @param scene The scene the material will be use in.
  48384. */
  48385. function PBRMetallicRoughnessMaterial(name, scene) {
  48386. var _this = _super.call(this, name, scene) || this;
  48387. _this._useRoughnessFromMetallicTextureAlpha = false;
  48388. _this._useRoughnessFromMetallicTextureGreen = true;
  48389. _this._useMetallnessFromMetallicTextureBlue = true;
  48390. _this.metallic = 1.0;
  48391. _this.roughness = 1.0;
  48392. return _this;
  48393. }
  48394. /**
  48395. * Return the currrent class name of the material.
  48396. */
  48397. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48398. return "PBRMetallicRoughnessMaterial";
  48399. };
  48400. /**
  48401. * Return the active textures of the material.
  48402. */
  48403. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48404. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48405. if (this.baseTexture) {
  48406. activeTextures.push(this.baseTexture);
  48407. }
  48408. if (this.metallicRoughnessTexture) {
  48409. activeTextures.push(this.metallicRoughnessTexture);
  48410. }
  48411. return activeTextures;
  48412. };
  48413. /**
  48414. * Checks to see if a texture is used in the material.
  48415. * @param texture - Base texture to use.
  48416. * @returns - Boolean specifying if a texture is used in the material.
  48417. */
  48418. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48419. if (_super.prototype.hasTexture.call(this, texture)) {
  48420. return true;
  48421. }
  48422. if (this.baseTexture === texture) {
  48423. return true;
  48424. }
  48425. if (this.metallicRoughnessTexture === texture) {
  48426. return true;
  48427. }
  48428. return false;
  48429. };
  48430. /**
  48431. * Makes a duplicate of the current material.
  48432. * @param name - name to use for the new material.
  48433. */
  48434. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48435. var _this = this;
  48436. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48437. clone.id = name;
  48438. clone.name = name;
  48439. return clone;
  48440. };
  48441. /**
  48442. * Serialize the material to a parsable JSON object.
  48443. */
  48444. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48445. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48446. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48447. return serializationObject;
  48448. };
  48449. /**
  48450. * Parses a JSON object correponding to the serialize function.
  48451. */
  48452. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48453. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48454. };
  48455. __decorate([
  48456. BABYLON.serializeAsColor3(),
  48457. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48458. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48459. __decorate([
  48460. BABYLON.serializeAsTexture(),
  48461. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48462. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48463. __decorate([
  48464. BABYLON.serialize(),
  48465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48466. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48467. __decorate([
  48468. BABYLON.serialize(),
  48469. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48470. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48471. __decorate([
  48472. BABYLON.serializeAsTexture(),
  48473. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48474. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48475. return PBRMetallicRoughnessMaterial;
  48476. }(BABYLON.PBRBaseSimpleMaterial));
  48477. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48478. })(BABYLON || (BABYLON = {}));
  48479. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48480. var BABYLON;
  48481. (function (BABYLON) {
  48482. /**
  48483. * The PBR material of BJS following the specular glossiness convention.
  48484. *
  48485. * This fits to the PBR convention in the GLTF definition:
  48486. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48487. */
  48488. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48489. __extends(PBRSpecularGlossinessMaterial, _super);
  48490. /**
  48491. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48492. *
  48493. * @param name The material name
  48494. * @param scene The scene the material will be use in.
  48495. */
  48496. function PBRSpecularGlossinessMaterial(name, scene) {
  48497. var _this = _super.call(this, name, scene) || this;
  48498. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48499. return _this;
  48500. }
  48501. /**
  48502. * Return the currrent class name of the material.
  48503. */
  48504. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48505. return "PBRSpecularGlossinessMaterial";
  48506. };
  48507. /**
  48508. * Return the active textures of the material.
  48509. */
  48510. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48511. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48512. if (this.diffuseTexture) {
  48513. activeTextures.push(this.diffuseTexture);
  48514. }
  48515. if (this.specularGlossinessTexture) {
  48516. activeTextures.push(this.specularGlossinessTexture);
  48517. }
  48518. return activeTextures;
  48519. };
  48520. /**
  48521. * Checks to see if a texture is used in the material.
  48522. * @param texture - Base texture to use.
  48523. * @returns - Boolean specifying if a texture is used in the material.
  48524. */
  48525. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48526. if (_super.prototype.hasTexture.call(this, texture)) {
  48527. return true;
  48528. }
  48529. if (this.diffuseTexture === texture) {
  48530. return true;
  48531. }
  48532. if (this.specularGlossinessTexture === texture) {
  48533. return true;
  48534. }
  48535. return false;
  48536. };
  48537. /**
  48538. * Makes a duplicate of the current material.
  48539. * @param name - name to use for the new material.
  48540. */
  48541. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48542. var _this = this;
  48543. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48544. clone.id = name;
  48545. clone.name = name;
  48546. return clone;
  48547. };
  48548. /**
  48549. * Serialize the material to a parsable JSON object.
  48550. */
  48551. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48552. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48553. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48554. return serializationObject;
  48555. };
  48556. /**
  48557. * Parses a JSON object correponding to the serialize function.
  48558. */
  48559. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48560. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48561. };
  48562. __decorate([
  48563. BABYLON.serializeAsColor3("diffuse"),
  48564. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48565. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48566. __decorate([
  48567. BABYLON.serializeAsTexture(),
  48568. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48569. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48570. __decorate([
  48571. BABYLON.serializeAsColor3("specular"),
  48572. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48573. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48574. __decorate([
  48575. BABYLON.serialize(),
  48576. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48577. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48578. __decorate([
  48579. BABYLON.serializeAsTexture(),
  48580. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48581. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48582. return PBRSpecularGlossinessMaterial;
  48583. }(BABYLON.PBRBaseSimpleMaterial));
  48584. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48585. })(BABYLON || (BABYLON = {}));
  48586. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48587. var BABYLON;
  48588. (function (BABYLON) {
  48589. /**
  48590. * @ignore
  48591. * This is a list of all the different input types that are available in the application.
  48592. * Fo instance: ArcRotateCameraGamepadInput...
  48593. */
  48594. BABYLON.CameraInputTypes = {};
  48595. /**
  48596. * This represents the input manager used within a camera.
  48597. * It helps dealing with all the different kind of input attached to a camera.
  48598. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48599. */
  48600. var CameraInputsManager = /** @class */ (function () {
  48601. /**
  48602. * Instantiate a new Camera Input Manager.
  48603. * @param camera Defines the camera the input manager blongs to
  48604. */
  48605. function CameraInputsManager(camera) {
  48606. this.attached = {};
  48607. this.camera = camera;
  48608. this.checkInputs = function () { };
  48609. }
  48610. /**
  48611. * Add an input method to a camera
  48612. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48613. * @param input camera input method
  48614. */
  48615. CameraInputsManager.prototype.add = function (input) {
  48616. var type = input.getSimpleName();
  48617. if (this.attached[type]) {
  48618. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48619. return;
  48620. }
  48621. this.attached[type] = input;
  48622. input.camera = this.camera;
  48623. //for checkInputs, we are dynamically creating a function
  48624. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48625. if (input.checkInputs) {
  48626. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48627. }
  48628. if (this.attachedElement) {
  48629. input.attachControl(this.attachedElement);
  48630. }
  48631. };
  48632. /**
  48633. * Remove a specific input method from a camera
  48634. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48635. * @param inputToRemove camera input method
  48636. */
  48637. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48638. for (var cam in this.attached) {
  48639. var input = this.attached[cam];
  48640. if (input === inputToRemove) {
  48641. input.detachControl(this.attachedElement);
  48642. input.camera = null;
  48643. delete this.attached[cam];
  48644. this.rebuildInputCheck();
  48645. }
  48646. }
  48647. };
  48648. /**
  48649. * Remove a specific input type from a camera
  48650. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48651. * @param inputType the type of the input to remove
  48652. */
  48653. CameraInputsManager.prototype.removeByType = function (inputType) {
  48654. for (var cam in this.attached) {
  48655. var input = this.attached[cam];
  48656. if (input.getClassName() === inputType) {
  48657. input.detachControl(this.attachedElement);
  48658. input.camera = null;
  48659. delete this.attached[cam];
  48660. this.rebuildInputCheck();
  48661. }
  48662. }
  48663. };
  48664. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48665. var current = this.checkInputs;
  48666. return function () {
  48667. current();
  48668. fn();
  48669. };
  48670. };
  48671. /**
  48672. * Attach the input controls to the currently attached dom element to listen the events from.
  48673. * @param input Defines the input to attach
  48674. */
  48675. CameraInputsManager.prototype.attachInput = function (input) {
  48676. if (this.attachedElement) {
  48677. input.attachControl(this.attachedElement, this.noPreventDefault);
  48678. }
  48679. };
  48680. /**
  48681. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48682. * @param element Defines the dom element to collect the events from
  48683. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48684. */
  48685. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48686. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48687. if (this.attachedElement) {
  48688. return;
  48689. }
  48690. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48691. this.attachedElement = element;
  48692. this.noPreventDefault = noPreventDefault;
  48693. for (var cam in this.attached) {
  48694. this.attached[cam].attachControl(element, noPreventDefault);
  48695. }
  48696. };
  48697. /**
  48698. * Detach the current manager inputs controls from a specific dom element.
  48699. * @param element Defines the dom element to collect the events from
  48700. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48701. */
  48702. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48703. if (disconnect === void 0) { disconnect = false; }
  48704. if (this.attachedElement !== element) {
  48705. return;
  48706. }
  48707. for (var cam in this.attached) {
  48708. this.attached[cam].detachControl(element);
  48709. if (disconnect) {
  48710. this.attached[cam].camera = null;
  48711. }
  48712. }
  48713. this.attachedElement = null;
  48714. };
  48715. /**
  48716. * Rebuild the dynamic inputCheck function from the current list of
  48717. * defined inputs in the manager.
  48718. */
  48719. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48720. this.checkInputs = function () { };
  48721. for (var cam in this.attached) {
  48722. var input = this.attached[cam];
  48723. if (input.checkInputs) {
  48724. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48725. }
  48726. }
  48727. };
  48728. /**
  48729. * Remove all attached input methods from a camera
  48730. */
  48731. CameraInputsManager.prototype.clear = function () {
  48732. if (this.attachedElement) {
  48733. this.detachElement(this.attachedElement, true);
  48734. }
  48735. this.attached = {};
  48736. this.attachedElement = null;
  48737. this.checkInputs = function () { };
  48738. };
  48739. /**
  48740. * Serialize the current input manager attached to a camera.
  48741. * This ensures than once parsed,
  48742. * the input associated to the camera will be identical to the current ones
  48743. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48744. */
  48745. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48746. var inputs = {};
  48747. for (var cam in this.attached) {
  48748. var input = this.attached[cam];
  48749. var res = BABYLON.SerializationHelper.Serialize(input);
  48750. inputs[input.getClassName()] = res;
  48751. }
  48752. serializedCamera.inputsmgr = inputs;
  48753. };
  48754. /**
  48755. * Parses an input manager serialized JSON to restore the previous list of inputs
  48756. * and states associated to a camera.
  48757. * @param parsedCamera Defines the JSON to parse
  48758. */
  48759. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48760. var parsedInputs = parsedCamera.inputsmgr;
  48761. if (parsedInputs) {
  48762. this.clear();
  48763. for (var n in parsedInputs) {
  48764. var construct = BABYLON.CameraInputTypes[n];
  48765. if (construct) {
  48766. var parsedinput = parsedInputs[n];
  48767. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48768. this.add(input);
  48769. }
  48770. }
  48771. }
  48772. else {
  48773. //2016-03-08 this part is for managing backward compatibility
  48774. for (var n in this.attached) {
  48775. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48776. if (construct) {
  48777. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48778. this.remove(this.attached[n]);
  48779. this.add(input);
  48780. }
  48781. }
  48782. }
  48783. };
  48784. return CameraInputsManager;
  48785. }());
  48786. BABYLON.CameraInputsManager = CameraInputsManager;
  48787. })(BABYLON || (BABYLON = {}));
  48788. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48789. var BABYLON;
  48790. (function (BABYLON) {
  48791. /**
  48792. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48793. * This is the base of the follow, arc rotate cameras and Free camera
  48794. * @see http://doc.babylonjs.com/features/cameras
  48795. */
  48796. var TargetCamera = /** @class */ (function (_super) {
  48797. __extends(TargetCamera, _super);
  48798. /**
  48799. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48800. * This is the base of the follow, arc rotate cameras and Free camera
  48801. * @see http://doc.babylonjs.com/features/cameras
  48802. * @param name Defines the name of the camera in the scene
  48803. * @param position Defines the start position of the camera in the scene
  48804. * @param scene Defines the scene the camera belongs to
  48805. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48806. */
  48807. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48808. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48809. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48810. /**
  48811. * Define the current direction the camera is moving to
  48812. */
  48813. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48814. /**
  48815. * Define the current rotation the camera is rotating to
  48816. */
  48817. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48818. /**
  48819. * When set, the up vector of the camera will be updated by the rotation of the camera
  48820. */
  48821. _this.updateUpVectorFromRotation = false;
  48822. _this._tmpQuaternion = new BABYLON.Quaternion();
  48823. /**
  48824. * Define the current rotation of the camera
  48825. */
  48826. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48827. /**
  48828. * Define the current speed of the camera
  48829. */
  48830. _this.speed = 2.0;
  48831. /**
  48832. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48833. * around all axis.
  48834. */
  48835. _this.noRotationConstraint = false;
  48836. /**
  48837. * Define the current target of the camera as an object or a position.
  48838. */
  48839. _this.lockedTarget = null;
  48840. /** @hidden */
  48841. _this._currentTarget = BABYLON.Vector3.Zero();
  48842. /** @hidden */
  48843. _this._viewMatrix = BABYLON.Matrix.Zero();
  48844. /** @hidden */
  48845. _this._camMatrix = BABYLON.Matrix.Zero();
  48846. /** @hidden */
  48847. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48848. /** @hidden */
  48849. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48850. /** @hidden */
  48851. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48852. /** @hidden */
  48853. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48854. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48855. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48856. _this._defaultUp = BABYLON.Vector3.Up();
  48857. _this._cachedRotationZ = 0;
  48858. _this._cachedQuaternionRotationZ = 0;
  48859. return _this;
  48860. }
  48861. /**
  48862. * Gets the position in front of the camera at a given distance.
  48863. * @param distance The distance from the camera we want the position to be
  48864. * @returns the position
  48865. */
  48866. TargetCamera.prototype.getFrontPosition = function (distance) {
  48867. this.getWorldMatrix();
  48868. var direction = this.getTarget().subtract(this.position);
  48869. direction.normalize();
  48870. direction.scaleInPlace(distance);
  48871. return this.globalPosition.add(direction);
  48872. };
  48873. /** @hidden */
  48874. TargetCamera.prototype._getLockedTargetPosition = function () {
  48875. if (!this.lockedTarget) {
  48876. return null;
  48877. }
  48878. if (this.lockedTarget.absolutePosition) {
  48879. this.lockedTarget.computeWorldMatrix();
  48880. }
  48881. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48882. };
  48883. /**
  48884. * Store current camera state of the camera (fov, position, rotation, etc..)
  48885. * @returns the camera
  48886. */
  48887. TargetCamera.prototype.storeState = function () {
  48888. this._storedPosition = this.position.clone();
  48889. this._storedRotation = this.rotation.clone();
  48890. if (this.rotationQuaternion) {
  48891. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48892. }
  48893. return _super.prototype.storeState.call(this);
  48894. };
  48895. /**
  48896. * Restored camera state. You must call storeState() first
  48897. * @returns whether it was successful or not
  48898. * @hidden
  48899. */
  48900. TargetCamera.prototype._restoreStateValues = function () {
  48901. if (!_super.prototype._restoreStateValues.call(this)) {
  48902. return false;
  48903. }
  48904. this.position = this._storedPosition.clone();
  48905. this.rotation = this._storedRotation.clone();
  48906. if (this.rotationQuaternion) {
  48907. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48908. }
  48909. this.cameraDirection.copyFromFloats(0, 0, 0);
  48910. this.cameraRotation.copyFromFloats(0, 0);
  48911. return true;
  48912. };
  48913. /** @hidden */
  48914. TargetCamera.prototype._initCache = function () {
  48915. _super.prototype._initCache.call(this);
  48916. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48917. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48918. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48919. };
  48920. /** @hidden */
  48921. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48922. if (!ignoreParentClass) {
  48923. _super.prototype._updateCache.call(this);
  48924. }
  48925. var lockedTargetPosition = this._getLockedTargetPosition();
  48926. if (!lockedTargetPosition) {
  48927. this._cache.lockedTarget = null;
  48928. }
  48929. else {
  48930. if (!this._cache.lockedTarget) {
  48931. this._cache.lockedTarget = lockedTargetPosition.clone();
  48932. }
  48933. else {
  48934. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48935. }
  48936. }
  48937. this._cache.rotation.copyFrom(this.rotation);
  48938. if (this.rotationQuaternion) {
  48939. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48940. }
  48941. };
  48942. // Synchronized
  48943. /** @hidden */
  48944. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48945. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48946. return false;
  48947. }
  48948. var lockedTargetPosition = this._getLockedTargetPosition();
  48949. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48950. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48951. };
  48952. // Methods
  48953. /** @hidden */
  48954. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48955. var engine = this.getEngine();
  48956. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48957. };
  48958. // Target
  48959. /** @hidden */
  48960. TargetCamera.prototype.setTarget = function (target) {
  48961. this.upVector.normalize();
  48962. if (this.position.z === target.z) {
  48963. this.position.z += BABYLON.Epsilon;
  48964. }
  48965. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48966. this._camMatrix.invert();
  48967. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48968. var vDir = target.subtract(this.position);
  48969. if (vDir.x >= 0.0) {
  48970. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48971. }
  48972. else {
  48973. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48974. }
  48975. this.rotation.z = 0;
  48976. if (isNaN(this.rotation.x)) {
  48977. this.rotation.x = 0;
  48978. }
  48979. if (isNaN(this.rotation.y)) {
  48980. this.rotation.y = 0;
  48981. }
  48982. if (isNaN(this.rotation.z)) {
  48983. this.rotation.z = 0;
  48984. }
  48985. if (this.rotationQuaternion) {
  48986. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48987. }
  48988. };
  48989. /**
  48990. * Return the current target position of the camera. This value is expressed in local space.
  48991. * @returns the target position
  48992. */
  48993. TargetCamera.prototype.getTarget = function () {
  48994. return this._currentTarget;
  48995. };
  48996. /** @hidden */
  48997. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48998. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48999. };
  49000. /** @hidden */
  49001. TargetCamera.prototype._updatePosition = function () {
  49002. if (this.parent) {
  49003. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49004. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49005. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49006. return;
  49007. }
  49008. this.position.addInPlace(this.cameraDirection);
  49009. };
  49010. /** @hidden */
  49011. TargetCamera.prototype._checkInputs = function () {
  49012. var needToMove = this._decideIfNeedsToMove();
  49013. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49014. // Move
  49015. if (needToMove) {
  49016. this._updatePosition();
  49017. }
  49018. // Rotate
  49019. if (needToRotate) {
  49020. this.rotation.x += this.cameraRotation.x;
  49021. this.rotation.y += this.cameraRotation.y;
  49022. //rotate, if quaternion is set and rotation was used
  49023. if (this.rotationQuaternion) {
  49024. var len = this.rotation.lengthSquared();
  49025. if (len) {
  49026. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49027. }
  49028. }
  49029. if (!this.noRotationConstraint) {
  49030. var limit = (Math.PI / 2) * 0.95;
  49031. if (this.rotation.x > limit) {
  49032. this.rotation.x = limit;
  49033. }
  49034. if (this.rotation.x < -limit) {
  49035. this.rotation.x = -limit;
  49036. }
  49037. }
  49038. }
  49039. // Inertia
  49040. if (needToMove) {
  49041. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49042. this.cameraDirection.x = 0;
  49043. }
  49044. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49045. this.cameraDirection.y = 0;
  49046. }
  49047. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49048. this.cameraDirection.z = 0;
  49049. }
  49050. this.cameraDirection.scaleInPlace(this.inertia);
  49051. }
  49052. if (needToRotate) {
  49053. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49054. this.cameraRotation.x = 0;
  49055. }
  49056. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49057. this.cameraRotation.y = 0;
  49058. }
  49059. this.cameraRotation.scaleInPlace(this.inertia);
  49060. }
  49061. _super.prototype._checkInputs.call(this);
  49062. };
  49063. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49064. if (this.rotationQuaternion) {
  49065. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49066. }
  49067. else {
  49068. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49069. }
  49070. };
  49071. /**
  49072. * 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)
  49073. * @returns the current camera
  49074. */
  49075. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49076. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49077. return this;
  49078. };
  49079. /** @hidden */
  49080. TargetCamera.prototype._getViewMatrix = function () {
  49081. if (this.lockedTarget) {
  49082. this.setTarget(this._getLockedTargetPosition());
  49083. }
  49084. // Compute
  49085. this._updateCameraRotationMatrix();
  49086. // Apply the changed rotation to the upVector
  49087. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49088. this._rotateUpVectorWithCameraRotationMatrix();
  49089. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49090. }
  49091. else if (this._cachedRotationZ != this.rotation.z) {
  49092. this._rotateUpVectorWithCameraRotationMatrix();
  49093. this._cachedRotationZ = this.rotation.z;
  49094. }
  49095. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49096. // Computing target and final matrix
  49097. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49098. if (this.updateUpVectorFromRotation) {
  49099. if (this.rotationQuaternion) {
  49100. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49101. }
  49102. else {
  49103. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49104. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49105. }
  49106. }
  49107. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49108. return this._viewMatrix;
  49109. };
  49110. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49111. if (this.parent) {
  49112. var parentWorldMatrix = this.parent.getWorldMatrix();
  49113. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49114. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49115. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49116. this._markSyncedWithParent();
  49117. }
  49118. else {
  49119. this._globalPosition.copyFrom(position);
  49120. this._globalCurrentTarget.copyFrom(target);
  49121. this._globalCurrentUpVector.copyFrom(up);
  49122. }
  49123. if (this.getScene().useRightHandedSystem) {
  49124. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49125. }
  49126. else {
  49127. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49128. }
  49129. };
  49130. /**
  49131. * @hidden
  49132. */
  49133. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49134. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49135. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49136. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49137. if (!this.rotationQuaternion) {
  49138. this.rotationQuaternion = new BABYLON.Quaternion();
  49139. }
  49140. rigCamera._cameraRigParams = {};
  49141. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49142. }
  49143. return rigCamera;
  49144. }
  49145. return null;
  49146. };
  49147. /**
  49148. * @hidden
  49149. */
  49150. TargetCamera.prototype._updateRigCameras = function () {
  49151. var camLeft = this._rigCameras[0];
  49152. var camRight = this._rigCameras[1];
  49153. this.computeWorldMatrix();
  49154. switch (this.cameraRigMode) {
  49155. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49156. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49157. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49158. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49159. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49160. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49161. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49162. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  49163. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  49164. camLeft.setTarget(this.getTarget());
  49165. camRight.setTarget(this.getTarget());
  49166. break;
  49167. case BABYLON.Camera.RIG_MODE_VR:
  49168. if (camLeft.rotationQuaternion) {
  49169. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49170. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49171. }
  49172. else {
  49173. camLeft.rotation.copyFrom(this.rotation);
  49174. camRight.rotation.copyFrom(this.rotation);
  49175. }
  49176. camLeft.position.copyFrom(this.position);
  49177. camRight.position.copyFrom(this.position);
  49178. break;
  49179. }
  49180. _super.prototype._updateRigCameras.call(this);
  49181. };
  49182. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  49183. var target = this.getTarget();
  49184. BABYLON.Matrix.TranslationToRef(-target.x, -target.y, -target.z, TargetCamera._TargetTransformMatrix);
  49185. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49186. BABYLON.Matrix.TranslationToRef(target.x, target.y, target.z, TargetCamera._TargetTransformMatrix);
  49187. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49188. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, result);
  49189. };
  49190. /**
  49191. * Gets the current object class name.
  49192. * @return the class name
  49193. */
  49194. TargetCamera.prototype.getClassName = function () {
  49195. return "TargetCamera";
  49196. };
  49197. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49198. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49199. __decorate([
  49200. BABYLON.serializeAsVector3()
  49201. ], TargetCamera.prototype, "rotation", void 0);
  49202. __decorate([
  49203. BABYLON.serialize()
  49204. ], TargetCamera.prototype, "speed", void 0);
  49205. __decorate([
  49206. BABYLON.serializeAsMeshReference("lockedTargetId")
  49207. ], TargetCamera.prototype, "lockedTarget", void 0);
  49208. return TargetCamera;
  49209. }(BABYLON.Camera));
  49210. BABYLON.TargetCamera = TargetCamera;
  49211. })(BABYLON || (BABYLON = {}));
  49212. //# sourceMappingURL=babylon.targetCamera.js.map
  49213. var BABYLON;
  49214. (function (BABYLON) {
  49215. /**
  49216. * Manage the mouse inputs to control the movement of a free camera.
  49217. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49218. */
  49219. var FreeCameraMouseInput = /** @class */ (function () {
  49220. /**
  49221. * Manage the mouse inputs to control the movement of a free camera.
  49222. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49223. * @param touchEnabled Defines if touch is enabled or not
  49224. */
  49225. function FreeCameraMouseInput(
  49226. /**
  49227. * Define if touch is enabled in the mouse input
  49228. */
  49229. touchEnabled) {
  49230. if (touchEnabled === void 0) { touchEnabled = true; }
  49231. this.touchEnabled = touchEnabled;
  49232. /**
  49233. * Defines the buttons associated with the input to handle camera move.
  49234. */
  49235. this.buttons = [0, 1, 2];
  49236. /**
  49237. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49238. */
  49239. this.angularSensibility = 2000.0;
  49240. this.previousPosition = null;
  49241. }
  49242. /**
  49243. * Attach the input controls to a specific dom element to get the input from.
  49244. * @param element Defines the element the controls should be listened from
  49245. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49246. */
  49247. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49248. var _this = this;
  49249. var engine = this.camera.getEngine();
  49250. if (!this._pointerInput) {
  49251. this._pointerInput = function (p, s) {
  49252. var evt = p.event;
  49253. if (engine.isInVRExclusivePointerMode) {
  49254. return;
  49255. }
  49256. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49257. return;
  49258. }
  49259. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49260. return;
  49261. }
  49262. var srcElement = (evt.srcElement || evt.target);
  49263. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49264. try {
  49265. srcElement.setPointerCapture(evt.pointerId);
  49266. }
  49267. catch (e) {
  49268. //Nothing to do with the error. Execution will continue.
  49269. }
  49270. _this.previousPosition = {
  49271. x: evt.clientX,
  49272. y: evt.clientY
  49273. };
  49274. if (!noPreventDefault) {
  49275. evt.preventDefault();
  49276. element.focus();
  49277. }
  49278. }
  49279. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49280. try {
  49281. srcElement.releasePointerCapture(evt.pointerId);
  49282. }
  49283. catch (e) {
  49284. //Nothing to do with the error.
  49285. }
  49286. _this.previousPosition = null;
  49287. if (!noPreventDefault) {
  49288. evt.preventDefault();
  49289. }
  49290. }
  49291. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49292. if (!_this.previousPosition || engine.isPointerLock) {
  49293. return;
  49294. }
  49295. var offsetX = evt.clientX - _this.previousPosition.x;
  49296. if (_this.camera.getScene().useRightHandedSystem) {
  49297. offsetX *= -1;
  49298. }
  49299. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49300. offsetX *= -1;
  49301. }
  49302. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49303. var offsetY = evt.clientY - _this.previousPosition.y;
  49304. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49305. _this.previousPosition = {
  49306. x: evt.clientX,
  49307. y: evt.clientY
  49308. };
  49309. if (!noPreventDefault) {
  49310. evt.preventDefault();
  49311. }
  49312. }
  49313. };
  49314. }
  49315. this._onMouseMove = function (evt) {
  49316. if (!engine.isPointerLock) {
  49317. return;
  49318. }
  49319. if (engine.isInVRExclusivePointerMode) {
  49320. return;
  49321. }
  49322. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49323. if (_this.camera.getScene().useRightHandedSystem) {
  49324. offsetX *= -1;
  49325. }
  49326. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49327. offsetX *= -1;
  49328. }
  49329. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49330. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49331. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49332. _this.previousPosition = null;
  49333. if (!noPreventDefault) {
  49334. evt.preventDefault();
  49335. }
  49336. };
  49337. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49338. element.addEventListener("mousemove", this._onMouseMove, false);
  49339. };
  49340. /**
  49341. * Detach the current controls from the specified dom element.
  49342. * @param element Defines the element to stop listening the inputs from
  49343. */
  49344. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49345. if (this._observer && element) {
  49346. this.camera.getScene().onPointerObservable.remove(this._observer);
  49347. if (this._onMouseMove) {
  49348. element.removeEventListener("mousemove", this._onMouseMove);
  49349. }
  49350. this._observer = null;
  49351. this._onMouseMove = null;
  49352. this.previousPosition = null;
  49353. }
  49354. };
  49355. /**
  49356. * Gets the class name of the current intput.
  49357. * @returns the class name
  49358. */
  49359. FreeCameraMouseInput.prototype.getClassName = function () {
  49360. return "FreeCameraMouseInput";
  49361. };
  49362. /**
  49363. * Get the friendly name associated with the input class.
  49364. * @returns the input friendly name
  49365. */
  49366. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49367. return "mouse";
  49368. };
  49369. __decorate([
  49370. BABYLON.serialize()
  49371. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49372. __decorate([
  49373. BABYLON.serialize()
  49374. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49375. return FreeCameraMouseInput;
  49376. }());
  49377. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49378. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49379. })(BABYLON || (BABYLON = {}));
  49380. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49381. var BABYLON;
  49382. (function (BABYLON) {
  49383. /**
  49384. * Manage the keyboard inputs to control the movement of a free camera.
  49385. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49386. */
  49387. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49388. function FreeCameraKeyboardMoveInput() {
  49389. /**
  49390. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49391. */
  49392. this.keysUp = [38];
  49393. /**
  49394. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49395. */
  49396. this.keysDown = [40];
  49397. /**
  49398. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49399. */
  49400. this.keysLeft = [37];
  49401. /**
  49402. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49403. */
  49404. this.keysRight = [39];
  49405. this._keys = new Array();
  49406. }
  49407. /**
  49408. * Attach the input controls to a specific dom element to get the input from.
  49409. * @param element Defines the element the controls should be listened from
  49410. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49411. */
  49412. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49413. var _this = this;
  49414. if (this._onCanvasBlurObserver) {
  49415. return;
  49416. }
  49417. this._scene = this.camera.getScene();
  49418. this._engine = this._scene.getEngine();
  49419. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49420. _this._keys = [];
  49421. });
  49422. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49423. var evt = info.event;
  49424. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49425. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49426. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49427. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49428. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49429. var index = _this._keys.indexOf(evt.keyCode);
  49430. if (index === -1) {
  49431. _this._keys.push(evt.keyCode);
  49432. }
  49433. if (!noPreventDefault) {
  49434. evt.preventDefault();
  49435. }
  49436. }
  49437. }
  49438. else {
  49439. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49440. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49441. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49442. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49443. var index = _this._keys.indexOf(evt.keyCode);
  49444. if (index >= 0) {
  49445. _this._keys.splice(index, 1);
  49446. }
  49447. if (!noPreventDefault) {
  49448. evt.preventDefault();
  49449. }
  49450. }
  49451. }
  49452. });
  49453. };
  49454. /**
  49455. * Detach the current controls from the specified dom element.
  49456. * @param element Defines the element to stop listening the inputs from
  49457. */
  49458. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49459. if (this._scene) {
  49460. if (this._onKeyboardObserver) {
  49461. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49462. }
  49463. if (this._onCanvasBlurObserver) {
  49464. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49465. }
  49466. this._onKeyboardObserver = null;
  49467. this._onCanvasBlurObserver = null;
  49468. }
  49469. this._keys = [];
  49470. };
  49471. /**
  49472. * Update the current camera state depending on the inputs that have been used this frame.
  49473. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49474. */
  49475. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49476. if (this._onKeyboardObserver) {
  49477. var camera = this.camera;
  49478. // Keyboard
  49479. for (var index = 0; index < this._keys.length; index++) {
  49480. var keyCode = this._keys[index];
  49481. var speed = camera._computeLocalCameraSpeed();
  49482. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49483. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49484. }
  49485. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49486. camera._localDirection.copyFromFloats(0, 0, speed);
  49487. }
  49488. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49489. camera._localDirection.copyFromFloats(speed, 0, 0);
  49490. }
  49491. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49492. camera._localDirection.copyFromFloats(0, 0, -speed);
  49493. }
  49494. if (camera.getScene().useRightHandedSystem) {
  49495. camera._localDirection.z *= -1;
  49496. }
  49497. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49498. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49499. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49500. }
  49501. }
  49502. };
  49503. /**
  49504. * Gets the class name of the current intput.
  49505. * @returns the class name
  49506. */
  49507. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49508. return "FreeCameraKeyboardMoveInput";
  49509. };
  49510. /** @hidden */
  49511. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49512. this._keys = [];
  49513. };
  49514. /**
  49515. * Get the friendly name associated with the input class.
  49516. * @returns the input friendly name
  49517. */
  49518. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49519. return "keyboard";
  49520. };
  49521. __decorate([
  49522. BABYLON.serialize()
  49523. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49524. __decorate([
  49525. BABYLON.serialize()
  49526. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49527. __decorate([
  49528. BABYLON.serialize()
  49529. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49530. __decorate([
  49531. BABYLON.serialize()
  49532. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49533. return FreeCameraKeyboardMoveInput;
  49534. }());
  49535. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49536. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49537. })(BABYLON || (BABYLON = {}));
  49538. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49539. var BABYLON;
  49540. (function (BABYLON) {
  49541. /**
  49542. * Default Inputs manager for the FreeCamera.
  49543. * It groups all the default supported inputs for ease of use.
  49544. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49545. */
  49546. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49547. __extends(FreeCameraInputsManager, _super);
  49548. /**
  49549. * Instantiates a new FreeCameraInputsManager.
  49550. * @param camera Defines the camera the inputs belong to
  49551. */
  49552. function FreeCameraInputsManager(camera) {
  49553. return _super.call(this, camera) || this;
  49554. }
  49555. /**
  49556. * Add keyboard input support to the input manager.
  49557. * @returns the current input manager
  49558. */
  49559. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49560. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49561. return this;
  49562. };
  49563. /**
  49564. * Add mouse input support to the input manager.
  49565. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49566. * @returns the current input manager
  49567. */
  49568. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49569. if (touchEnabled === void 0) { touchEnabled = true; }
  49570. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49571. return this;
  49572. };
  49573. /**
  49574. * Add orientation input support to the input manager.
  49575. * @returns the current input manager
  49576. */
  49577. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49578. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49579. return this;
  49580. };
  49581. /**
  49582. * Add touch input support to the input manager.
  49583. * @returns the current input manager
  49584. */
  49585. FreeCameraInputsManager.prototype.addTouch = function () {
  49586. this.add(new BABYLON.FreeCameraTouchInput());
  49587. return this;
  49588. };
  49589. /**
  49590. * Add virtual joystick input support to the input manager.
  49591. * @returns the current input manager
  49592. */
  49593. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49594. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49595. return this;
  49596. };
  49597. return FreeCameraInputsManager;
  49598. }(BABYLON.CameraInputsManager));
  49599. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49600. })(BABYLON || (BABYLON = {}));
  49601. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49602. var BABYLON;
  49603. (function (BABYLON) {
  49604. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49605. // Forcing to use the Universal camera
  49606. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49607. });
  49608. /**
  49609. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49610. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49611. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49612. */
  49613. var FreeCamera = /** @class */ (function (_super) {
  49614. __extends(FreeCamera, _super);
  49615. /**
  49616. * Instantiates a Free Camera.
  49617. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49618. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49619. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49620. * @param name Define the name of the camera in the scene
  49621. * @param position Define the start position of the camera in the scene
  49622. * @param scene Define the scene the camera belongs to
  49623. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49624. */
  49625. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49626. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49627. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49628. /**
  49629. * Define the collision ellipsoid of the camera.
  49630. * This is helpful to simulate a camera body like the player body around the camera
  49631. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49632. */
  49633. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49634. /**
  49635. * Define an offset for the position of the ellipsoid around the camera.
  49636. * This can be helpful to determine the center of the body near the gravity center of the body
  49637. * instead of its head.
  49638. */
  49639. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49640. /**
  49641. * Enable or disable collisions of the camera with the rest of the scene objects.
  49642. */
  49643. _this.checkCollisions = false;
  49644. /**
  49645. * Enable or disable gravity on the camera.
  49646. */
  49647. _this.applyGravity = false;
  49648. _this._needMoveForGravity = false;
  49649. _this._oldPosition = BABYLON.Vector3.Zero();
  49650. _this._diffPosition = BABYLON.Vector3.Zero();
  49651. _this._newPosition = BABYLON.Vector3.Zero();
  49652. // Collisions
  49653. _this._collisionMask = -1;
  49654. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49655. if (collidedMesh === void 0) { collidedMesh = null; }
  49656. //TODO move this to the collision coordinator!
  49657. if (_this.getScene().workerCollisions) {
  49658. newPosition.multiplyInPlace(_this._collider._radius);
  49659. }
  49660. var updatePosition = function (newPos) {
  49661. _this._newPosition.copyFrom(newPos);
  49662. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49663. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49664. _this.position.addInPlace(_this._diffPosition);
  49665. if (_this.onCollide && collidedMesh) {
  49666. _this.onCollide(collidedMesh);
  49667. }
  49668. }
  49669. };
  49670. updatePosition(newPosition);
  49671. };
  49672. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49673. _this.inputs.addKeyboard().addMouse();
  49674. return _this;
  49675. }
  49676. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49677. /**
  49678. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49679. * Higher values reduce sensitivity.
  49680. */
  49681. get: function () {
  49682. var mouse = this.inputs.attached["mouse"];
  49683. if (mouse) {
  49684. return mouse.angularSensibility;
  49685. }
  49686. return 0;
  49687. },
  49688. /**
  49689. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49690. * Higher values reduce sensitivity.
  49691. */
  49692. set: function (value) {
  49693. var mouse = this.inputs.attached["mouse"];
  49694. if (mouse) {
  49695. mouse.angularSensibility = value;
  49696. }
  49697. },
  49698. enumerable: true,
  49699. configurable: true
  49700. });
  49701. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49702. /**
  49703. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49704. */
  49705. get: function () {
  49706. var keyboard = this.inputs.attached["keyboard"];
  49707. if (keyboard) {
  49708. return keyboard.keysUp;
  49709. }
  49710. return [];
  49711. },
  49712. set: function (value) {
  49713. var keyboard = this.inputs.attached["keyboard"];
  49714. if (keyboard) {
  49715. keyboard.keysUp = value;
  49716. }
  49717. },
  49718. enumerable: true,
  49719. configurable: true
  49720. });
  49721. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49722. /**
  49723. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49724. */
  49725. get: function () {
  49726. var keyboard = this.inputs.attached["keyboard"];
  49727. if (keyboard) {
  49728. return keyboard.keysDown;
  49729. }
  49730. return [];
  49731. },
  49732. set: function (value) {
  49733. var keyboard = this.inputs.attached["keyboard"];
  49734. if (keyboard) {
  49735. keyboard.keysDown = value;
  49736. }
  49737. },
  49738. enumerable: true,
  49739. configurable: true
  49740. });
  49741. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49742. /**
  49743. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49744. */
  49745. get: function () {
  49746. var keyboard = this.inputs.attached["keyboard"];
  49747. if (keyboard) {
  49748. return keyboard.keysLeft;
  49749. }
  49750. return [];
  49751. },
  49752. set: function (value) {
  49753. var keyboard = this.inputs.attached["keyboard"];
  49754. if (keyboard) {
  49755. keyboard.keysLeft = value;
  49756. }
  49757. },
  49758. enumerable: true,
  49759. configurable: true
  49760. });
  49761. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49762. /**
  49763. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49764. */
  49765. get: function () {
  49766. var keyboard = this.inputs.attached["keyboard"];
  49767. if (keyboard) {
  49768. return keyboard.keysRight;
  49769. }
  49770. return [];
  49771. },
  49772. set: function (value) {
  49773. var keyboard = this.inputs.attached["keyboard"];
  49774. if (keyboard) {
  49775. keyboard.keysRight = value;
  49776. }
  49777. },
  49778. enumerable: true,
  49779. configurable: true
  49780. });
  49781. /**
  49782. * Attached controls to the current camera.
  49783. * @param element Defines the element the controls should be listened from
  49784. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49785. */
  49786. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49787. this.inputs.attachElement(element, noPreventDefault);
  49788. };
  49789. /**
  49790. * Detach the current controls from the camera.
  49791. * The camera will stop reacting to inputs.
  49792. * @param element Defines the element to stop listening the inputs from
  49793. */
  49794. FreeCamera.prototype.detachControl = function (element) {
  49795. this.inputs.detachElement(element);
  49796. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49797. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49798. };
  49799. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49800. /**
  49801. * Define a collision mask to limit the list of object the camera can collide with
  49802. */
  49803. get: function () {
  49804. return this._collisionMask;
  49805. },
  49806. set: function (mask) {
  49807. this._collisionMask = !isNaN(mask) ? mask : -1;
  49808. },
  49809. enumerable: true,
  49810. configurable: true
  49811. });
  49812. /** @hidden */
  49813. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49814. var globalPosition;
  49815. if (this.parent) {
  49816. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49817. }
  49818. else {
  49819. globalPosition = this.position;
  49820. }
  49821. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49822. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49823. if (!this._collider) {
  49824. this._collider = new BABYLON.Collider();
  49825. }
  49826. this._collider._radius = this.ellipsoid;
  49827. this._collider.collisionMask = this._collisionMask;
  49828. //no need for clone, as long as gravity is not on.
  49829. var actualDisplacement = displacement;
  49830. //add gravity to the direction to prevent the dual-collision checking
  49831. if (this.applyGravity) {
  49832. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49833. actualDisplacement = displacement.add(this.getScene().gravity);
  49834. }
  49835. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49836. };
  49837. /** @hidden */
  49838. FreeCamera.prototype._checkInputs = function () {
  49839. if (!this._localDirection) {
  49840. this._localDirection = BABYLON.Vector3.Zero();
  49841. this._transformedDirection = BABYLON.Vector3.Zero();
  49842. }
  49843. this.inputs.checkInputs();
  49844. _super.prototype._checkInputs.call(this);
  49845. };
  49846. /** @hidden */
  49847. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49848. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49849. };
  49850. /** @hidden */
  49851. FreeCamera.prototype._updatePosition = function () {
  49852. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49853. this._collideWithWorld(this.cameraDirection);
  49854. }
  49855. else {
  49856. _super.prototype._updatePosition.call(this);
  49857. }
  49858. };
  49859. /**
  49860. * Destroy the camera and release the current resources hold by it.
  49861. */
  49862. FreeCamera.prototype.dispose = function () {
  49863. this.inputs.clear();
  49864. _super.prototype.dispose.call(this);
  49865. };
  49866. /**
  49867. * Gets the current object class name.
  49868. * @return the class name
  49869. */
  49870. FreeCamera.prototype.getClassName = function () {
  49871. return "FreeCamera";
  49872. };
  49873. __decorate([
  49874. BABYLON.serializeAsVector3()
  49875. ], FreeCamera.prototype, "ellipsoid", void 0);
  49876. __decorate([
  49877. BABYLON.serializeAsVector3()
  49878. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49879. __decorate([
  49880. BABYLON.serialize()
  49881. ], FreeCamera.prototype, "checkCollisions", void 0);
  49882. __decorate([
  49883. BABYLON.serialize()
  49884. ], FreeCamera.prototype, "applyGravity", void 0);
  49885. return FreeCamera;
  49886. }(BABYLON.TargetCamera));
  49887. BABYLON.FreeCamera = FreeCamera;
  49888. })(BABYLON || (BABYLON = {}));
  49889. //# sourceMappingURL=babylon.freeCamera.js.map
  49890. var BABYLON;
  49891. (function (BABYLON) {
  49892. /**
  49893. * Listen to mouse events to control the camera.
  49894. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49895. */
  49896. var FlyCameraMouseInput = /** @class */ (function () {
  49897. /**
  49898. * Listen to mouse events to control the camera.
  49899. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49900. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49901. */
  49902. function FlyCameraMouseInput(touchEnabled) {
  49903. if (touchEnabled === void 0) { touchEnabled = true; }
  49904. /**
  49905. * Defines the buttons associated with the input to handle camera rotation.
  49906. */
  49907. this.buttons = [0, 1, 2];
  49908. /**
  49909. * Assign buttons for Yaw control.
  49910. */
  49911. this.buttonsYaw = [-1, 0, 1];
  49912. /**
  49913. * Assign buttons for Pitch control.
  49914. */
  49915. this.buttonsPitch = [-1, 0, 1];
  49916. /**
  49917. * Assign buttons for Roll control.
  49918. */
  49919. this.buttonsRoll = [2];
  49920. /**
  49921. * Detect if any button is being pressed while mouse is moved.
  49922. * -1 = Mouse locked.
  49923. * 0 = Left button.
  49924. * 1 = Middle Button.
  49925. * 2 = Right Button.
  49926. */
  49927. this.activeButton = -1;
  49928. /**
  49929. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49930. * Higher values reduce its sensitivity.
  49931. */
  49932. this.angularSensibility = 1000.0;
  49933. this.previousPosition = null;
  49934. }
  49935. /**
  49936. * Attach the mouse control to the HTML DOM element.
  49937. * @param element Defines the element that listens to the input events.
  49938. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49939. */
  49940. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49941. var _this = this;
  49942. this.element = element;
  49943. this.noPreventDefault = noPreventDefault;
  49944. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49945. _this._pointerInput(p, s);
  49946. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49947. // Correct Roll by rate, if enabled.
  49948. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49949. if (_this.camera.rollCorrect) {
  49950. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49951. }
  49952. });
  49953. // Helper function to keep 'this'.
  49954. this._mousemoveCallback = function (e) {
  49955. _this._onMouseMove(e);
  49956. };
  49957. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49958. };
  49959. /**
  49960. * Detach the current controls from the specified dom element.
  49961. * @param element Defines the element to stop listening the inputs from
  49962. */
  49963. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49964. if (this._observer && element) {
  49965. this.camera.getScene().onPointerObservable.remove(this._observer);
  49966. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49967. if (this._mousemoveCallback) {
  49968. element.removeEventListener("mousemove", this._mousemoveCallback);
  49969. }
  49970. this._observer = null;
  49971. this._rollObserver = null;
  49972. this.previousPosition = null;
  49973. this.noPreventDefault = undefined;
  49974. }
  49975. };
  49976. /**
  49977. * Gets the class name of the current input.
  49978. * @returns the class name.
  49979. */
  49980. FlyCameraMouseInput.prototype.getClassName = function () {
  49981. return "FlyCameraMouseInput";
  49982. };
  49983. /**
  49984. * Get the friendly name associated with the input class.
  49985. * @returns the input's friendly name.
  49986. */
  49987. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49988. return "mouse";
  49989. };
  49990. // Track mouse movement, when the pointer is not locked.
  49991. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49992. var e = p.event;
  49993. var camera = this.camera;
  49994. var engine = camera.getEngine();
  49995. if (engine.isInVRExclusivePointerMode) {
  49996. return;
  49997. }
  49998. if (!this.touchEnabled && e.pointerType === "touch") {
  49999. return;
  50000. }
  50001. // Mouse is moved but an unknown mouse button is pressed.
  50002. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50003. return;
  50004. }
  50005. var srcElement = (e.srcElement || e.target);
  50006. // Mouse down.
  50007. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50008. try {
  50009. srcElement.setPointerCapture(e.pointerId);
  50010. }
  50011. catch (e) {
  50012. // Nothing to do with the error. Execution continues.
  50013. }
  50014. this.previousPosition = {
  50015. x: e.clientX,
  50016. y: e.clientY
  50017. };
  50018. this.activeButton = e.button;
  50019. if (!this.noPreventDefault) {
  50020. e.preventDefault();
  50021. this.element.focus();
  50022. }
  50023. }
  50024. else
  50025. // Mouse up.
  50026. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50027. try {
  50028. srcElement.releasePointerCapture(e.pointerId);
  50029. }
  50030. catch (e) {
  50031. // Nothing to do with the error. Execution continues.
  50032. }
  50033. this.activeButton = -1;
  50034. this.previousPosition = null;
  50035. if (!this.noPreventDefault) {
  50036. e.preventDefault();
  50037. }
  50038. }
  50039. else
  50040. // Mouse move.
  50041. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50042. if (!this.previousPosition || engine.isPointerLock) {
  50043. return;
  50044. }
  50045. var offsetX = e.clientX - this.previousPosition.x;
  50046. var offsetY = e.clientY - this.previousPosition.y;
  50047. this.rotateCamera(offsetX, offsetY);
  50048. this.previousPosition = {
  50049. x: e.clientX,
  50050. y: e.clientY
  50051. };
  50052. if (!this.noPreventDefault) {
  50053. e.preventDefault();
  50054. }
  50055. }
  50056. };
  50057. // Track mouse movement, when pointer is locked.
  50058. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50059. var camera = this.camera;
  50060. var engine = camera.getEngine();
  50061. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50062. return;
  50063. }
  50064. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50065. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50066. this.rotateCamera(offsetX, offsetY);
  50067. this.previousPosition = null;
  50068. if (!this.noPreventDefault) {
  50069. e.preventDefault();
  50070. }
  50071. };
  50072. /**
  50073. * Rotate camera by mouse offset.
  50074. */
  50075. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50076. var _this = this;
  50077. var camera = this.camera;
  50078. var scene = this.camera.getScene();
  50079. if (scene.useRightHandedSystem) {
  50080. offsetX *= -1;
  50081. }
  50082. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50083. offsetX *= -1;
  50084. }
  50085. var x = offsetX / this.angularSensibility;
  50086. var y = offsetY / this.angularSensibility;
  50087. // Initialize to current rotation.
  50088. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50089. var rotationChange;
  50090. // Pitch.
  50091. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50092. // Apply change in Radians to vector Angle.
  50093. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50094. // Apply Pitch to quaternion.
  50095. currentRotation.multiplyInPlace(rotationChange);
  50096. }
  50097. // Yaw.
  50098. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50099. // Apply change in Radians to vector Angle.
  50100. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50101. // Apply Yaw to quaternion.
  50102. currentRotation.multiplyInPlace(rotationChange);
  50103. // Add Roll, if banked turning is enabled, within Roll limit.
  50104. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50105. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50106. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50107. // Apply change in Radians to vector Angle.
  50108. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50109. // Apply Yaw to quaternion.
  50110. currentRotation.multiplyInPlace(rotationChange);
  50111. }
  50112. }
  50113. // Roll.
  50114. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50115. // Apply change in Radians to vector Angle.
  50116. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50117. // Track Rolling.
  50118. camera._trackRoll -= x;
  50119. // Apply Pitch to quaternion.
  50120. currentRotation.multiplyInPlace(rotationChange);
  50121. }
  50122. // Apply rotationQuaternion to Euler camera.rotation.
  50123. currentRotation.toEulerAnglesToRef(camera.rotation);
  50124. };
  50125. __decorate([
  50126. BABYLON.serialize()
  50127. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50128. __decorate([
  50129. BABYLON.serialize()
  50130. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50131. return FlyCameraMouseInput;
  50132. }());
  50133. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50134. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50135. })(BABYLON || (BABYLON = {}));
  50136. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50137. var BABYLON;
  50138. (function (BABYLON) {
  50139. /**
  50140. * Listen to keyboard events to control the camera.
  50141. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50142. */
  50143. var FlyCameraKeyboardInput = /** @class */ (function () {
  50144. function FlyCameraKeyboardInput() {
  50145. /**
  50146. * The list of keyboard keys used to control the forward move of the camera.
  50147. */
  50148. this.keysForward = [87];
  50149. /**
  50150. * The list of keyboard keys used to control the backward move of the camera.
  50151. */
  50152. this.keysBackward = [83];
  50153. /**
  50154. * The list of keyboard keys used to control the forward move of the camera.
  50155. */
  50156. this.keysUp = [69];
  50157. /**
  50158. * The list of keyboard keys used to control the backward move of the camera.
  50159. */
  50160. this.keysDown = [81];
  50161. /**
  50162. * The list of keyboard keys used to control the right strafe move of the camera.
  50163. */
  50164. this.keysRight = [68];
  50165. /**
  50166. * The list of keyboard keys used to control the left strafe move of the camera.
  50167. */
  50168. this.keysLeft = [65];
  50169. this._keys = new Array();
  50170. }
  50171. /**
  50172. * Attach the input controls to a specific dom element to get the input from.
  50173. * @param element Defines the element the controls should be listened from
  50174. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50175. */
  50176. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50177. var _this = this;
  50178. if (this._onCanvasBlurObserver) {
  50179. return;
  50180. }
  50181. this._scene = this.camera.getScene();
  50182. this._engine = this._scene.getEngine();
  50183. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50184. _this._keys = [];
  50185. });
  50186. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50187. var evt = info.event;
  50188. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50189. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50190. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50191. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50192. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50193. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50194. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50195. var index = _this._keys.indexOf(evt.keyCode);
  50196. if (index === -1) {
  50197. _this._keys.push(evt.keyCode);
  50198. }
  50199. if (!noPreventDefault) {
  50200. evt.preventDefault();
  50201. }
  50202. }
  50203. }
  50204. else {
  50205. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50206. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50207. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50208. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50209. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50210. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50211. var index = _this._keys.indexOf(evt.keyCode);
  50212. if (index >= 0) {
  50213. _this._keys.splice(index, 1);
  50214. }
  50215. if (!noPreventDefault) {
  50216. evt.preventDefault();
  50217. }
  50218. }
  50219. }
  50220. });
  50221. };
  50222. /**
  50223. * Detach the current controls from the specified dom element.
  50224. * @param element Defines the element to stop listening the inputs from
  50225. */
  50226. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50227. if (this._scene) {
  50228. if (this._onKeyboardObserver) {
  50229. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50230. }
  50231. if (this._onCanvasBlurObserver) {
  50232. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50233. }
  50234. this._onKeyboardObserver = null;
  50235. this._onCanvasBlurObserver = null;
  50236. }
  50237. this._keys = [];
  50238. };
  50239. /**
  50240. * Gets the class name of the current intput.
  50241. * @returns the class name
  50242. */
  50243. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50244. return "FlyCameraKeyboardInput";
  50245. };
  50246. /** @hidden */
  50247. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50248. this._keys = [];
  50249. };
  50250. /**
  50251. * Get the friendly name associated with the input class.
  50252. * @returns the input friendly name
  50253. */
  50254. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50255. return "keyboard";
  50256. };
  50257. /**
  50258. * Update the current camera state depending on the inputs that have been used this frame.
  50259. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50260. */
  50261. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50262. if (this._onKeyboardObserver) {
  50263. var camera = this.camera;
  50264. // Keyboard
  50265. for (var index = 0; index < this._keys.length; index++) {
  50266. var keyCode = this._keys[index];
  50267. var speed = camera._computeLocalCameraSpeed();
  50268. if (this.keysForward.indexOf(keyCode) !== -1) {
  50269. camera._localDirection.copyFromFloats(0, 0, speed);
  50270. }
  50271. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50272. camera._localDirection.copyFromFloats(0, 0, -speed);
  50273. }
  50274. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50275. camera._localDirection.copyFromFloats(0, speed, 0);
  50276. }
  50277. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50278. camera._localDirection.copyFromFloats(0, -speed, 0);
  50279. }
  50280. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50281. camera._localDirection.copyFromFloats(speed, 0, 0);
  50282. }
  50283. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50284. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50285. }
  50286. if (camera.getScene().useRightHandedSystem) {
  50287. camera._localDirection.z *= -1;
  50288. }
  50289. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50290. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50291. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50292. }
  50293. }
  50294. };
  50295. __decorate([
  50296. BABYLON.serialize()
  50297. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50298. __decorate([
  50299. BABYLON.serialize()
  50300. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50301. __decorate([
  50302. BABYLON.serialize()
  50303. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50304. __decorate([
  50305. BABYLON.serialize()
  50306. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50307. __decorate([
  50308. BABYLON.serialize()
  50309. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50310. __decorate([
  50311. BABYLON.serialize()
  50312. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50313. return FlyCameraKeyboardInput;
  50314. }());
  50315. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50316. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50317. })(BABYLON || (BABYLON = {}));
  50318. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50319. var BABYLON;
  50320. (function (BABYLON) {
  50321. /**
  50322. * Default Inputs manager for the FlyCamera.
  50323. * It groups all the default supported inputs for ease of use.
  50324. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50325. */
  50326. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50327. __extends(FlyCameraInputsManager, _super);
  50328. /**
  50329. * Instantiates a new FlyCameraInputsManager.
  50330. * @param camera Defines the camera the inputs belong to.
  50331. */
  50332. function FlyCameraInputsManager(camera) {
  50333. return _super.call(this, camera) || this;
  50334. }
  50335. /**
  50336. * Add keyboard input support to the input manager.
  50337. * @returns the new FlyCameraKeyboardMoveInput().
  50338. */
  50339. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50340. this.add(new BABYLON.FlyCameraKeyboardInput());
  50341. return this;
  50342. };
  50343. /**
  50344. * Add mouse input support to the input manager.
  50345. * @param touchEnabled Enable touch screen support.
  50346. * @returns the new FlyCameraMouseInput().
  50347. */
  50348. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50349. if (touchEnabled === void 0) { touchEnabled = true; }
  50350. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50351. return this;
  50352. };
  50353. return FlyCameraInputsManager;
  50354. }(BABYLON.CameraInputsManager));
  50355. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50356. })(BABYLON || (BABYLON = {}));
  50357. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50358. var BABYLON;
  50359. (function (BABYLON) {
  50360. /**
  50361. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50362. * such as in a 3D Space Shooter or a Flight Simulator.
  50363. */
  50364. var FlyCamera = /** @class */ (function (_super) {
  50365. __extends(FlyCamera, _super);
  50366. /**
  50367. * Instantiates a FlyCamera.
  50368. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50369. * such as in a 3D Space Shooter or a Flight Simulator.
  50370. * @param name Define the name of the camera in the scene.
  50371. * @param position Define the starting position of the camera in the scene.
  50372. * @param scene Define the scene the camera belongs to.
  50373. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50374. */
  50375. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50376. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50377. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50378. /**
  50379. * Define the collision ellipsoid of the camera.
  50380. * This is helpful for simulating a camera body, like a player's body.
  50381. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50382. */
  50383. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50384. /**
  50385. * Define an offset for the position of the ellipsoid around the camera.
  50386. * This can be helpful if the camera is attached away from the player's body center,
  50387. * such as at its head.
  50388. */
  50389. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50390. /**
  50391. * Enable or disable collisions of the camera with the rest of the scene objects.
  50392. */
  50393. _this.checkCollisions = false;
  50394. /**
  50395. * Enable or disable gravity on the camera.
  50396. */
  50397. _this.applyGravity = false;
  50398. /**
  50399. * Define the current direction the camera is moving to.
  50400. */
  50401. _this.cameraDirection = BABYLON.Vector3.Zero();
  50402. /**
  50403. * Track Roll to maintain the wanted Rolling when looking around.
  50404. */
  50405. _this._trackRoll = 0;
  50406. /**
  50407. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50408. */
  50409. _this.rollCorrect = 100;
  50410. /**
  50411. * Mimic a banked turn, Rolling the camera when Yawing.
  50412. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50413. */
  50414. _this.bankedTurn = false;
  50415. /**
  50416. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50417. */
  50418. _this.bankedTurnLimit = Math.PI / 2;
  50419. /**
  50420. * Value of 0 disables the banked Roll.
  50421. * Value of 1 is equal to the Yaw angle in radians.
  50422. */
  50423. _this.bankedTurnMultiplier = 1;
  50424. _this._needMoveForGravity = false;
  50425. _this._oldPosition = BABYLON.Vector3.Zero();
  50426. _this._diffPosition = BABYLON.Vector3.Zero();
  50427. _this._newPosition = BABYLON.Vector3.Zero();
  50428. // Collisions.
  50429. _this._collisionMask = -1;
  50430. /** @hidden */
  50431. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50432. if (collidedMesh === void 0) { collidedMesh = null; }
  50433. // TODO Move this to the collision coordinator!
  50434. if (_this.getScene().workerCollisions) {
  50435. newPosition.multiplyInPlace(_this._collider._radius);
  50436. }
  50437. var updatePosition = function (newPos) {
  50438. _this._newPosition.copyFrom(newPos);
  50439. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50440. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50441. _this.position.addInPlace(_this._diffPosition);
  50442. if (_this.onCollide && collidedMesh) {
  50443. _this.onCollide(collidedMesh);
  50444. }
  50445. }
  50446. };
  50447. updatePosition(newPosition);
  50448. };
  50449. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50450. _this.inputs.addKeyboard().addMouse();
  50451. return _this;
  50452. }
  50453. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50454. /**
  50455. * Gets the input sensibility for mouse input.
  50456. * Higher values reduce sensitivity.
  50457. */
  50458. get: function () {
  50459. var mouse = this.inputs.attached["mouse"];
  50460. if (mouse) {
  50461. return mouse.angularSensibility;
  50462. }
  50463. return 0;
  50464. },
  50465. /**
  50466. * Sets the input sensibility for a mouse input.
  50467. * Higher values reduce sensitivity.
  50468. */
  50469. set: function (value) {
  50470. var mouse = this.inputs.attached["mouse"];
  50471. if (mouse) {
  50472. mouse.angularSensibility = value;
  50473. }
  50474. },
  50475. enumerable: true,
  50476. configurable: true
  50477. });
  50478. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50479. /**
  50480. * Get the keys for camera movement forward.
  50481. */
  50482. get: function () {
  50483. var keyboard = this.inputs.attached["keyboard"];
  50484. if (keyboard) {
  50485. return keyboard.keysForward;
  50486. }
  50487. return [];
  50488. },
  50489. /**
  50490. * Set the keys for camera movement forward.
  50491. */
  50492. set: function (value) {
  50493. var keyboard = this.inputs.attached["keyboard"];
  50494. if (keyboard) {
  50495. keyboard.keysForward = value;
  50496. }
  50497. },
  50498. enumerable: true,
  50499. configurable: true
  50500. });
  50501. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50502. /**
  50503. * Get the keys for camera movement backward.
  50504. */
  50505. get: function () {
  50506. var keyboard = this.inputs.attached["keyboard"];
  50507. if (keyboard) {
  50508. return keyboard.keysBackward;
  50509. }
  50510. return [];
  50511. },
  50512. set: function (value) {
  50513. var keyboard = this.inputs.attached["keyboard"];
  50514. if (keyboard) {
  50515. keyboard.keysBackward = value;
  50516. }
  50517. },
  50518. enumerable: true,
  50519. configurable: true
  50520. });
  50521. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50522. /**
  50523. * Get the keys for camera movement up.
  50524. */
  50525. get: function () {
  50526. var keyboard = this.inputs.attached["keyboard"];
  50527. if (keyboard) {
  50528. return keyboard.keysUp;
  50529. }
  50530. return [];
  50531. },
  50532. /**
  50533. * Set the keys for camera movement up.
  50534. */
  50535. set: function (value) {
  50536. var keyboard = this.inputs.attached["keyboard"];
  50537. if (keyboard) {
  50538. keyboard.keysUp = value;
  50539. }
  50540. },
  50541. enumerable: true,
  50542. configurable: true
  50543. });
  50544. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50545. /**
  50546. * Get the keys for camera movement down.
  50547. */
  50548. get: function () {
  50549. var keyboard = this.inputs.attached["keyboard"];
  50550. if (keyboard) {
  50551. return keyboard.keysDown;
  50552. }
  50553. return [];
  50554. },
  50555. /**
  50556. * Set the keys for camera movement down.
  50557. */
  50558. set: function (value) {
  50559. var keyboard = this.inputs.attached["keyboard"];
  50560. if (keyboard) {
  50561. keyboard.keysDown = value;
  50562. }
  50563. },
  50564. enumerable: true,
  50565. configurable: true
  50566. });
  50567. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50568. /**
  50569. * Get the keys for camera movement left.
  50570. */
  50571. get: function () {
  50572. var keyboard = this.inputs.attached["keyboard"];
  50573. if (keyboard) {
  50574. return keyboard.keysLeft;
  50575. }
  50576. return [];
  50577. },
  50578. /**
  50579. * Set the keys for camera movement left.
  50580. */
  50581. set: function (value) {
  50582. var keyboard = this.inputs.attached["keyboard"];
  50583. if (keyboard) {
  50584. keyboard.keysLeft = value;
  50585. }
  50586. },
  50587. enumerable: true,
  50588. configurable: true
  50589. });
  50590. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50591. /**
  50592. * Set the keys for camera movement right.
  50593. */
  50594. get: function () {
  50595. var keyboard = this.inputs.attached["keyboard"];
  50596. if (keyboard) {
  50597. return keyboard.keysRight;
  50598. }
  50599. return [];
  50600. },
  50601. /**
  50602. * Set the keys for camera movement right.
  50603. */
  50604. set: function (value) {
  50605. var keyboard = this.inputs.attached["keyboard"];
  50606. if (keyboard) {
  50607. keyboard.keysRight = value;
  50608. }
  50609. },
  50610. enumerable: true,
  50611. configurable: true
  50612. });
  50613. /**
  50614. * Attach a control to the HTML DOM element.
  50615. * @param element Defines the element that listens to the input events.
  50616. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50617. */
  50618. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50619. this.inputs.attachElement(element, noPreventDefault);
  50620. };
  50621. /**
  50622. * Detach a control from the HTML DOM element.
  50623. * The camera will stop reacting to that input.
  50624. * @param element Defines the element that listens to the input events.
  50625. */
  50626. FlyCamera.prototype.detachControl = function (element) {
  50627. this.inputs.detachElement(element);
  50628. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50629. };
  50630. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50631. /**
  50632. * Get the mask that the camera ignores in collision events.
  50633. */
  50634. get: function () {
  50635. return this._collisionMask;
  50636. },
  50637. /**
  50638. * Set the mask that the camera ignores in collision events.
  50639. */
  50640. set: function (mask) {
  50641. this._collisionMask = !isNaN(mask) ? mask : -1;
  50642. },
  50643. enumerable: true,
  50644. configurable: true
  50645. });
  50646. /** @hidden */
  50647. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50648. var globalPosition;
  50649. if (this.parent) {
  50650. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50651. }
  50652. else {
  50653. globalPosition = this.position;
  50654. }
  50655. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50656. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50657. if (!this._collider) {
  50658. this._collider = new BABYLON.Collider();
  50659. }
  50660. this._collider._radius = this.ellipsoid;
  50661. this._collider.collisionMask = this._collisionMask;
  50662. // No need for clone, as long as gravity is not on.
  50663. var actualDisplacement = displacement;
  50664. // Add gravity to direction to prevent dual-collision checking.
  50665. if (this.applyGravity) {
  50666. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50667. actualDisplacement = displacement.add(this.getScene().gravity);
  50668. }
  50669. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50670. };
  50671. /** @hidden */
  50672. FlyCamera.prototype._checkInputs = function () {
  50673. if (!this._localDirection) {
  50674. this._localDirection = BABYLON.Vector3.Zero();
  50675. this._transformedDirection = BABYLON.Vector3.Zero();
  50676. }
  50677. this.inputs.checkInputs();
  50678. _super.prototype._checkInputs.call(this);
  50679. };
  50680. /** @hidden */
  50681. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50682. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50683. };
  50684. /** @hidden */
  50685. FlyCamera.prototype._updatePosition = function () {
  50686. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50687. this._collideWithWorld(this.cameraDirection);
  50688. }
  50689. else {
  50690. _super.prototype._updatePosition.call(this);
  50691. }
  50692. };
  50693. /**
  50694. * Restore the Roll to its target value at the rate specified.
  50695. * @param rate - Higher means slower restoring.
  50696. * @hidden
  50697. */
  50698. FlyCamera.prototype.restoreRoll = function (rate) {
  50699. var limit = this._trackRoll; // Target Roll.
  50700. var z = this.rotation.z; // Current Roll.
  50701. var delta = limit - z; // Difference in Roll.
  50702. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50703. // If the difference is noticable, restore the Roll.
  50704. if (Math.abs(delta) >= minRad) {
  50705. // Change Z rotation towards the target Roll.
  50706. this.rotation.z += delta / rate;
  50707. // Match when near enough.
  50708. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50709. this.rotation.z = limit;
  50710. }
  50711. }
  50712. };
  50713. /**
  50714. * Destroy the camera and release the current resources held by it.
  50715. */
  50716. FlyCamera.prototype.dispose = function () {
  50717. this.inputs.clear();
  50718. _super.prototype.dispose.call(this);
  50719. };
  50720. /**
  50721. * Get the current object class name.
  50722. * @returns the class name.
  50723. */
  50724. FlyCamera.prototype.getClassName = function () {
  50725. return "FlyCamera";
  50726. };
  50727. __decorate([
  50728. BABYLON.serializeAsVector3()
  50729. ], FlyCamera.prototype, "ellipsoid", void 0);
  50730. __decorate([
  50731. BABYLON.serializeAsVector3()
  50732. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50733. __decorate([
  50734. BABYLON.serialize()
  50735. ], FlyCamera.prototype, "checkCollisions", void 0);
  50736. __decorate([
  50737. BABYLON.serialize()
  50738. ], FlyCamera.prototype, "applyGravity", void 0);
  50739. return FlyCamera;
  50740. }(BABYLON.TargetCamera));
  50741. BABYLON.FlyCamera = FlyCamera;
  50742. })(BABYLON || (BABYLON = {}));
  50743. //# sourceMappingURL=babylon.flyCamera.js.map
  50744. var BABYLON;
  50745. (function (BABYLON) {
  50746. /**
  50747. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50748. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50749. */
  50750. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50751. function ArcRotateCameraKeyboardMoveInput() {
  50752. /**
  50753. * Defines the list of key codes associated with the up action (increase alpha)
  50754. */
  50755. this.keysUp = [38];
  50756. /**
  50757. * Defines the list of key codes associated with the down action (decrease alpha)
  50758. */
  50759. this.keysDown = [40];
  50760. /**
  50761. * Defines the list of key codes associated with the left action (increase beta)
  50762. */
  50763. this.keysLeft = [37];
  50764. /**
  50765. * Defines the list of key codes associated with the right action (decrease beta)
  50766. */
  50767. this.keysRight = [39];
  50768. /**
  50769. * Defines the list of key codes associated with the reset action.
  50770. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50771. */
  50772. this.keysReset = [220];
  50773. /**
  50774. * Defines the panning sensibility of the inputs.
  50775. * (How fast is the camera paning)
  50776. */
  50777. this.panningSensibility = 50.0;
  50778. /**
  50779. * Defines the zooming sensibility of the inputs.
  50780. * (How fast is the camera zooming)
  50781. */
  50782. this.zoomingSensibility = 25.0;
  50783. /**
  50784. * Defines wether maintaining the alt key down switch the movement mode from
  50785. * orientation to zoom.
  50786. */
  50787. this.useAltToZoom = true;
  50788. /**
  50789. * Rotation speed of the camera
  50790. */
  50791. this.angularSpeed = 0.01;
  50792. this._keys = new Array();
  50793. }
  50794. /**
  50795. * Attach the input controls to a specific dom element to get the input from.
  50796. * @param element Defines the element the controls should be listened from
  50797. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50798. */
  50799. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50800. var _this = this;
  50801. if (this._onCanvasBlurObserver) {
  50802. return;
  50803. }
  50804. this._scene = this.camera.getScene();
  50805. this._engine = this._scene.getEngine();
  50806. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50807. _this._keys = [];
  50808. });
  50809. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50810. var evt = info.event;
  50811. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50812. _this._ctrlPressed = evt.ctrlKey;
  50813. _this._altPressed = evt.altKey;
  50814. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50815. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50816. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50817. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50818. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50819. var index = _this._keys.indexOf(evt.keyCode);
  50820. if (index === -1) {
  50821. _this._keys.push(evt.keyCode);
  50822. }
  50823. if (evt.preventDefault) {
  50824. if (!noPreventDefault) {
  50825. evt.preventDefault();
  50826. }
  50827. }
  50828. }
  50829. }
  50830. else {
  50831. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50832. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50833. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50834. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50835. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50836. var index = _this._keys.indexOf(evt.keyCode);
  50837. if (index >= 0) {
  50838. _this._keys.splice(index, 1);
  50839. }
  50840. if (evt.preventDefault) {
  50841. if (!noPreventDefault) {
  50842. evt.preventDefault();
  50843. }
  50844. }
  50845. }
  50846. }
  50847. });
  50848. };
  50849. /**
  50850. * Detach the current controls from the specified dom element.
  50851. * @param element Defines the element to stop listening the inputs from
  50852. */
  50853. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50854. if (this._scene) {
  50855. if (this._onKeyboardObserver) {
  50856. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50857. }
  50858. if (this._onCanvasBlurObserver) {
  50859. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50860. }
  50861. this._onKeyboardObserver = null;
  50862. this._onCanvasBlurObserver = null;
  50863. }
  50864. this._keys = [];
  50865. };
  50866. /**
  50867. * Update the current camera state depending on the inputs that have been used this frame.
  50868. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50869. */
  50870. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50871. if (this._onKeyboardObserver) {
  50872. var camera = this.camera;
  50873. for (var index = 0; index < this._keys.length; index++) {
  50874. var keyCode = this._keys[index];
  50875. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50876. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50877. camera.inertialPanningX -= 1 / this.panningSensibility;
  50878. }
  50879. else {
  50880. camera.inertialAlphaOffset -= this.angularSpeed;
  50881. }
  50882. }
  50883. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50884. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50885. camera.inertialPanningY += 1 / this.panningSensibility;
  50886. }
  50887. else if (this._altPressed && this.useAltToZoom) {
  50888. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50889. }
  50890. else {
  50891. camera.inertialBetaOffset -= this.angularSpeed;
  50892. }
  50893. }
  50894. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50895. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50896. camera.inertialPanningX += 1 / this.panningSensibility;
  50897. }
  50898. else {
  50899. camera.inertialAlphaOffset += this.angularSpeed;
  50900. }
  50901. }
  50902. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50903. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50904. camera.inertialPanningY -= 1 / this.panningSensibility;
  50905. }
  50906. else if (this._altPressed && this.useAltToZoom) {
  50907. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50908. }
  50909. else {
  50910. camera.inertialBetaOffset += this.angularSpeed;
  50911. }
  50912. }
  50913. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50914. if (camera.useInputToRestoreState) {
  50915. camera.restoreState();
  50916. }
  50917. }
  50918. }
  50919. }
  50920. };
  50921. /**
  50922. * Gets the class name of the current intput.
  50923. * @returns the class name
  50924. */
  50925. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50926. return "ArcRotateCameraKeyboardMoveInput";
  50927. };
  50928. /**
  50929. * Get the friendly name associated with the input class.
  50930. * @returns the input friendly name
  50931. */
  50932. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50933. return "keyboard";
  50934. };
  50935. __decorate([
  50936. BABYLON.serialize()
  50937. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50938. __decorate([
  50939. BABYLON.serialize()
  50940. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50941. __decorate([
  50942. BABYLON.serialize()
  50943. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50944. __decorate([
  50945. BABYLON.serialize()
  50946. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50947. __decorate([
  50948. BABYLON.serialize()
  50949. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50950. __decorate([
  50951. BABYLON.serialize()
  50952. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50953. __decorate([
  50954. BABYLON.serialize()
  50955. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50956. __decorate([
  50957. BABYLON.serialize()
  50958. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50959. __decorate([
  50960. BABYLON.serialize()
  50961. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50962. return ArcRotateCameraKeyboardMoveInput;
  50963. }());
  50964. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50965. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50966. })(BABYLON || (BABYLON = {}));
  50967. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50968. var BABYLON;
  50969. (function (BABYLON) {
  50970. /**
  50971. * Manage the mouse wheel inputs to control an arc rotate camera.
  50972. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50973. */
  50974. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50975. function ArcRotateCameraMouseWheelInput() {
  50976. /**
  50977. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50978. */
  50979. this.wheelPrecision = 3.0;
  50980. /**
  50981. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50982. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50983. */
  50984. this.wheelDeltaPercentage = 0;
  50985. }
  50986. /**
  50987. * Attach the input controls to a specific dom element to get the input from.
  50988. * @param element Defines the element the controls should be listened from
  50989. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50990. */
  50991. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50992. var _this = this;
  50993. this._wheel = function (p, s) {
  50994. //sanity check - this should be a PointerWheel event.
  50995. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50996. return;
  50997. }
  50998. var event = p.event;
  50999. var delta = 0;
  51000. if (event.wheelDelta) {
  51001. if (_this.wheelDeltaPercentage) {
  51002. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51003. if (event.wheelDelta > 0) {
  51004. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51005. }
  51006. else {
  51007. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51008. }
  51009. }
  51010. else {
  51011. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51012. }
  51013. }
  51014. else {
  51015. var deltaValue = event.deltaY || event.detail;
  51016. delta = -deltaValue / _this.wheelPrecision;
  51017. }
  51018. if (delta) {
  51019. _this.camera.inertialRadiusOffset += delta;
  51020. }
  51021. if (event.preventDefault) {
  51022. if (!noPreventDefault) {
  51023. event.preventDefault();
  51024. }
  51025. }
  51026. };
  51027. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51028. };
  51029. /**
  51030. * Detach the current controls from the specified dom element.
  51031. * @param element Defines the element to stop listening the inputs from
  51032. */
  51033. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51034. if (this._observer && element) {
  51035. this.camera.getScene().onPointerObservable.remove(this._observer);
  51036. this._observer = null;
  51037. this._wheel = null;
  51038. }
  51039. };
  51040. /**
  51041. * Gets the class name of the current intput.
  51042. * @returns the class name
  51043. */
  51044. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51045. return "ArcRotateCameraMouseWheelInput";
  51046. };
  51047. /**
  51048. * Get the friendly name associated with the input class.
  51049. * @returns the input friendly name
  51050. */
  51051. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51052. return "mousewheel";
  51053. };
  51054. __decorate([
  51055. BABYLON.serialize()
  51056. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51057. __decorate([
  51058. BABYLON.serialize()
  51059. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51060. return ArcRotateCameraMouseWheelInput;
  51061. }());
  51062. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51063. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51064. })(BABYLON || (BABYLON = {}));
  51065. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51066. var BABYLON;
  51067. (function (BABYLON) {
  51068. /**
  51069. * Manage the pointers inputs to control an arc rotate camera.
  51070. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51071. */
  51072. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51073. function ArcRotateCameraPointersInput() {
  51074. /**
  51075. * Defines the buttons associated with the input to handle camera move.
  51076. */
  51077. this.buttons = [0, 1, 2];
  51078. /**
  51079. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51080. */
  51081. this.angularSensibilityX = 1000.0;
  51082. /**
  51083. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51084. */
  51085. this.angularSensibilityY = 1000.0;
  51086. /**
  51087. * Defines the pointer pinch precision or how fast is the camera zooming.
  51088. */
  51089. this.pinchPrecision = 12.0;
  51090. /**
  51091. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51092. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51093. */
  51094. this.pinchDeltaPercentage = 0;
  51095. /**
  51096. * Defines the pointer panning sensibility or how fast is the camera moving.
  51097. */
  51098. this.panningSensibility = 1000.0;
  51099. /**
  51100. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51101. */
  51102. this.multiTouchPanning = true;
  51103. /**
  51104. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51105. */
  51106. this.multiTouchPanAndZoom = true;
  51107. /**
  51108. * Revers pinch action direction.
  51109. */
  51110. this.pinchInwards = true;
  51111. this._isPanClick = false;
  51112. }
  51113. /**
  51114. * Attach the input controls to a specific dom element to get the input from.
  51115. * @param element Defines the element the controls should be listened from
  51116. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51117. */
  51118. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51119. var _this = this;
  51120. var engine = this.camera.getEngine();
  51121. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51122. var pointA = null;
  51123. var pointB = null;
  51124. var previousPinchSquaredDistance = 0;
  51125. var initialDistance = 0;
  51126. var twoFingerActivityCount = 0;
  51127. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51128. this._pointerInput = function (p, s) {
  51129. var evt = p.event;
  51130. var isTouch = p.event.pointerType === "touch";
  51131. if (engine.isInVRExclusivePointerMode) {
  51132. return;
  51133. }
  51134. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51135. return;
  51136. }
  51137. var srcElement = (evt.srcElement || evt.target);
  51138. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51139. try {
  51140. srcElement.setPointerCapture(evt.pointerId);
  51141. }
  51142. catch (e) {
  51143. //Nothing to do with the error. Execution will continue.
  51144. }
  51145. // Manage panning with pan button click
  51146. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51147. // manage pointers
  51148. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51149. if (pointA === null) {
  51150. pointA = cacheSoloPointer;
  51151. }
  51152. else if (pointB === null) {
  51153. pointB = cacheSoloPointer;
  51154. }
  51155. if (!noPreventDefault) {
  51156. evt.preventDefault();
  51157. element.focus();
  51158. }
  51159. }
  51160. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51161. if (_this.camera.useInputToRestoreState) {
  51162. _this.camera.restoreState();
  51163. }
  51164. }
  51165. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51166. try {
  51167. srcElement.releasePointerCapture(evt.pointerId);
  51168. }
  51169. catch (e) {
  51170. //Nothing to do with the error.
  51171. }
  51172. cacheSoloPointer = null;
  51173. previousPinchSquaredDistance = 0;
  51174. previousMultiTouchPanPosition.isPaning = false;
  51175. previousMultiTouchPanPosition.isPinching = false;
  51176. twoFingerActivityCount = 0;
  51177. initialDistance = 0;
  51178. if (!isTouch) {
  51179. pointB = null; // Mouse and pen are mono pointer
  51180. }
  51181. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51182. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51183. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51184. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51185. if (engine._badOS) {
  51186. pointA = pointB = null;
  51187. }
  51188. else {
  51189. //only remove the impacted pointer in case of multitouch allowing on most
  51190. //platforms switching from rotate to zoom and pan seamlessly.
  51191. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51192. pointA = pointB;
  51193. pointB = null;
  51194. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51195. }
  51196. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51197. pointB = null;
  51198. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51199. }
  51200. else {
  51201. pointA = pointB = null;
  51202. }
  51203. }
  51204. if (!noPreventDefault) {
  51205. evt.preventDefault();
  51206. }
  51207. }
  51208. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51209. if (!noPreventDefault) {
  51210. evt.preventDefault();
  51211. }
  51212. // One button down
  51213. if (pointA && pointB === null && cacheSoloPointer) {
  51214. if (_this.panningSensibility !== 0 &&
  51215. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51216. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51217. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51218. }
  51219. else {
  51220. var offsetX = evt.clientX - cacheSoloPointer.x;
  51221. var offsetY = evt.clientY - cacheSoloPointer.y;
  51222. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51223. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51224. }
  51225. cacheSoloPointer.x = evt.clientX;
  51226. cacheSoloPointer.y = evt.clientY;
  51227. }
  51228. // Two buttons down: pinch/pan
  51229. else if (pointA && pointB) {
  51230. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51231. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51232. ed.x = evt.clientX;
  51233. ed.y = evt.clientY;
  51234. var direction = _this.pinchInwards ? 1 : -1;
  51235. var distX = pointA.x - pointB.x;
  51236. var distY = pointA.y - pointB.y;
  51237. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51238. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51239. if (previousPinchSquaredDistance === 0) {
  51240. initialDistance = pinchDistance;
  51241. previousPinchSquaredDistance = pinchSquaredDistance;
  51242. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51243. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51244. return;
  51245. }
  51246. if (_this.multiTouchPanAndZoom) {
  51247. if (_this.pinchDeltaPercentage) {
  51248. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51249. }
  51250. else {
  51251. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51252. (_this.pinchPrecision *
  51253. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51254. direction);
  51255. }
  51256. if (_this.panningSensibility !== 0) {
  51257. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51258. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51259. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51260. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51261. previousMultiTouchPanPosition.x = pointersCenterX;
  51262. previousMultiTouchPanPosition.y = pointersCenterY;
  51263. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51264. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51265. }
  51266. }
  51267. else {
  51268. twoFingerActivityCount++;
  51269. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51270. if (_this.pinchDeltaPercentage) {
  51271. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51272. }
  51273. else {
  51274. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51275. (_this.pinchPrecision *
  51276. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51277. direction);
  51278. }
  51279. previousMultiTouchPanPosition.isPaning = false;
  51280. previousMultiTouchPanPosition.isPinching = true;
  51281. }
  51282. else {
  51283. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51284. if (!previousMultiTouchPanPosition.isPaning) {
  51285. previousMultiTouchPanPosition.isPaning = true;
  51286. previousMultiTouchPanPosition.isPinching = false;
  51287. previousMultiTouchPanPosition.x = ed.x;
  51288. previousMultiTouchPanPosition.y = ed.y;
  51289. return;
  51290. }
  51291. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51292. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51293. }
  51294. }
  51295. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51296. previousMultiTouchPanPosition.x = ed.x;
  51297. previousMultiTouchPanPosition.y = ed.y;
  51298. }
  51299. }
  51300. previousPinchSquaredDistance = pinchSquaredDistance;
  51301. }
  51302. }
  51303. };
  51304. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51305. this._onContextMenu = function (evt) {
  51306. evt.preventDefault();
  51307. };
  51308. if (!this.camera._useCtrlForPanning) {
  51309. element.addEventListener("contextmenu", this._onContextMenu, false);
  51310. }
  51311. this._onLostFocus = function () {
  51312. //this._keys = [];
  51313. pointA = pointB = null;
  51314. previousPinchSquaredDistance = 0;
  51315. previousMultiTouchPanPosition.isPaning = false;
  51316. previousMultiTouchPanPosition.isPinching = false;
  51317. twoFingerActivityCount = 0;
  51318. cacheSoloPointer = null;
  51319. initialDistance = 0;
  51320. };
  51321. this._onMouseMove = function (evt) {
  51322. if (!engine.isPointerLock) {
  51323. return;
  51324. }
  51325. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51326. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51327. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51328. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51329. if (!noPreventDefault) {
  51330. evt.preventDefault();
  51331. }
  51332. };
  51333. this._onGestureStart = function (e) {
  51334. if (window.MSGesture === undefined) {
  51335. return;
  51336. }
  51337. if (!_this._MSGestureHandler) {
  51338. _this._MSGestureHandler = new MSGesture();
  51339. _this._MSGestureHandler.target = element;
  51340. }
  51341. _this._MSGestureHandler.addPointer(e.pointerId);
  51342. };
  51343. this._onGesture = function (e) {
  51344. _this.camera.radius *= e.scale;
  51345. if (e.preventDefault) {
  51346. if (!noPreventDefault) {
  51347. e.stopPropagation();
  51348. e.preventDefault();
  51349. }
  51350. }
  51351. };
  51352. element.addEventListener("mousemove", this._onMouseMove, false);
  51353. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51354. element.addEventListener("MSGestureChange", this._onGesture, false);
  51355. BABYLON.Tools.RegisterTopRootEvents([
  51356. { name: "blur", handler: this._onLostFocus }
  51357. ]);
  51358. };
  51359. /**
  51360. * Detach the current controls from the specified dom element.
  51361. * @param element Defines the element to stop listening the inputs from
  51362. */
  51363. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51364. if (this._onLostFocus) {
  51365. BABYLON.Tools.UnregisterTopRootEvents([
  51366. { name: "blur", handler: this._onLostFocus }
  51367. ]);
  51368. }
  51369. if (element && this._observer) {
  51370. this.camera.getScene().onPointerObservable.remove(this._observer);
  51371. this._observer = null;
  51372. if (this._onContextMenu) {
  51373. element.removeEventListener("contextmenu", this._onContextMenu);
  51374. }
  51375. if (this._onMouseMove) {
  51376. element.removeEventListener("mousemove", this._onMouseMove);
  51377. }
  51378. if (this._onGestureStart) {
  51379. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51380. }
  51381. if (this._onGesture) {
  51382. element.removeEventListener("MSGestureChange", this._onGesture);
  51383. }
  51384. this._isPanClick = false;
  51385. this.pinchInwards = true;
  51386. this._onMouseMove = null;
  51387. this._onGestureStart = null;
  51388. this._onGesture = null;
  51389. this._MSGestureHandler = null;
  51390. this._onLostFocus = null;
  51391. this._onContextMenu = null;
  51392. }
  51393. };
  51394. /**
  51395. * Gets the class name of the current intput.
  51396. * @returns the class name
  51397. */
  51398. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51399. return "ArcRotateCameraPointersInput";
  51400. };
  51401. /**
  51402. * Get the friendly name associated with the input class.
  51403. * @returns the input friendly name
  51404. */
  51405. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51406. return "pointers";
  51407. };
  51408. __decorate([
  51409. BABYLON.serialize()
  51410. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51411. __decorate([
  51412. BABYLON.serialize()
  51413. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51414. __decorate([
  51415. BABYLON.serialize()
  51416. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51417. __decorate([
  51418. BABYLON.serialize()
  51419. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51420. __decorate([
  51421. BABYLON.serialize()
  51422. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51423. __decorate([
  51424. BABYLON.serialize()
  51425. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51426. __decorate([
  51427. BABYLON.serialize()
  51428. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51429. __decorate([
  51430. BABYLON.serialize()
  51431. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51432. return ArcRotateCameraPointersInput;
  51433. }());
  51434. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51435. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51436. })(BABYLON || (BABYLON = {}));
  51437. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51438. var BABYLON;
  51439. (function (BABYLON) {
  51440. /**
  51441. * Default Inputs manager for the ArcRotateCamera.
  51442. * It groups all the default supported inputs for ease of use.
  51443. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51444. */
  51445. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51446. __extends(ArcRotateCameraInputsManager, _super);
  51447. /**
  51448. * Instantiates a new ArcRotateCameraInputsManager.
  51449. * @param camera Defines the camera the inputs belong to
  51450. */
  51451. function ArcRotateCameraInputsManager(camera) {
  51452. return _super.call(this, camera) || this;
  51453. }
  51454. /**
  51455. * Add mouse wheel input support to the input manager.
  51456. * @returns the current input manager
  51457. */
  51458. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51459. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51460. return this;
  51461. };
  51462. /**
  51463. * Add pointers input support to the input manager.
  51464. * @returns the current input manager
  51465. */
  51466. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51467. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51468. return this;
  51469. };
  51470. /**
  51471. * Add keyboard input support to the input manager.
  51472. * @returns the current input manager
  51473. */
  51474. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51475. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51476. return this;
  51477. };
  51478. /**
  51479. * Add orientation input support to the input manager.
  51480. * @returns the current input manager
  51481. */
  51482. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51483. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51484. return this;
  51485. };
  51486. return ArcRotateCameraInputsManager;
  51487. }(BABYLON.CameraInputsManager));
  51488. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51489. })(BABYLON || (BABYLON = {}));
  51490. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51491. var BABYLON;
  51492. (function (BABYLON) {
  51493. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51494. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51495. });
  51496. /**
  51497. * This represents an orbital type of camera.
  51498. *
  51499. * 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.
  51500. * 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.
  51501. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51502. */
  51503. var ArcRotateCamera = /** @class */ (function (_super) {
  51504. __extends(ArcRotateCamera, _super);
  51505. /**
  51506. * Instantiates a new ArcRotateCamera in a given scene
  51507. * @param name Defines the name of the camera
  51508. * @param alpha Defines the camera rotation along the logitudinal axis
  51509. * @param beta Defines the camera rotation along the latitudinal axis
  51510. * @param radius Defines the camera distance from its target
  51511. * @param target Defines the camera target
  51512. * @param scene Defines the scene the camera belongs to
  51513. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51514. */
  51515. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51516. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51517. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51518. /**
  51519. * Current inertia value on the longitudinal axis.
  51520. * The bigger this number the longer it will take for the camera to stop.
  51521. */
  51522. _this.inertialAlphaOffset = 0;
  51523. /**
  51524. * Current inertia value on the latitudinal axis.
  51525. * The bigger this number the longer it will take for the camera to stop.
  51526. */
  51527. _this.inertialBetaOffset = 0;
  51528. /**
  51529. * Current inertia value on the radius axis.
  51530. * The bigger this number the longer it will take for the camera to stop.
  51531. */
  51532. _this.inertialRadiusOffset = 0;
  51533. /**
  51534. * Minimum allowed angle on the longitudinal axis.
  51535. * This can help limiting how the Camera is able to move in the scene.
  51536. */
  51537. _this.lowerAlphaLimit = null;
  51538. /**
  51539. * Maximum allowed angle on the longitudinal axis.
  51540. * This can help limiting how the Camera is able to move in the scene.
  51541. */
  51542. _this.upperAlphaLimit = null;
  51543. /**
  51544. * Minimum allowed angle on the latitudinal axis.
  51545. * This can help limiting how the Camera is able to move in the scene.
  51546. */
  51547. _this.lowerBetaLimit = 0.01;
  51548. /**
  51549. * Maximum allowed angle on the latitudinal axis.
  51550. * This can help limiting how the Camera is able to move in the scene.
  51551. */
  51552. _this.upperBetaLimit = Math.PI;
  51553. /**
  51554. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51555. * This can help limiting how the Camera is able to move in the scene.
  51556. */
  51557. _this.lowerRadiusLimit = null;
  51558. /**
  51559. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51560. * This can help limiting how the Camera is able to move in the scene.
  51561. */
  51562. _this.upperRadiusLimit = null;
  51563. /**
  51564. * Defines the current inertia value used during panning of the camera along the X axis.
  51565. */
  51566. _this.inertialPanningX = 0;
  51567. /**
  51568. * Defines the current inertia value used during panning of the camera along the Y axis.
  51569. */
  51570. _this.inertialPanningY = 0;
  51571. /**
  51572. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51573. * Basically if your fingers moves away from more than this distance you will be considered
  51574. * in pinch mode.
  51575. */
  51576. _this.pinchToPanMaxDistance = 20;
  51577. /**
  51578. * Defines the maximum distance the camera can pan.
  51579. * This could help keeping the cammera always in your scene.
  51580. */
  51581. _this.panningDistanceLimit = null;
  51582. /**
  51583. * Defines the target of the camera before paning.
  51584. */
  51585. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51586. /**
  51587. * Defines the value of the inertia used during panning.
  51588. * 0 would mean stop inertia and one would mean no decelleration at all.
  51589. */
  51590. _this.panningInertia = 0.9;
  51591. //-- end properties for backward compatibility for inputs
  51592. /**
  51593. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51594. */
  51595. _this.zoomOnFactor = 1;
  51596. /**
  51597. * Defines a screen offset for the camera position.
  51598. */
  51599. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51600. /**
  51601. * Allows the camera to be completely reversed.
  51602. * If false the camera can not arrive upside down.
  51603. */
  51604. _this.allowUpsideDown = true;
  51605. /**
  51606. * Define if double tap/click is used to restore the previously saved state of the camera.
  51607. */
  51608. _this.useInputToRestoreState = true;
  51609. /** @hidden */
  51610. _this._viewMatrix = new BABYLON.Matrix();
  51611. /**
  51612. * Defines the allowed panning axis.
  51613. */
  51614. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51615. /**
  51616. * Observable triggered when the mesh target has been changed on the camera.
  51617. */
  51618. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51619. /**
  51620. * Defines whether the camera should check collision with the objects oh the scene.
  51621. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51622. */
  51623. _this.checkCollisions = false;
  51624. /**
  51625. * Defines the collision radius of the camera.
  51626. * This simulates a sphere around the camera.
  51627. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51628. */
  51629. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51630. _this._previousPosition = BABYLON.Vector3.Zero();
  51631. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51632. _this._newPosition = BABYLON.Vector3.Zero();
  51633. _this._computationVector = BABYLON.Vector3.Zero();
  51634. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51635. if (collidedMesh === void 0) { collidedMesh = null; }
  51636. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51637. newPosition.multiplyInPlace(_this._collider._radius);
  51638. }
  51639. if (!collidedMesh) {
  51640. _this._previousPosition.copyFrom(_this.position);
  51641. }
  51642. else {
  51643. _this.setPosition(newPosition);
  51644. if (_this.onCollide) {
  51645. _this.onCollide(collidedMesh);
  51646. }
  51647. }
  51648. // Recompute because of constraints
  51649. var cosa = Math.cos(_this.alpha);
  51650. var sina = Math.sin(_this.alpha);
  51651. var cosb = Math.cos(_this.beta);
  51652. var sinb = Math.sin(_this.beta);
  51653. if (sinb === 0) {
  51654. sinb = 0.0001;
  51655. }
  51656. var target = _this._getTargetPosition();
  51657. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51658. target.addToRef(_this._computationVector, _this._newPosition);
  51659. _this.position.copyFrom(_this._newPosition);
  51660. var up = _this.upVector;
  51661. if (_this.allowUpsideDown && _this.beta < 0) {
  51662. up = up.clone();
  51663. up = up.negate();
  51664. }
  51665. _this._computeViewMatrix(_this.position, target, up);
  51666. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51667. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51668. _this._collisionTriggered = false;
  51669. };
  51670. _this._target = BABYLON.Vector3.Zero();
  51671. if (target) {
  51672. _this.setTarget(target);
  51673. }
  51674. _this.alpha = alpha;
  51675. _this.beta = beta;
  51676. _this.radius = radius;
  51677. _this.getViewMatrix();
  51678. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51679. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51680. return _this;
  51681. }
  51682. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51683. /**
  51684. * Defines the target point of the camera.
  51685. * The camera looks towards it form the radius distance.
  51686. */
  51687. get: function () {
  51688. return this._target;
  51689. },
  51690. set: function (value) {
  51691. this.setTarget(value);
  51692. },
  51693. enumerable: true,
  51694. configurable: true
  51695. });
  51696. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51697. //-- begin properties for backward compatibility for inputs
  51698. /**
  51699. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51700. */
  51701. get: function () {
  51702. var pointers = this.inputs.attached["pointers"];
  51703. if (pointers) {
  51704. return pointers.angularSensibilityX;
  51705. }
  51706. return 0;
  51707. },
  51708. set: function (value) {
  51709. var pointers = this.inputs.attached["pointers"];
  51710. if (pointers) {
  51711. pointers.angularSensibilityX = value;
  51712. }
  51713. },
  51714. enumerable: true,
  51715. configurable: true
  51716. });
  51717. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51718. /**
  51719. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51720. */
  51721. get: function () {
  51722. var pointers = this.inputs.attached["pointers"];
  51723. if (pointers) {
  51724. return pointers.angularSensibilityY;
  51725. }
  51726. return 0;
  51727. },
  51728. set: function (value) {
  51729. var pointers = this.inputs.attached["pointers"];
  51730. if (pointers) {
  51731. pointers.angularSensibilityY = value;
  51732. }
  51733. },
  51734. enumerable: true,
  51735. configurable: true
  51736. });
  51737. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51738. /**
  51739. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51740. */
  51741. get: function () {
  51742. var pointers = this.inputs.attached["pointers"];
  51743. if (pointers) {
  51744. return pointers.pinchPrecision;
  51745. }
  51746. return 0;
  51747. },
  51748. set: function (value) {
  51749. var pointers = this.inputs.attached["pointers"];
  51750. if (pointers) {
  51751. pointers.pinchPrecision = value;
  51752. }
  51753. },
  51754. enumerable: true,
  51755. configurable: true
  51756. });
  51757. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51758. /**
  51759. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51760. * It will be used instead of pinchDeltaPrecision if different from 0.
  51761. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51762. */
  51763. get: function () {
  51764. var pointers = this.inputs.attached["pointers"];
  51765. if (pointers) {
  51766. return pointers.pinchDeltaPercentage;
  51767. }
  51768. return 0;
  51769. },
  51770. set: function (value) {
  51771. var pointers = this.inputs.attached["pointers"];
  51772. if (pointers) {
  51773. pointers.pinchDeltaPercentage = value;
  51774. }
  51775. },
  51776. enumerable: true,
  51777. configurable: true
  51778. });
  51779. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51780. /**
  51781. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51782. */
  51783. get: function () {
  51784. var pointers = this.inputs.attached["pointers"];
  51785. if (pointers) {
  51786. return pointers.panningSensibility;
  51787. }
  51788. return 0;
  51789. },
  51790. set: function (value) {
  51791. var pointers = this.inputs.attached["pointers"];
  51792. if (pointers) {
  51793. pointers.panningSensibility = value;
  51794. }
  51795. },
  51796. enumerable: true,
  51797. configurable: true
  51798. });
  51799. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51800. /**
  51801. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51802. */
  51803. get: function () {
  51804. var keyboard = this.inputs.attached["keyboard"];
  51805. if (keyboard) {
  51806. return keyboard.keysUp;
  51807. }
  51808. return [];
  51809. },
  51810. set: function (value) {
  51811. var keyboard = this.inputs.attached["keyboard"];
  51812. if (keyboard) {
  51813. keyboard.keysUp = value;
  51814. }
  51815. },
  51816. enumerable: true,
  51817. configurable: true
  51818. });
  51819. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51820. /**
  51821. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51822. */
  51823. get: function () {
  51824. var keyboard = this.inputs.attached["keyboard"];
  51825. if (keyboard) {
  51826. return keyboard.keysDown;
  51827. }
  51828. return [];
  51829. },
  51830. set: function (value) {
  51831. var keyboard = this.inputs.attached["keyboard"];
  51832. if (keyboard) {
  51833. keyboard.keysDown = value;
  51834. }
  51835. },
  51836. enumerable: true,
  51837. configurable: true
  51838. });
  51839. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51840. /**
  51841. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51842. */
  51843. get: function () {
  51844. var keyboard = this.inputs.attached["keyboard"];
  51845. if (keyboard) {
  51846. return keyboard.keysLeft;
  51847. }
  51848. return [];
  51849. },
  51850. set: function (value) {
  51851. var keyboard = this.inputs.attached["keyboard"];
  51852. if (keyboard) {
  51853. keyboard.keysLeft = value;
  51854. }
  51855. },
  51856. enumerable: true,
  51857. configurable: true
  51858. });
  51859. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51860. /**
  51861. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51862. */
  51863. get: function () {
  51864. var keyboard = this.inputs.attached["keyboard"];
  51865. if (keyboard) {
  51866. return keyboard.keysRight;
  51867. }
  51868. return [];
  51869. },
  51870. set: function (value) {
  51871. var keyboard = this.inputs.attached["keyboard"];
  51872. if (keyboard) {
  51873. keyboard.keysRight = value;
  51874. }
  51875. },
  51876. enumerable: true,
  51877. configurable: true
  51878. });
  51879. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51880. /**
  51881. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51882. */
  51883. get: function () {
  51884. var mousewheel = this.inputs.attached["mousewheel"];
  51885. if (mousewheel) {
  51886. return mousewheel.wheelPrecision;
  51887. }
  51888. return 0;
  51889. },
  51890. set: function (value) {
  51891. var mousewheel = this.inputs.attached["mousewheel"];
  51892. if (mousewheel) {
  51893. mousewheel.wheelPrecision = value;
  51894. }
  51895. },
  51896. enumerable: true,
  51897. configurable: true
  51898. });
  51899. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51900. /**
  51901. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51902. * It will be used instead of pinchDeltaPrecision if different from 0.
  51903. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51904. */
  51905. get: function () {
  51906. var mousewheel = this.inputs.attached["mousewheel"];
  51907. if (mousewheel) {
  51908. return mousewheel.wheelDeltaPercentage;
  51909. }
  51910. return 0;
  51911. },
  51912. set: function (value) {
  51913. var mousewheel = this.inputs.attached["mousewheel"];
  51914. if (mousewheel) {
  51915. mousewheel.wheelDeltaPercentage = value;
  51916. }
  51917. },
  51918. enumerable: true,
  51919. configurable: true
  51920. });
  51921. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51922. /**
  51923. * Gets the bouncing behavior of the camera if it has been enabled.
  51924. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51925. */
  51926. get: function () {
  51927. return this._bouncingBehavior;
  51928. },
  51929. enumerable: true,
  51930. configurable: true
  51931. });
  51932. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51933. /**
  51934. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51935. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51936. */
  51937. get: function () {
  51938. return this._bouncingBehavior != null;
  51939. },
  51940. set: function (value) {
  51941. if (value === this.useBouncingBehavior) {
  51942. return;
  51943. }
  51944. if (value) {
  51945. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51946. this.addBehavior(this._bouncingBehavior);
  51947. }
  51948. else if (this._bouncingBehavior) {
  51949. this.removeBehavior(this._bouncingBehavior);
  51950. this._bouncingBehavior = null;
  51951. }
  51952. },
  51953. enumerable: true,
  51954. configurable: true
  51955. });
  51956. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51957. /**
  51958. * Gets the framing behavior of the camera if it has been enabled.
  51959. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51960. */
  51961. get: function () {
  51962. return this._framingBehavior;
  51963. },
  51964. enumerable: true,
  51965. configurable: true
  51966. });
  51967. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51968. /**
  51969. * Defines if the framing behavior of the camera is enabled on the camera.
  51970. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51971. */
  51972. get: function () {
  51973. return this._framingBehavior != null;
  51974. },
  51975. set: function (value) {
  51976. if (value === this.useFramingBehavior) {
  51977. return;
  51978. }
  51979. if (value) {
  51980. this._framingBehavior = new BABYLON.FramingBehavior();
  51981. this.addBehavior(this._framingBehavior);
  51982. }
  51983. else if (this._framingBehavior) {
  51984. this.removeBehavior(this._framingBehavior);
  51985. this._framingBehavior = null;
  51986. }
  51987. },
  51988. enumerable: true,
  51989. configurable: true
  51990. });
  51991. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51992. /**
  51993. * Gets the auto rotation behavior of the camera if it has been enabled.
  51994. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51995. */
  51996. get: function () {
  51997. return this._autoRotationBehavior;
  51998. },
  51999. enumerable: true,
  52000. configurable: true
  52001. });
  52002. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52003. /**
  52004. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52005. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52006. */
  52007. get: function () {
  52008. return this._autoRotationBehavior != null;
  52009. },
  52010. set: function (value) {
  52011. if (value === this.useAutoRotationBehavior) {
  52012. return;
  52013. }
  52014. if (value) {
  52015. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52016. this.addBehavior(this._autoRotationBehavior);
  52017. }
  52018. else if (this._autoRotationBehavior) {
  52019. this.removeBehavior(this._autoRotationBehavior);
  52020. this._autoRotationBehavior = null;
  52021. }
  52022. },
  52023. enumerable: true,
  52024. configurable: true
  52025. });
  52026. // Cache
  52027. /** @hidden */
  52028. ArcRotateCamera.prototype._initCache = function () {
  52029. _super.prototype._initCache.call(this);
  52030. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52031. this._cache.alpha = undefined;
  52032. this._cache.beta = undefined;
  52033. this._cache.radius = undefined;
  52034. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52035. };
  52036. /** @hidden */
  52037. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52038. if (!ignoreParentClass) {
  52039. _super.prototype._updateCache.call(this);
  52040. }
  52041. this._cache._target.copyFrom(this._getTargetPosition());
  52042. this._cache.alpha = this.alpha;
  52043. this._cache.beta = this.beta;
  52044. this._cache.radius = this.radius;
  52045. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52046. };
  52047. ArcRotateCamera.prototype._getTargetPosition = function () {
  52048. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52049. var pos = this._targetHost.absolutePosition;
  52050. if (this._targetBoundingCenter) {
  52051. pos.addToRef(this._targetBoundingCenter, this._target);
  52052. }
  52053. else {
  52054. this._target.copyFrom(pos);
  52055. }
  52056. }
  52057. var lockedTargetPosition = this._getLockedTargetPosition();
  52058. if (lockedTargetPosition) {
  52059. return lockedTargetPosition;
  52060. }
  52061. return this._target;
  52062. };
  52063. /**
  52064. * Stores the current state of the camera (alpha, beta, radius and target)
  52065. * @returns the camera itself
  52066. */
  52067. ArcRotateCamera.prototype.storeState = function () {
  52068. this._storedAlpha = this.alpha;
  52069. this._storedBeta = this.beta;
  52070. this._storedRadius = this.radius;
  52071. this._storedTarget = this._getTargetPosition().clone();
  52072. return _super.prototype.storeState.call(this);
  52073. };
  52074. /**
  52075. * @hidden
  52076. * Restored camera state. You must call storeState() first
  52077. */
  52078. ArcRotateCamera.prototype._restoreStateValues = function () {
  52079. if (!_super.prototype._restoreStateValues.call(this)) {
  52080. return false;
  52081. }
  52082. this.alpha = this._storedAlpha;
  52083. this.beta = this._storedBeta;
  52084. this.radius = this._storedRadius;
  52085. this.setTarget(this._storedTarget.clone());
  52086. this.inertialAlphaOffset = 0;
  52087. this.inertialBetaOffset = 0;
  52088. this.inertialRadiusOffset = 0;
  52089. this.inertialPanningX = 0;
  52090. this.inertialPanningY = 0;
  52091. return true;
  52092. };
  52093. // Synchronized
  52094. /** @hidden */
  52095. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52096. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52097. return false;
  52098. }
  52099. return this._cache._target.equals(this._getTargetPosition())
  52100. && this._cache.alpha === this.alpha
  52101. && this._cache.beta === this.beta
  52102. && this._cache.radius === this.radius
  52103. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52104. };
  52105. /**
  52106. * Attached controls to the current camera.
  52107. * @param element Defines the element the controls should be listened from
  52108. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52109. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52110. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52111. */
  52112. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52113. var _this = this;
  52114. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52115. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52116. this._useCtrlForPanning = useCtrlForPanning;
  52117. this._panningMouseButton = panningMouseButton;
  52118. this.inputs.attachElement(element, noPreventDefault);
  52119. this._reset = function () {
  52120. _this.inertialAlphaOffset = 0;
  52121. _this.inertialBetaOffset = 0;
  52122. _this.inertialRadiusOffset = 0;
  52123. _this.inertialPanningX = 0;
  52124. _this.inertialPanningY = 0;
  52125. };
  52126. };
  52127. /**
  52128. * Detach the current controls from the camera.
  52129. * The camera will stop reacting to inputs.
  52130. * @param element Defines the element to stop listening the inputs from
  52131. */
  52132. ArcRotateCamera.prototype.detachControl = function (element) {
  52133. this.inputs.detachElement(element);
  52134. if (this._reset) {
  52135. this._reset();
  52136. }
  52137. };
  52138. /** @hidden */
  52139. ArcRotateCamera.prototype._checkInputs = function () {
  52140. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52141. if (this._collisionTriggered) {
  52142. return;
  52143. }
  52144. this.inputs.checkInputs();
  52145. // Inertia
  52146. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52147. var inertialAlphaOffset = this.inertialAlphaOffset;
  52148. if (this.beta <= 0) {
  52149. inertialAlphaOffset *= -1;
  52150. }
  52151. if (this.getScene().useRightHandedSystem) {
  52152. inertialAlphaOffset *= -1;
  52153. }
  52154. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52155. inertialAlphaOffset *= -1;
  52156. }
  52157. this.alpha += inertialAlphaOffset;
  52158. this.beta += this.inertialBetaOffset;
  52159. this.radius -= this.inertialRadiusOffset;
  52160. this.inertialAlphaOffset *= this.inertia;
  52161. this.inertialBetaOffset *= this.inertia;
  52162. this.inertialRadiusOffset *= this.inertia;
  52163. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52164. this.inertialAlphaOffset = 0;
  52165. }
  52166. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52167. this.inertialBetaOffset = 0;
  52168. }
  52169. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52170. this.inertialRadiusOffset = 0;
  52171. }
  52172. }
  52173. // Panning inertia
  52174. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52175. if (!this._localDirection) {
  52176. this._localDirection = BABYLON.Vector3.Zero();
  52177. this._transformedDirection = BABYLON.Vector3.Zero();
  52178. }
  52179. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52180. this._localDirection.multiplyInPlace(this.panningAxis);
  52181. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52182. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52183. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52184. if (!this.panningAxis.y) {
  52185. this._transformedDirection.y = 0;
  52186. }
  52187. if (!this._targetHost) {
  52188. if (this.panningDistanceLimit) {
  52189. this._transformedDirection.addInPlace(this._target);
  52190. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52191. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52192. this._target.copyFrom(this._transformedDirection);
  52193. }
  52194. }
  52195. else {
  52196. this._target.addInPlace(this._transformedDirection);
  52197. }
  52198. }
  52199. this.inertialPanningX *= this.panningInertia;
  52200. this.inertialPanningY *= this.panningInertia;
  52201. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52202. this.inertialPanningX = 0;
  52203. }
  52204. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52205. this.inertialPanningY = 0;
  52206. }
  52207. }
  52208. // Limits
  52209. this._checkLimits();
  52210. _super.prototype._checkInputs.call(this);
  52211. };
  52212. ArcRotateCamera.prototype._checkLimits = function () {
  52213. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52214. if (this.allowUpsideDown && this.beta > Math.PI) {
  52215. this.beta = this.beta - (2 * Math.PI);
  52216. }
  52217. }
  52218. else {
  52219. if (this.beta < this.lowerBetaLimit) {
  52220. this.beta = this.lowerBetaLimit;
  52221. }
  52222. }
  52223. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52224. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52225. this.beta = this.beta + (2 * Math.PI);
  52226. }
  52227. }
  52228. else {
  52229. if (this.beta > this.upperBetaLimit) {
  52230. this.beta = this.upperBetaLimit;
  52231. }
  52232. }
  52233. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52234. this.alpha = this.lowerAlphaLimit;
  52235. }
  52236. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52237. this.alpha = this.upperAlphaLimit;
  52238. }
  52239. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52240. this.radius = this.lowerRadiusLimit;
  52241. this.inertialRadiusOffset = 0;
  52242. }
  52243. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52244. this.radius = this.upperRadiusLimit;
  52245. this.inertialRadiusOffset = 0;
  52246. }
  52247. };
  52248. /**
  52249. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52250. */
  52251. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52252. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52253. this.radius = this._computationVector.length();
  52254. if (this.radius === 0) {
  52255. this.radius = 0.0001; // Just to avoid division by zero
  52256. }
  52257. // Alpha
  52258. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52259. if (this._computationVector.z < 0) {
  52260. this.alpha = 2 * Math.PI - this.alpha;
  52261. }
  52262. // Beta
  52263. this.beta = Math.acos(this._computationVector.y / this.radius);
  52264. this._checkLimits();
  52265. };
  52266. /**
  52267. * Use a position to define the current camera related information like aplha, beta and radius
  52268. * @param position Defines the position to set the camera at
  52269. */
  52270. ArcRotateCamera.prototype.setPosition = function (position) {
  52271. if (this.position.equals(position)) {
  52272. return;
  52273. }
  52274. this.position.copyFrom(position);
  52275. this.rebuildAnglesAndRadius();
  52276. };
  52277. /**
  52278. * Defines the target the camera should look at.
  52279. * This will automatically adapt alpha beta and radius to fit within the new target.
  52280. * @param target Defines the new target as a Vector or a mesh
  52281. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52282. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52283. */
  52284. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52285. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52286. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52287. if (target.getBoundingInfo) {
  52288. if (toBoundingCenter) {
  52289. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52290. }
  52291. else {
  52292. this._targetBoundingCenter = null;
  52293. }
  52294. this._targetHost = target;
  52295. this._target = this._getTargetPosition();
  52296. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52297. }
  52298. else {
  52299. var newTarget = target;
  52300. var currentTarget = this._getTargetPosition();
  52301. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52302. return;
  52303. }
  52304. this._targetHost = null;
  52305. this._target = newTarget;
  52306. this._targetBoundingCenter = null;
  52307. this.onMeshTargetChangedObservable.notifyObservers(null);
  52308. }
  52309. this.rebuildAnglesAndRadius();
  52310. };
  52311. /** @hidden */
  52312. ArcRotateCamera.prototype._getViewMatrix = function () {
  52313. // Compute
  52314. var cosa = Math.cos(this.alpha);
  52315. var sina = Math.sin(this.alpha);
  52316. var cosb = Math.cos(this.beta);
  52317. var sinb = Math.sin(this.beta);
  52318. if (sinb === 0) {
  52319. sinb = 0.0001;
  52320. }
  52321. var target = this._getTargetPosition();
  52322. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52323. target.addToRef(this._computationVector, this._newPosition);
  52324. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52325. if (!this._collider) {
  52326. this._collider = new BABYLON.Collider();
  52327. }
  52328. this._collider._radius = this.collisionRadius;
  52329. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52330. this._collisionTriggered = true;
  52331. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52332. }
  52333. else {
  52334. this.position.copyFrom(this._newPosition);
  52335. var up = this.upVector;
  52336. if (this.allowUpsideDown && sinb < 0) {
  52337. up = up.clone();
  52338. up = up.negate();
  52339. }
  52340. this._computeViewMatrix(this.position, target, up);
  52341. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52342. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52343. }
  52344. this._currentTarget = target;
  52345. return this._viewMatrix;
  52346. };
  52347. /**
  52348. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52349. * @param meshes Defines the mesh to zoom on
  52350. * @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)
  52351. */
  52352. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52353. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52354. meshes = meshes || this.getScene().meshes;
  52355. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52356. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52357. this.radius = distance * this.zoomOnFactor;
  52358. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52359. };
  52360. /**
  52361. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52362. * The target will be changed but the radius
  52363. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52364. * @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)
  52365. */
  52366. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52367. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52368. var meshesOrMinMaxVector;
  52369. var distance;
  52370. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52371. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52372. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52373. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52374. }
  52375. else { //minMaxVector and distance
  52376. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52377. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52378. distance = minMaxVectorAndDistance.distance;
  52379. }
  52380. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52381. if (!doNotUpdateMaxZ) {
  52382. this.maxZ = distance * 2;
  52383. }
  52384. };
  52385. /**
  52386. * @override
  52387. * Override Camera.createRigCamera
  52388. */
  52389. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52390. var alphaShift = 0;
  52391. switch (this.cameraRigMode) {
  52392. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52393. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52394. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52395. case BABYLON.Camera.RIG_MODE_VR:
  52396. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52397. break;
  52398. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52399. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52400. break;
  52401. }
  52402. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52403. rigCam._cameraRigParams = {};
  52404. return rigCam;
  52405. };
  52406. /**
  52407. * @hidden
  52408. * @override
  52409. * Override Camera._updateRigCameras
  52410. */
  52411. ArcRotateCamera.prototype._updateRigCameras = function () {
  52412. var camLeft = this._rigCameras[0];
  52413. var camRight = this._rigCameras[1];
  52414. camLeft.beta = camRight.beta = this.beta;
  52415. camLeft.radius = camRight.radius = this.radius;
  52416. switch (this.cameraRigMode) {
  52417. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52418. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52419. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52420. case BABYLON.Camera.RIG_MODE_VR:
  52421. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52422. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52423. break;
  52424. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52425. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52426. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52427. break;
  52428. }
  52429. _super.prototype._updateRigCameras.call(this);
  52430. };
  52431. /**
  52432. * Destroy the camera and release the current resources hold by it.
  52433. */
  52434. ArcRotateCamera.prototype.dispose = function () {
  52435. this.inputs.clear();
  52436. _super.prototype.dispose.call(this);
  52437. };
  52438. /**
  52439. * Gets the current object class name.
  52440. * @return the class name
  52441. */
  52442. ArcRotateCamera.prototype.getClassName = function () {
  52443. return "ArcRotateCamera";
  52444. };
  52445. __decorate([
  52446. BABYLON.serialize()
  52447. ], ArcRotateCamera.prototype, "alpha", void 0);
  52448. __decorate([
  52449. BABYLON.serialize()
  52450. ], ArcRotateCamera.prototype, "beta", void 0);
  52451. __decorate([
  52452. BABYLON.serialize()
  52453. ], ArcRotateCamera.prototype, "radius", void 0);
  52454. __decorate([
  52455. BABYLON.serializeAsVector3("target")
  52456. ], ArcRotateCamera.prototype, "_target", void 0);
  52457. __decorate([
  52458. BABYLON.serialize()
  52459. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52460. __decorate([
  52461. BABYLON.serialize()
  52462. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52463. __decorate([
  52464. BABYLON.serialize()
  52465. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52466. __decorate([
  52467. BABYLON.serialize()
  52468. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52469. __decorate([
  52470. BABYLON.serialize()
  52471. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52472. __decorate([
  52473. BABYLON.serialize()
  52474. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52475. __decorate([
  52476. BABYLON.serialize()
  52477. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52478. __decorate([
  52479. BABYLON.serialize()
  52480. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52481. __decorate([
  52482. BABYLON.serialize()
  52483. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52484. __decorate([
  52485. BABYLON.serialize()
  52486. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52487. __decorate([
  52488. BABYLON.serialize()
  52489. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52490. __decorate([
  52491. BABYLON.serialize()
  52492. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52493. __decorate([
  52494. BABYLON.serialize()
  52495. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52496. __decorate([
  52497. BABYLON.serializeAsVector3()
  52498. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52499. __decorate([
  52500. BABYLON.serialize()
  52501. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52502. __decorate([
  52503. BABYLON.serialize()
  52504. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52505. __decorate([
  52506. BABYLON.serialize()
  52507. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52508. __decorate([
  52509. BABYLON.serialize()
  52510. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52511. __decorate([
  52512. BABYLON.serialize()
  52513. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52514. return ArcRotateCamera;
  52515. }(BABYLON.TargetCamera));
  52516. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52517. })(BABYLON || (BABYLON = {}));
  52518. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52519. var BABYLON;
  52520. (function (BABYLON) {
  52521. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52522. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52523. });
  52524. /**
  52525. * The HemisphericLight simulates the ambient environment light,
  52526. * so the passed direction is the light reflection direction, not the incoming direction.
  52527. */
  52528. var HemisphericLight = /** @class */ (function (_super) {
  52529. __extends(HemisphericLight, _super);
  52530. /**
  52531. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52532. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52533. * The HemisphericLight can't cast shadows.
  52534. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52535. * @param name The friendly name of the light
  52536. * @param direction The direction of the light reflection
  52537. * @param scene The scene the light belongs to
  52538. */
  52539. function HemisphericLight(name, direction, scene) {
  52540. var _this = _super.call(this, name, scene) || this;
  52541. /**
  52542. * The groundColor is the light in the opposite direction to the one specified during creation.
  52543. * 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.
  52544. */
  52545. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52546. _this.direction = direction || BABYLON.Vector3.Up();
  52547. return _this;
  52548. }
  52549. HemisphericLight.prototype._buildUniformLayout = function () {
  52550. this._uniformBuffer.addUniform("vLightData", 4);
  52551. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52552. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52553. this._uniformBuffer.addUniform("vLightGround", 3);
  52554. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52555. this._uniformBuffer.addUniform("depthValues", 2);
  52556. this._uniformBuffer.create();
  52557. };
  52558. /**
  52559. * Returns the string "HemisphericLight".
  52560. * @return The class name
  52561. */
  52562. HemisphericLight.prototype.getClassName = function () {
  52563. return "HemisphericLight";
  52564. };
  52565. /**
  52566. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52567. * Returns the updated direction.
  52568. * @param target The target the direction should point to
  52569. * @return The computed direction
  52570. */
  52571. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52572. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52573. return this.direction;
  52574. };
  52575. /**
  52576. * Returns the shadow generator associated to the light.
  52577. * @returns Always null for hemispheric lights because it does not support shadows.
  52578. */
  52579. HemisphericLight.prototype.getShadowGenerator = function () {
  52580. return null;
  52581. };
  52582. /**
  52583. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52584. * @param effect The effect to update
  52585. * @param lightIndex The index of the light in the effect to update
  52586. * @returns The hemispheric light
  52587. */
  52588. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52589. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52590. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52591. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52592. return this;
  52593. };
  52594. /**
  52595. * Computes the world matrix of the node
  52596. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52597. * @param useWasUpdatedFlag defines a reserved property
  52598. * @returns the world matrix
  52599. */
  52600. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52601. if (!this._worldMatrix) {
  52602. this._worldMatrix = BABYLON.Matrix.Identity();
  52603. }
  52604. return this._worldMatrix;
  52605. };
  52606. /**
  52607. * Returns the integer 3.
  52608. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52609. */
  52610. HemisphericLight.prototype.getTypeID = function () {
  52611. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52612. };
  52613. /**
  52614. * Prepares the list of defines specific to the light type.
  52615. * @param defines the list of defines
  52616. * @param lightIndex defines the index of the light for the effect
  52617. */
  52618. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52619. defines["HEMILIGHT" + lightIndex] = true;
  52620. };
  52621. __decorate([
  52622. BABYLON.serializeAsColor3()
  52623. ], HemisphericLight.prototype, "groundColor", void 0);
  52624. __decorate([
  52625. BABYLON.serializeAsVector3()
  52626. ], HemisphericLight.prototype, "direction", void 0);
  52627. return HemisphericLight;
  52628. }(BABYLON.Light));
  52629. BABYLON.HemisphericLight = HemisphericLight;
  52630. })(BABYLON || (BABYLON = {}));
  52631. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52632. var BABYLON;
  52633. (function (BABYLON) {
  52634. /**
  52635. * Base implementation IShadowLight
  52636. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52637. */
  52638. var ShadowLight = /** @class */ (function (_super) {
  52639. __extends(ShadowLight, _super);
  52640. function ShadowLight() {
  52641. var _this = _super !== null && _super.apply(this, arguments) || this;
  52642. _this._needProjectionMatrixCompute = true;
  52643. return _this;
  52644. }
  52645. ShadowLight.prototype._setPosition = function (value) {
  52646. this._position = value;
  52647. };
  52648. Object.defineProperty(ShadowLight.prototype, "position", {
  52649. /**
  52650. * Sets the position the shadow will be casted from. Also use as the light position for both
  52651. * point and spot lights.
  52652. */
  52653. get: function () {
  52654. return this._position;
  52655. },
  52656. /**
  52657. * Sets the position the shadow will be casted from. Also use as the light position for both
  52658. * point and spot lights.
  52659. */
  52660. set: function (value) {
  52661. this._setPosition(value);
  52662. },
  52663. enumerable: true,
  52664. configurable: true
  52665. });
  52666. ShadowLight.prototype._setDirection = function (value) {
  52667. this._direction = value;
  52668. };
  52669. Object.defineProperty(ShadowLight.prototype, "direction", {
  52670. /**
  52671. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52672. * Also use as the light direction on spot and directional lights.
  52673. */
  52674. get: function () {
  52675. return this._direction;
  52676. },
  52677. /**
  52678. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52679. * Also use as the light direction on spot and directional lights.
  52680. */
  52681. set: function (value) {
  52682. this._setDirection(value);
  52683. },
  52684. enumerable: true,
  52685. configurable: true
  52686. });
  52687. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52688. /**
  52689. * Gets the shadow projection clipping minimum z value.
  52690. */
  52691. get: function () {
  52692. return this._shadowMinZ;
  52693. },
  52694. /**
  52695. * Sets the shadow projection clipping minimum z value.
  52696. */
  52697. set: function (value) {
  52698. this._shadowMinZ = value;
  52699. this.forceProjectionMatrixCompute();
  52700. },
  52701. enumerable: true,
  52702. configurable: true
  52703. });
  52704. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52705. /**
  52706. * Sets the shadow projection clipping maximum z value.
  52707. */
  52708. get: function () {
  52709. return this._shadowMaxZ;
  52710. },
  52711. /**
  52712. * Gets the shadow projection clipping maximum z value.
  52713. */
  52714. set: function (value) {
  52715. this._shadowMaxZ = value;
  52716. this.forceProjectionMatrixCompute();
  52717. },
  52718. enumerable: true,
  52719. configurable: true
  52720. });
  52721. /**
  52722. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52723. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52724. */
  52725. ShadowLight.prototype.computeTransformedInformation = function () {
  52726. if (this.parent && this.parent.getWorldMatrix) {
  52727. if (!this.transformedPosition) {
  52728. this.transformedPosition = BABYLON.Vector3.Zero();
  52729. }
  52730. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52731. // In case the direction is present.
  52732. if (this.direction) {
  52733. if (!this.transformedDirection) {
  52734. this.transformedDirection = BABYLON.Vector3.Zero();
  52735. }
  52736. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52737. }
  52738. return true;
  52739. }
  52740. return false;
  52741. };
  52742. /**
  52743. * Return the depth scale used for the shadow map.
  52744. * @returns the depth scale.
  52745. */
  52746. ShadowLight.prototype.getDepthScale = function () {
  52747. return 50.0;
  52748. };
  52749. /**
  52750. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52751. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52752. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52753. */
  52754. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52755. return this.transformedDirection ? this.transformedDirection : this.direction;
  52756. };
  52757. /**
  52758. * Returns the ShadowLight absolute position in the World.
  52759. * @returns the position vector in world space
  52760. */
  52761. ShadowLight.prototype.getAbsolutePosition = function () {
  52762. return this.transformedPosition ? this.transformedPosition : this.position;
  52763. };
  52764. /**
  52765. * Sets the ShadowLight direction toward the passed target.
  52766. * @param target The point tot target in local space
  52767. * @returns the updated ShadowLight direction
  52768. */
  52769. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52770. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52771. return this.direction;
  52772. };
  52773. /**
  52774. * Returns the light rotation in euler definition.
  52775. * @returns the x y z rotation in local space.
  52776. */
  52777. ShadowLight.prototype.getRotation = function () {
  52778. this.direction.normalize();
  52779. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52780. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52781. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52782. };
  52783. /**
  52784. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52785. * @returns true if a cube texture needs to be use
  52786. */
  52787. ShadowLight.prototype.needCube = function () {
  52788. return false;
  52789. };
  52790. /**
  52791. * Detects if the projection matrix requires to be recomputed this frame.
  52792. * @returns true if it requires to be recomputed otherwise, false.
  52793. */
  52794. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52795. return this._needProjectionMatrixCompute;
  52796. };
  52797. /**
  52798. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52799. */
  52800. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52801. this._needProjectionMatrixCompute = true;
  52802. };
  52803. /** @hidden */
  52804. ShadowLight.prototype._initCache = function () {
  52805. _super.prototype._initCache.call(this);
  52806. this._cache.position = BABYLON.Vector3.Zero();
  52807. };
  52808. /** @hidden */
  52809. ShadowLight.prototype._isSynchronized = function () {
  52810. if (!this._cache.position.equals(this.position)) {
  52811. return false;
  52812. }
  52813. return true;
  52814. };
  52815. /**
  52816. * Computes the world matrix of the node
  52817. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52818. * @returns the world matrix
  52819. */
  52820. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52821. if (!force && this.isSynchronized()) {
  52822. this._currentRenderId = this.getScene().getRenderId();
  52823. return this._worldMatrix;
  52824. }
  52825. this._updateCache();
  52826. this._cache.position.copyFrom(this.position);
  52827. if (!this._worldMatrix) {
  52828. this._worldMatrix = BABYLON.Matrix.Identity();
  52829. }
  52830. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52831. if (this.parent && this.parent.getWorldMatrix) {
  52832. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52833. this._markSyncedWithParent();
  52834. }
  52835. // Cache the determinant
  52836. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52837. return this._worldMatrix;
  52838. };
  52839. /**
  52840. * Gets the minZ used for shadow according to both the scene and the light.
  52841. * @param activeCamera The camera we are returning the min for
  52842. * @returns the depth min z
  52843. */
  52844. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52845. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52846. };
  52847. /**
  52848. * Gets the maxZ used for shadow according to both the scene and the light.
  52849. * @param activeCamera The camera we are returning the max for
  52850. * @returns the depth max z
  52851. */
  52852. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52853. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52854. };
  52855. /**
  52856. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52857. * @param matrix The materix to updated with the projection information
  52858. * @param viewMatrix The transform matrix of the light
  52859. * @param renderList The list of mesh to render in the map
  52860. * @returns The current light
  52861. */
  52862. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52863. if (this.customProjectionMatrixBuilder) {
  52864. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52865. }
  52866. else {
  52867. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52868. }
  52869. return this;
  52870. };
  52871. __decorate([
  52872. BABYLON.serializeAsVector3()
  52873. ], ShadowLight.prototype, "position", null);
  52874. __decorate([
  52875. BABYLON.serializeAsVector3()
  52876. ], ShadowLight.prototype, "direction", null);
  52877. __decorate([
  52878. BABYLON.serialize()
  52879. ], ShadowLight.prototype, "shadowMinZ", null);
  52880. __decorate([
  52881. BABYLON.serialize()
  52882. ], ShadowLight.prototype, "shadowMaxZ", null);
  52883. return ShadowLight;
  52884. }(BABYLON.Light));
  52885. BABYLON.ShadowLight = ShadowLight;
  52886. })(BABYLON || (BABYLON = {}));
  52887. //# sourceMappingURL=babylon.shadowLight.js.map
  52888. var BABYLON;
  52889. (function (BABYLON) {
  52890. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52891. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52892. });
  52893. /**
  52894. * A point light is a light defined by an unique point in world space.
  52895. * The light is emitted in every direction from this point.
  52896. * A good example of a point light is a standard light bulb.
  52897. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52898. */
  52899. var PointLight = /** @class */ (function (_super) {
  52900. __extends(PointLight, _super);
  52901. /**
  52902. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52903. * A PointLight emits the light in every direction.
  52904. * It can cast shadows.
  52905. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52906. * ```javascript
  52907. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52908. * ```
  52909. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52910. * @param name The light friendly name
  52911. * @param position The position of the point light in the scene
  52912. * @param scene The scene the lights belongs to
  52913. */
  52914. function PointLight(name, position, scene) {
  52915. var _this = _super.call(this, name, scene) || this;
  52916. _this._shadowAngle = Math.PI / 2;
  52917. _this.position = position;
  52918. return _this;
  52919. }
  52920. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52921. /**
  52922. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52923. * This specifies what angle the shadow will use to be created.
  52924. *
  52925. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52926. */
  52927. get: function () {
  52928. return this._shadowAngle;
  52929. },
  52930. /**
  52931. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52932. * This specifies what angle the shadow will use to be created.
  52933. *
  52934. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52935. */
  52936. set: function (value) {
  52937. this._shadowAngle = value;
  52938. this.forceProjectionMatrixCompute();
  52939. },
  52940. enumerable: true,
  52941. configurable: true
  52942. });
  52943. Object.defineProperty(PointLight.prototype, "direction", {
  52944. /**
  52945. * Gets the direction if it has been set.
  52946. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52947. */
  52948. get: function () {
  52949. return this._direction;
  52950. },
  52951. /**
  52952. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52953. */
  52954. set: function (value) {
  52955. var previousNeedCube = this.needCube();
  52956. this._direction = value;
  52957. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52958. this._shadowGenerator.recreateShadowMap();
  52959. }
  52960. },
  52961. enumerable: true,
  52962. configurable: true
  52963. });
  52964. /**
  52965. * Returns the string "PointLight"
  52966. * @returns the class name
  52967. */
  52968. PointLight.prototype.getClassName = function () {
  52969. return "PointLight";
  52970. };
  52971. /**
  52972. * Returns the integer 0.
  52973. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52974. */
  52975. PointLight.prototype.getTypeID = function () {
  52976. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52977. };
  52978. /**
  52979. * Specifies wether or not the shadowmap should be a cube texture.
  52980. * @returns true if the shadowmap needs to be a cube texture.
  52981. */
  52982. PointLight.prototype.needCube = function () {
  52983. return !this.direction;
  52984. };
  52985. /**
  52986. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52987. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52988. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52989. */
  52990. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52991. if (this.direction) {
  52992. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52993. }
  52994. else {
  52995. switch (faceIndex) {
  52996. case 0:
  52997. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52998. case 1:
  52999. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53000. case 2:
  53001. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53002. case 3:
  53003. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53004. case 4:
  53005. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53006. case 5:
  53007. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53008. }
  53009. }
  53010. return BABYLON.Vector3.Zero();
  53011. };
  53012. /**
  53013. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53014. * - fov = PI / 2
  53015. * - aspect ratio : 1.0
  53016. * - z-near and far equal to the active camera minZ and maxZ.
  53017. * Returns the PointLight.
  53018. */
  53019. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53020. var activeCamera = this.getScene().activeCamera;
  53021. if (!activeCamera) {
  53022. return;
  53023. }
  53024. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53025. };
  53026. PointLight.prototype._buildUniformLayout = function () {
  53027. this._uniformBuffer.addUniform("vLightData", 4);
  53028. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53029. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53030. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53031. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53032. this._uniformBuffer.addUniform("depthValues", 2);
  53033. this._uniformBuffer.create();
  53034. };
  53035. /**
  53036. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53037. * @param effect The effect to update
  53038. * @param lightIndex The index of the light in the effect to update
  53039. * @returns The point light
  53040. */
  53041. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53042. if (this.computeTransformedInformation()) {
  53043. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53044. }
  53045. else {
  53046. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53047. }
  53048. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53049. return this;
  53050. };
  53051. /**
  53052. * Prepares the list of defines specific to the light type.
  53053. * @param defines the list of defines
  53054. * @param lightIndex defines the index of the light for the effect
  53055. */
  53056. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53057. defines["POINTLIGHT" + lightIndex] = true;
  53058. };
  53059. __decorate([
  53060. BABYLON.serialize()
  53061. ], PointLight.prototype, "shadowAngle", null);
  53062. return PointLight;
  53063. }(BABYLON.ShadowLight));
  53064. BABYLON.PointLight = PointLight;
  53065. })(BABYLON || (BABYLON = {}));
  53066. //# sourceMappingURL=babylon.pointLight.js.map
  53067. var BABYLON;
  53068. (function (BABYLON) {
  53069. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53070. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53071. });
  53072. /**
  53073. * A directional light is defined by a direction (what a surprise!).
  53074. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53075. * 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.
  53076. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53077. */
  53078. var DirectionalLight = /** @class */ (function (_super) {
  53079. __extends(DirectionalLight, _super);
  53080. /**
  53081. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53082. * The directional light is emitted from everywhere in the given direction.
  53083. * It can cast shadows.
  53084. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53085. * @param name The friendly name of the light
  53086. * @param direction The direction of the light
  53087. * @param scene The scene the light belongs to
  53088. */
  53089. function DirectionalLight(name, direction, scene) {
  53090. var _this = _super.call(this, name, scene) || this;
  53091. _this._shadowFrustumSize = 0;
  53092. _this._shadowOrthoScale = 0.1;
  53093. /**
  53094. * Automatically compute the projection matrix to best fit (including all the casters)
  53095. * on each frame.
  53096. */
  53097. _this.autoUpdateExtends = true;
  53098. // Cache
  53099. _this._orthoLeft = Number.MAX_VALUE;
  53100. _this._orthoRight = Number.MIN_VALUE;
  53101. _this._orthoTop = Number.MIN_VALUE;
  53102. _this._orthoBottom = Number.MAX_VALUE;
  53103. _this.position = direction.scale(-1.0);
  53104. _this.direction = direction;
  53105. return _this;
  53106. }
  53107. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53108. /**
  53109. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53110. */
  53111. get: function () {
  53112. return this._shadowFrustumSize;
  53113. },
  53114. /**
  53115. * Specifies a fix frustum size for the shadow generation.
  53116. */
  53117. set: function (value) {
  53118. this._shadowFrustumSize = value;
  53119. this.forceProjectionMatrixCompute();
  53120. },
  53121. enumerable: true,
  53122. configurable: true
  53123. });
  53124. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53125. /**
  53126. * Gets the shadow projection scale against the optimal computed one.
  53127. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53128. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53129. */
  53130. get: function () {
  53131. return this._shadowOrthoScale;
  53132. },
  53133. /**
  53134. * Sets the shadow projection scale against the optimal computed one.
  53135. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53136. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53137. */
  53138. set: function (value) {
  53139. this._shadowOrthoScale = value;
  53140. this.forceProjectionMatrixCompute();
  53141. },
  53142. enumerable: true,
  53143. configurable: true
  53144. });
  53145. /**
  53146. * Returns the string "DirectionalLight".
  53147. * @return The class name
  53148. */
  53149. DirectionalLight.prototype.getClassName = function () {
  53150. return "DirectionalLight";
  53151. };
  53152. /**
  53153. * Returns the integer 1.
  53154. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53155. */
  53156. DirectionalLight.prototype.getTypeID = function () {
  53157. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53158. };
  53159. /**
  53160. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53161. * Returns the DirectionalLight Shadow projection matrix.
  53162. */
  53163. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53164. if (this.shadowFrustumSize > 0) {
  53165. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53166. }
  53167. else {
  53168. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53169. }
  53170. };
  53171. /**
  53172. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53173. * Returns the DirectionalLight Shadow projection matrix.
  53174. */
  53175. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53176. var activeCamera = this.getScene().activeCamera;
  53177. if (!activeCamera) {
  53178. return;
  53179. }
  53180. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53181. };
  53182. /**
  53183. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53184. * Returns the DirectionalLight Shadow projection matrix.
  53185. */
  53186. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53187. var activeCamera = this.getScene().activeCamera;
  53188. if (!activeCamera) {
  53189. return;
  53190. }
  53191. // Check extends
  53192. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53193. var tempVector3 = BABYLON.Vector3.Zero();
  53194. this._orthoLeft = Number.MAX_VALUE;
  53195. this._orthoRight = Number.MIN_VALUE;
  53196. this._orthoTop = Number.MIN_VALUE;
  53197. this._orthoBottom = Number.MAX_VALUE;
  53198. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53199. var mesh = renderList[meshIndex];
  53200. if (!mesh) {
  53201. continue;
  53202. }
  53203. var boundingInfo = mesh.getBoundingInfo();
  53204. var boundingBox = boundingInfo.boundingBox;
  53205. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53206. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53207. if (tempVector3.x < this._orthoLeft) {
  53208. this._orthoLeft = tempVector3.x;
  53209. }
  53210. if (tempVector3.y < this._orthoBottom) {
  53211. this._orthoBottom = tempVector3.y;
  53212. }
  53213. if (tempVector3.x > this._orthoRight) {
  53214. this._orthoRight = tempVector3.x;
  53215. }
  53216. if (tempVector3.y > this._orthoTop) {
  53217. this._orthoTop = tempVector3.y;
  53218. }
  53219. }
  53220. }
  53221. }
  53222. var xOffset = this._orthoRight - this._orthoLeft;
  53223. var yOffset = this._orthoTop - this._orthoBottom;
  53224. 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);
  53225. };
  53226. DirectionalLight.prototype._buildUniformLayout = function () {
  53227. this._uniformBuffer.addUniform("vLightData", 4);
  53228. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53229. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53230. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53231. this._uniformBuffer.addUniform("depthValues", 2);
  53232. this._uniformBuffer.create();
  53233. };
  53234. /**
  53235. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53236. * @param effect The effect to update
  53237. * @param lightIndex The index of the light in the effect to update
  53238. * @returns The directional light
  53239. */
  53240. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53241. if (this.computeTransformedInformation()) {
  53242. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53243. return this;
  53244. }
  53245. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53246. return this;
  53247. };
  53248. /**
  53249. * Gets the minZ used for shadow according to both the scene and the light.
  53250. *
  53251. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53252. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53253. * @param activeCamera The camera we are returning the min for
  53254. * @returns the depth min z
  53255. */
  53256. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53257. return 1;
  53258. };
  53259. /**
  53260. * Gets the maxZ used for shadow according to both the scene and the light.
  53261. *
  53262. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53263. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53264. * @param activeCamera The camera we are returning the max for
  53265. * @returns the depth max z
  53266. */
  53267. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53268. return 1;
  53269. };
  53270. /**
  53271. * Prepares the list of defines specific to the light type.
  53272. * @param defines the list of defines
  53273. * @param lightIndex defines the index of the light for the effect
  53274. */
  53275. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53276. defines["DIRLIGHT" + lightIndex] = true;
  53277. };
  53278. __decorate([
  53279. BABYLON.serialize()
  53280. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53281. __decorate([
  53282. BABYLON.serialize()
  53283. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53284. __decorate([
  53285. BABYLON.serialize()
  53286. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53287. return DirectionalLight;
  53288. }(BABYLON.ShadowLight));
  53289. BABYLON.DirectionalLight = DirectionalLight;
  53290. })(BABYLON || (BABYLON = {}));
  53291. //# sourceMappingURL=babylon.directionalLight.js.map
  53292. var BABYLON;
  53293. (function (BABYLON) {
  53294. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53295. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53296. });
  53297. /**
  53298. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53299. * These values define a cone of light starting from the position, emitting toward the direction.
  53300. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53301. * and the exponent defines the speed of the decay of the light with distance (reach).
  53302. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53303. */
  53304. var SpotLight = /** @class */ (function (_super) {
  53305. __extends(SpotLight, _super);
  53306. /**
  53307. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53308. * It can cast shadows.
  53309. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53310. * @param name The light friendly name
  53311. * @param position The position of the spot light in the scene
  53312. * @param direction The direction of the light in the scene
  53313. * @param angle The cone angle of the light in Radians
  53314. * @param exponent The light decay speed with the distance from the emission spot
  53315. * @param scene The scene the lights belongs to
  53316. */
  53317. function SpotLight(name, position, direction, angle, exponent, scene) {
  53318. var _this = _super.call(this, name, scene) || this;
  53319. _this._innerAngle = 0;
  53320. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53321. _this._projectionTextureLightNear = 1e-6;
  53322. _this._projectionTextureLightFar = 1000.0;
  53323. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53324. _this._projectionTextureViewLightDirty = true;
  53325. _this._projectionTextureProjectionLightDirty = true;
  53326. _this._projectionTextureDirty = true;
  53327. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53328. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53329. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53330. _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);
  53331. _this.position = position;
  53332. _this.direction = direction;
  53333. _this.angle = angle;
  53334. _this.exponent = exponent;
  53335. return _this;
  53336. }
  53337. Object.defineProperty(SpotLight.prototype, "angle", {
  53338. /**
  53339. * Gets the cone angle of the spot light in Radians.
  53340. */
  53341. get: function () {
  53342. return this._angle;
  53343. },
  53344. /**
  53345. * Sets the cone angle of the spot light in Radians.
  53346. */
  53347. set: function (value) {
  53348. this._angle = value;
  53349. this._cosHalfAngle = Math.cos(value * 0.5);
  53350. this._projectionTextureProjectionLightDirty = true;
  53351. this.forceProjectionMatrixCompute();
  53352. this._computeAngleValues();
  53353. },
  53354. enumerable: true,
  53355. configurable: true
  53356. });
  53357. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53358. /**
  53359. * Only used in gltf falloff mode, this defines the angle where
  53360. * the directional falloff will start before cutting at angle which could be seen
  53361. * as outer angle.
  53362. */
  53363. get: function () {
  53364. return this._innerAngle;
  53365. },
  53366. /**
  53367. * Only used in gltf falloff mode, this defines the angle where
  53368. * the directional falloff will start before cutting at angle which could be seen
  53369. * as outer angle.
  53370. */
  53371. set: function (value) {
  53372. this._innerAngle = value;
  53373. this._computeAngleValues();
  53374. },
  53375. enumerable: true,
  53376. configurable: true
  53377. });
  53378. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53379. /**
  53380. * Allows scaling the angle of the light for shadow generation only.
  53381. */
  53382. get: function () {
  53383. return this._shadowAngleScale;
  53384. },
  53385. /**
  53386. * Allows scaling the angle of the light for shadow generation only.
  53387. */
  53388. set: function (value) {
  53389. this._shadowAngleScale = value;
  53390. this.forceProjectionMatrixCompute();
  53391. },
  53392. enumerable: true,
  53393. configurable: true
  53394. });
  53395. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53396. /**
  53397. * Allows reading the projecton texture
  53398. */
  53399. get: function () {
  53400. return this._projectionTextureMatrix;
  53401. },
  53402. enumerable: true,
  53403. configurable: true
  53404. });
  53405. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53406. /**
  53407. * Gets the near clip of the Spotlight for texture projection.
  53408. */
  53409. get: function () {
  53410. return this._projectionTextureLightNear;
  53411. },
  53412. /**
  53413. * Sets the near clip of the Spotlight for texture projection.
  53414. */
  53415. set: function (value) {
  53416. this._projectionTextureLightNear = value;
  53417. this._projectionTextureProjectionLightDirty = true;
  53418. },
  53419. enumerable: true,
  53420. configurable: true
  53421. });
  53422. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53423. /**
  53424. * Gets the far clip of the Spotlight for texture projection.
  53425. */
  53426. get: function () {
  53427. return this._projectionTextureLightFar;
  53428. },
  53429. /**
  53430. * Sets the far clip of the Spotlight for texture projection.
  53431. */
  53432. set: function (value) {
  53433. this._projectionTextureLightFar = value;
  53434. this._projectionTextureProjectionLightDirty = true;
  53435. },
  53436. enumerable: true,
  53437. configurable: true
  53438. });
  53439. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53440. /**
  53441. * Gets the Up vector of the Spotlight for texture projection.
  53442. */
  53443. get: function () {
  53444. return this._projectionTextureUpDirection;
  53445. },
  53446. /**
  53447. * Sets the Up vector of the Spotlight for texture projection.
  53448. */
  53449. set: function (value) {
  53450. this._projectionTextureUpDirection = value;
  53451. this._projectionTextureProjectionLightDirty = true;
  53452. },
  53453. enumerable: true,
  53454. configurable: true
  53455. });
  53456. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53457. /**
  53458. * Gets the projection texture of the light.
  53459. */
  53460. get: function () {
  53461. return this._projectionTexture;
  53462. },
  53463. /**
  53464. * Sets the projection texture of the light.
  53465. */
  53466. set: function (value) {
  53467. this._projectionTexture = value;
  53468. this._projectionTextureDirty = true;
  53469. },
  53470. enumerable: true,
  53471. configurable: true
  53472. });
  53473. /**
  53474. * Returns the string "SpotLight".
  53475. * @returns the class name
  53476. */
  53477. SpotLight.prototype.getClassName = function () {
  53478. return "SpotLight";
  53479. };
  53480. /**
  53481. * Returns the integer 2.
  53482. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53483. */
  53484. SpotLight.prototype.getTypeID = function () {
  53485. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53486. };
  53487. /**
  53488. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53489. */
  53490. SpotLight.prototype._setDirection = function (value) {
  53491. _super.prototype._setDirection.call(this, value);
  53492. this._projectionTextureViewLightDirty = true;
  53493. };
  53494. /**
  53495. * Overrides the position setter to recompute the projection texture view light Matrix.
  53496. */
  53497. SpotLight.prototype._setPosition = function (value) {
  53498. _super.prototype._setPosition.call(this, value);
  53499. this._projectionTextureViewLightDirty = true;
  53500. };
  53501. /**
  53502. * 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.
  53503. * Returns the SpotLight.
  53504. */
  53505. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53506. var activeCamera = this.getScene().activeCamera;
  53507. if (!activeCamera) {
  53508. return;
  53509. }
  53510. this._shadowAngleScale = this._shadowAngleScale || 1;
  53511. var angle = this._shadowAngleScale * this._angle;
  53512. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53513. };
  53514. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53515. this._projectionTextureViewLightDirty = false;
  53516. this._projectionTextureDirty = true;
  53517. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53518. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53519. };
  53520. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53521. this._projectionTextureProjectionLightDirty = false;
  53522. this._projectionTextureDirty = true;
  53523. var light_far = this.projectionTextureLightFar;
  53524. var light_near = this.projectionTextureLightNear;
  53525. var P = light_far / (light_far - light_near);
  53526. var Q = -P * light_near;
  53527. var S = 1.0 / Math.tan(this._angle / 2.0);
  53528. var A = 1.0;
  53529. 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);
  53530. };
  53531. /**
  53532. * Main function for light texture projection matrix computing.
  53533. */
  53534. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53535. this._projectionTextureDirty = false;
  53536. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53537. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53538. };
  53539. SpotLight.prototype._buildUniformLayout = function () {
  53540. this._uniformBuffer.addUniform("vLightData", 4);
  53541. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53542. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53543. this._uniformBuffer.addUniform("vLightDirection", 3);
  53544. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53545. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53546. this._uniformBuffer.addUniform("depthValues", 2);
  53547. this._uniformBuffer.create();
  53548. };
  53549. SpotLight.prototype._computeAngleValues = function () {
  53550. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53551. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53552. };
  53553. /**
  53554. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53555. * @param effect The effect to update
  53556. * @param lightIndex The index of the light in the effect to update
  53557. * @returns The spot light
  53558. */
  53559. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53560. var normalizeDirection;
  53561. if (this.computeTransformedInformation()) {
  53562. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53563. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53564. }
  53565. else {
  53566. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53567. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53568. }
  53569. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53570. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53571. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53572. if (this._projectionTextureViewLightDirty) {
  53573. this._computeProjectionTextureViewLightMatrix();
  53574. }
  53575. if (this._projectionTextureProjectionLightDirty) {
  53576. this._computeProjectionTextureProjectionLightMatrix();
  53577. }
  53578. if (this._projectionTextureDirty) {
  53579. this._computeProjectionTextureMatrix();
  53580. }
  53581. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53582. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53583. }
  53584. return this;
  53585. };
  53586. /**
  53587. * Disposes the light and the associated resources.
  53588. */
  53589. SpotLight.prototype.dispose = function () {
  53590. _super.prototype.dispose.call(this);
  53591. if (this._projectionTexture) {
  53592. this._projectionTexture.dispose();
  53593. }
  53594. };
  53595. /**
  53596. * Prepares the list of defines specific to the light type.
  53597. * @param defines the list of defines
  53598. * @param lightIndex defines the index of the light for the effect
  53599. */
  53600. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53601. defines["SPOTLIGHT" + lightIndex] = true;
  53602. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53603. };
  53604. __decorate([
  53605. BABYLON.serialize()
  53606. ], SpotLight.prototype, "angle", null);
  53607. __decorate([
  53608. BABYLON.serialize()
  53609. ], SpotLight.prototype, "innerAngle", null);
  53610. __decorate([
  53611. BABYLON.serialize()
  53612. ], SpotLight.prototype, "shadowAngleScale", null);
  53613. __decorate([
  53614. BABYLON.serialize()
  53615. ], SpotLight.prototype, "exponent", void 0);
  53616. __decorate([
  53617. BABYLON.serialize()
  53618. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53619. __decorate([
  53620. BABYLON.serialize()
  53621. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53622. __decorate([
  53623. BABYLON.serialize()
  53624. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53625. __decorate([
  53626. BABYLON.serializeAsTexture("projectedLightTexture")
  53627. ], SpotLight.prototype, "_projectionTexture", void 0);
  53628. return SpotLight;
  53629. }(BABYLON.ShadowLight));
  53630. BABYLON.SpotLight = SpotLight;
  53631. })(BABYLON || (BABYLON = {}));
  53632. //# sourceMappingURL=babylon.spotLight.js.map
  53633. var BABYLON;
  53634. (function (BABYLON) {
  53635. /**
  53636. * Class used to override all child animations of a given target
  53637. */
  53638. var AnimationPropertiesOverride = /** @class */ (function () {
  53639. function AnimationPropertiesOverride() {
  53640. /**
  53641. * Gets or sets a value indicating if animation blending must be used
  53642. */
  53643. this.enableBlending = false;
  53644. /**
  53645. * Gets or sets the blending speed to use when enableBlending is true
  53646. */
  53647. this.blendingSpeed = 0.01;
  53648. /**
  53649. * Gets or sets the default loop mode to use
  53650. */
  53651. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53652. }
  53653. return AnimationPropertiesOverride;
  53654. }());
  53655. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53656. })(BABYLON || (BABYLON = {}));
  53657. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53658. var BABYLON;
  53659. (function (BABYLON) {
  53660. /**
  53661. * Represents the range of an animation
  53662. */
  53663. var AnimationRange = /** @class */ (function () {
  53664. /**
  53665. * Initializes the range of an animation
  53666. * @param name The name of the animation range
  53667. * @param from The starting frame of the animation
  53668. * @param to The ending frame of the animation
  53669. */
  53670. function AnimationRange(
  53671. /**The name of the animation range**/
  53672. name,
  53673. /**The starting frame of the animation */
  53674. from,
  53675. /**The ending frame of the animation*/
  53676. to) {
  53677. this.name = name;
  53678. this.from = from;
  53679. this.to = to;
  53680. }
  53681. /**
  53682. * Makes a copy of the animation range
  53683. * @returns A copy of the animation range
  53684. */
  53685. AnimationRange.prototype.clone = function () {
  53686. return new AnimationRange(this.name, this.from, this.to);
  53687. };
  53688. return AnimationRange;
  53689. }());
  53690. BABYLON.AnimationRange = AnimationRange;
  53691. /**
  53692. * Composed of a frame, and an action function
  53693. */
  53694. var AnimationEvent = /** @class */ (function () {
  53695. /**
  53696. * Initializes the animation event
  53697. * @param frame The frame for which the event is triggered
  53698. * @param action The event to perform when triggered
  53699. * @param onlyOnce Specifies if the event should be triggered only once
  53700. */
  53701. function AnimationEvent(
  53702. /** The frame for which the event is triggered **/
  53703. frame,
  53704. /** The event to perform when triggered **/
  53705. action,
  53706. /** Specifies if the event should be triggered only once**/
  53707. onlyOnce) {
  53708. this.frame = frame;
  53709. this.action = action;
  53710. this.onlyOnce = onlyOnce;
  53711. /**
  53712. * Specifies if the animation event is done
  53713. */
  53714. this.isDone = false;
  53715. }
  53716. /** @hidden */
  53717. AnimationEvent.prototype._clone = function () {
  53718. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53719. };
  53720. return AnimationEvent;
  53721. }());
  53722. BABYLON.AnimationEvent = AnimationEvent;
  53723. /**
  53724. * A cursor which tracks a point on a path
  53725. */
  53726. var PathCursor = /** @class */ (function () {
  53727. /**
  53728. * Initializes the path cursor
  53729. * @param path The path to track
  53730. */
  53731. function PathCursor(path) {
  53732. this.path = path;
  53733. /**
  53734. * Stores path cursor callbacks for when an onchange event is triggered
  53735. */
  53736. this._onchange = new Array();
  53737. /**
  53738. * The value of the path cursor
  53739. */
  53740. this.value = 0;
  53741. /**
  53742. * The animation array of the path cursor
  53743. */
  53744. this.animations = new Array();
  53745. }
  53746. /**
  53747. * Gets the cursor point on the path
  53748. * @returns A point on the path cursor at the cursor location
  53749. */
  53750. PathCursor.prototype.getPoint = function () {
  53751. var point = this.path.getPointAtLengthPosition(this.value);
  53752. return new BABYLON.Vector3(point.x, 0, point.y);
  53753. };
  53754. /**
  53755. * Moves the cursor ahead by the step amount
  53756. * @param step The amount to move the cursor forward
  53757. * @returns This path cursor
  53758. */
  53759. PathCursor.prototype.moveAhead = function (step) {
  53760. if (step === void 0) { step = 0.002; }
  53761. this.move(step);
  53762. return this;
  53763. };
  53764. /**
  53765. * Moves the cursor behind by the step amount
  53766. * @param step The amount to move the cursor back
  53767. * @returns This path cursor
  53768. */
  53769. PathCursor.prototype.moveBack = function (step) {
  53770. if (step === void 0) { step = 0.002; }
  53771. this.move(-step);
  53772. return this;
  53773. };
  53774. /**
  53775. * Moves the cursor by the step amount
  53776. * If the step amount is greater than one, an exception is thrown
  53777. * @param step The amount to move the cursor
  53778. * @returns This path cursor
  53779. */
  53780. PathCursor.prototype.move = function (step) {
  53781. if (Math.abs(step) > 1) {
  53782. throw "step size should be less than 1.";
  53783. }
  53784. this.value += step;
  53785. this.ensureLimits();
  53786. this.raiseOnChange();
  53787. return this;
  53788. };
  53789. /**
  53790. * Ensures that the value is limited between zero and one
  53791. * @returns This path cursor
  53792. */
  53793. PathCursor.prototype.ensureLimits = function () {
  53794. while (this.value > 1) {
  53795. this.value -= 1;
  53796. }
  53797. while (this.value < 0) {
  53798. this.value += 1;
  53799. }
  53800. return this;
  53801. };
  53802. /**
  53803. * Runs onchange callbacks on change (used by the animation engine)
  53804. * @returns This path cursor
  53805. */
  53806. PathCursor.prototype.raiseOnChange = function () {
  53807. var _this = this;
  53808. this._onchange.forEach(function (f) { return f(_this); });
  53809. return this;
  53810. };
  53811. /**
  53812. * Executes a function on change
  53813. * @param f A path cursor onchange callback
  53814. * @returns This path cursor
  53815. */
  53816. PathCursor.prototype.onchange = function (f) {
  53817. this._onchange.push(f);
  53818. return this;
  53819. };
  53820. return PathCursor;
  53821. }());
  53822. BABYLON.PathCursor = PathCursor;
  53823. /**
  53824. * Enum for the animation key frame interpolation type
  53825. */
  53826. var AnimationKeyInterpolation;
  53827. (function (AnimationKeyInterpolation) {
  53828. /**
  53829. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53830. */
  53831. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53832. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53833. /**
  53834. * Class used to store any kind of animation
  53835. */
  53836. var Animation = /** @class */ (function () {
  53837. /**
  53838. * Initializes the animation
  53839. * @param name Name of the animation
  53840. * @param targetProperty Property to animate
  53841. * @param framePerSecond The frames per second of the animation
  53842. * @param dataType The data type of the animation
  53843. * @param loopMode The loop mode of the animation
  53844. * @param enableBlendings Specifies if blending should be enabled
  53845. */
  53846. function Animation(
  53847. /**Name of the animation */
  53848. name,
  53849. /**Property to animate */
  53850. targetProperty,
  53851. /**The frames per second of the animation */
  53852. framePerSecond,
  53853. /**The data type of the animation */
  53854. dataType,
  53855. /**The loop mode of the animation */
  53856. loopMode,
  53857. /**Specifies if blending should be enabled */
  53858. enableBlending) {
  53859. this.name = name;
  53860. this.targetProperty = targetProperty;
  53861. this.framePerSecond = framePerSecond;
  53862. this.dataType = dataType;
  53863. this.loopMode = loopMode;
  53864. this.enableBlending = enableBlending;
  53865. /**
  53866. * @hidden Internal use only
  53867. */
  53868. this._runtimeAnimations = new Array();
  53869. /**
  53870. * The set of event that will be linked to this animation
  53871. */
  53872. this._events = new Array();
  53873. /**
  53874. * Stores the blending speed of the animation
  53875. */
  53876. this.blendingSpeed = 0.01;
  53877. /**
  53878. * Stores the animation ranges for the animation
  53879. */
  53880. this._ranges = {};
  53881. this.targetPropertyPath = targetProperty.split(".");
  53882. this.dataType = dataType;
  53883. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53884. }
  53885. /**
  53886. * @hidden Internal use
  53887. */
  53888. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53889. var dataType = undefined;
  53890. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53891. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53892. }
  53893. else if (from instanceof BABYLON.Quaternion) {
  53894. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53895. }
  53896. else if (from instanceof BABYLON.Vector3) {
  53897. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53898. }
  53899. else if (from instanceof BABYLON.Vector2) {
  53900. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53901. }
  53902. else if (from instanceof BABYLON.Color3) {
  53903. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53904. }
  53905. else if (from instanceof BABYLON.Size) {
  53906. dataType = Animation.ANIMATIONTYPE_SIZE;
  53907. }
  53908. if (dataType == undefined) {
  53909. return null;
  53910. }
  53911. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53912. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53913. animation.setKeys(keys);
  53914. if (easingFunction !== undefined) {
  53915. animation.setEasingFunction(easingFunction);
  53916. }
  53917. return animation;
  53918. };
  53919. /**
  53920. * Sets up an animation
  53921. * @param property The property to animate
  53922. * @param animationType The animation type to apply
  53923. * @param framePerSecond The frames per second of the animation
  53924. * @param easingFunction The easing function used in the animation
  53925. * @returns The created animation
  53926. */
  53927. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53928. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53929. animation.setEasingFunction(easingFunction);
  53930. return animation;
  53931. };
  53932. /**
  53933. * Create and start an animation on a node
  53934. * @param name defines the name of the global animation that will be run on all nodes
  53935. * @param node defines the root node where the animation will take place
  53936. * @param targetProperty defines property to animate
  53937. * @param framePerSecond defines the number of frame per second yo use
  53938. * @param totalFrame defines the number of frames in total
  53939. * @param from defines the initial value
  53940. * @param to defines the final value
  53941. * @param loopMode defines which loop mode you want to use (off by default)
  53942. * @param easingFunction defines the easing function to use (linear by default)
  53943. * @param onAnimationEnd defines the callback to call when animation end
  53944. * @returns the animatable created for this animation
  53945. */
  53946. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53947. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53948. if (!animation) {
  53949. return null;
  53950. }
  53951. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53952. };
  53953. /**
  53954. * Create and start an animation on a node and its descendants
  53955. * @param name defines the name of the global animation that will be run on all nodes
  53956. * @param node defines the root node where the animation will take place
  53957. * @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
  53958. * @param targetProperty defines property to animate
  53959. * @param framePerSecond defines the number of frame per second to use
  53960. * @param totalFrame defines the number of frames in total
  53961. * @param from defines the initial value
  53962. * @param to defines the final value
  53963. * @param loopMode defines which loop mode you want to use (off by default)
  53964. * @param easingFunction defines the easing function to use (linear by default)
  53965. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53966. * @returns the list of animatables created for all nodes
  53967. * @example https://www.babylonjs-playground.com/#MH0VLI
  53968. */
  53969. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53970. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53971. if (!animation) {
  53972. return null;
  53973. }
  53974. var scene = node.getScene();
  53975. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53976. };
  53977. /**
  53978. * Creates a new animation, merges it with the existing animations and starts it
  53979. * @param name Name of the animation
  53980. * @param node Node which contains the scene that begins the animations
  53981. * @param targetProperty Specifies which property to animate
  53982. * @param framePerSecond The frames per second of the animation
  53983. * @param totalFrame The total number of frames
  53984. * @param from The frame at the beginning of the animation
  53985. * @param to The frame at the end of the animation
  53986. * @param loopMode Specifies the loop mode of the animation
  53987. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53988. * @param onAnimationEnd Callback to run once the animation is complete
  53989. * @returns Nullable animation
  53990. */
  53991. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53992. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53993. if (!animation) {
  53994. return null;
  53995. }
  53996. node.animations.push(animation);
  53997. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53998. };
  53999. /**
  54000. * Transition property of an host to the target Value
  54001. * @param property The property to transition
  54002. * @param targetValue The target Value of the property
  54003. * @param host The object where the property to animate belongs
  54004. * @param scene Scene used to run the animation
  54005. * @param frameRate Framerate (in frame/s) to use
  54006. * @param transition The transition type we want to use
  54007. * @param duration The duration of the animation, in milliseconds
  54008. * @param onAnimationEnd Callback trigger at the end of the animation
  54009. * @returns Nullable animation
  54010. */
  54011. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54012. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54013. if (duration <= 0) {
  54014. host[property] = targetValue;
  54015. if (onAnimationEnd) {
  54016. onAnimationEnd();
  54017. }
  54018. return null;
  54019. }
  54020. var endFrame = frameRate * (duration / 1000);
  54021. transition.setKeys([{
  54022. frame: 0,
  54023. value: host[property].clone ? host[property].clone() : host[property]
  54024. },
  54025. {
  54026. frame: endFrame,
  54027. value: targetValue
  54028. }]);
  54029. if (!host.animations) {
  54030. host.animations = [];
  54031. }
  54032. host.animations.push(transition);
  54033. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54034. animation.onAnimationEnd = onAnimationEnd;
  54035. return animation;
  54036. };
  54037. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54038. /**
  54039. * Return the array of runtime animations currently using this animation
  54040. */
  54041. get: function () {
  54042. return this._runtimeAnimations;
  54043. },
  54044. enumerable: true,
  54045. configurable: true
  54046. });
  54047. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54048. /**
  54049. * Specifies if any of the runtime animations are currently running
  54050. */
  54051. get: function () {
  54052. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54053. var runtimeAnimation = _a[_i];
  54054. if (!runtimeAnimation.isStopped) {
  54055. return true;
  54056. }
  54057. }
  54058. return false;
  54059. },
  54060. enumerable: true,
  54061. configurable: true
  54062. });
  54063. // Methods
  54064. /**
  54065. * Converts the animation to a string
  54066. * @param fullDetails support for multiple levels of logging within scene loading
  54067. * @returns String form of the animation
  54068. */
  54069. Animation.prototype.toString = function (fullDetails) {
  54070. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54071. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54072. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54073. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54074. if (fullDetails) {
  54075. ret += ", Ranges: {";
  54076. var first = true;
  54077. for (var name in this._ranges) {
  54078. if (first) {
  54079. ret += ", ";
  54080. first = false;
  54081. }
  54082. ret += name;
  54083. }
  54084. ret += "}";
  54085. }
  54086. return ret;
  54087. };
  54088. /**
  54089. * Add an event to this animation
  54090. * @param event Event to add
  54091. */
  54092. Animation.prototype.addEvent = function (event) {
  54093. this._events.push(event);
  54094. };
  54095. /**
  54096. * Remove all events found at the given frame
  54097. * @param frame The frame to remove events from
  54098. */
  54099. Animation.prototype.removeEvents = function (frame) {
  54100. for (var index = 0; index < this._events.length; index++) {
  54101. if (this._events[index].frame === frame) {
  54102. this._events.splice(index, 1);
  54103. index--;
  54104. }
  54105. }
  54106. };
  54107. /**
  54108. * Retrieves all the events from the animation
  54109. * @returns Events from the animation
  54110. */
  54111. Animation.prototype.getEvents = function () {
  54112. return this._events;
  54113. };
  54114. /**
  54115. * Creates an animation range
  54116. * @param name Name of the animation range
  54117. * @param from Starting frame of the animation range
  54118. * @param to Ending frame of the animation
  54119. */
  54120. Animation.prototype.createRange = function (name, from, to) {
  54121. // check name not already in use; could happen for bones after serialized
  54122. if (!this._ranges[name]) {
  54123. this._ranges[name] = new AnimationRange(name, from, to);
  54124. }
  54125. };
  54126. /**
  54127. * Deletes an animation range by name
  54128. * @param name Name of the animation range to delete
  54129. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54130. */
  54131. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54132. if (deleteFrames === void 0) { deleteFrames = true; }
  54133. var range = this._ranges[name];
  54134. if (!range) {
  54135. return;
  54136. }
  54137. if (deleteFrames) {
  54138. var from = range.from;
  54139. var to = range.to;
  54140. // this loop MUST go high to low for multiple splices to work
  54141. for (var key = this._keys.length - 1; key >= 0; key--) {
  54142. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54143. this._keys.splice(key, 1);
  54144. }
  54145. }
  54146. }
  54147. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54148. };
  54149. /**
  54150. * Gets the animation range by name, or null if not defined
  54151. * @param name Name of the animation range
  54152. * @returns Nullable animation range
  54153. */
  54154. Animation.prototype.getRange = function (name) {
  54155. return this._ranges[name];
  54156. };
  54157. /**
  54158. * Gets the key frames from the animation
  54159. * @returns The key frames of the animation
  54160. */
  54161. Animation.prototype.getKeys = function () {
  54162. return this._keys;
  54163. };
  54164. /**
  54165. * Gets the highest frame rate of the animation
  54166. * @returns Highest frame rate of the animation
  54167. */
  54168. Animation.prototype.getHighestFrame = function () {
  54169. var ret = 0;
  54170. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54171. if (ret < this._keys[key].frame) {
  54172. ret = this._keys[key].frame;
  54173. }
  54174. }
  54175. return ret;
  54176. };
  54177. /**
  54178. * Gets the easing function of the animation
  54179. * @returns Easing function of the animation
  54180. */
  54181. Animation.prototype.getEasingFunction = function () {
  54182. return this._easingFunction;
  54183. };
  54184. /**
  54185. * Sets the easing function of the animation
  54186. * @param easingFunction A custom mathematical formula for animation
  54187. */
  54188. Animation.prototype.setEasingFunction = function (easingFunction) {
  54189. this._easingFunction = easingFunction;
  54190. };
  54191. /**
  54192. * Interpolates a scalar linearly
  54193. * @param startValue Start value of the animation curve
  54194. * @param endValue End value of the animation curve
  54195. * @param gradient Scalar amount to interpolate
  54196. * @returns Interpolated scalar value
  54197. */
  54198. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54199. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54200. };
  54201. /**
  54202. * Interpolates a scalar cubically
  54203. * @param startValue Start value of the animation curve
  54204. * @param outTangent End tangent of the animation
  54205. * @param endValue End value of the animation curve
  54206. * @param inTangent Start tangent of the animation curve
  54207. * @param gradient Scalar amount to interpolate
  54208. * @returns Interpolated scalar value
  54209. */
  54210. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54211. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54212. };
  54213. /**
  54214. * Interpolates a quaternion using a spherical linear interpolation
  54215. * @param startValue Start value of the animation curve
  54216. * @param endValue End value of the animation curve
  54217. * @param gradient Scalar amount to interpolate
  54218. * @returns Interpolated quaternion value
  54219. */
  54220. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54221. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54222. };
  54223. /**
  54224. * Interpolates a quaternion cubically
  54225. * @param startValue Start value of the animation curve
  54226. * @param outTangent End tangent of the animation curve
  54227. * @param endValue End value of the animation curve
  54228. * @param inTangent Start tangent of the animation curve
  54229. * @param gradient Scalar amount to interpolate
  54230. * @returns Interpolated quaternion value
  54231. */
  54232. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54233. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54234. };
  54235. /**
  54236. * Interpolates a Vector3 linearl
  54237. * @param startValue Start value of the animation curve
  54238. * @param endValue End value of the animation curve
  54239. * @param gradient Scalar amount to interpolate
  54240. * @returns Interpolated scalar value
  54241. */
  54242. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54243. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54244. };
  54245. /**
  54246. * Interpolates a Vector3 cubically
  54247. * @param startValue Start value of the animation curve
  54248. * @param outTangent End tangent of the animation
  54249. * @param endValue End value of the animation curve
  54250. * @param inTangent Start tangent of the animation curve
  54251. * @param gradient Scalar amount to interpolate
  54252. * @returns InterpolatedVector3 value
  54253. */
  54254. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54255. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54256. };
  54257. /**
  54258. * Interpolates a Vector2 linearly
  54259. * @param startValue Start value of the animation curve
  54260. * @param endValue End value of the animation curve
  54261. * @param gradient Scalar amount to interpolate
  54262. * @returns Interpolated Vector2 value
  54263. */
  54264. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54265. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54266. };
  54267. /**
  54268. * Interpolates a Vector2 cubically
  54269. * @param startValue Start value of the animation curve
  54270. * @param outTangent End tangent of the animation
  54271. * @param endValue End value of the animation curve
  54272. * @param inTangent Start tangent of the animation curve
  54273. * @param gradient Scalar amount to interpolate
  54274. * @returns Interpolated Vector2 value
  54275. */
  54276. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54277. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54278. };
  54279. /**
  54280. * Interpolates a size linearly
  54281. * @param startValue Start value of the animation curve
  54282. * @param endValue End value of the animation curve
  54283. * @param gradient Scalar amount to interpolate
  54284. * @returns Interpolated Size value
  54285. */
  54286. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54287. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54288. };
  54289. /**
  54290. * Interpolates a Color3 linearly
  54291. * @param startValue Start value of the animation curve
  54292. * @param endValue End value of the animation curve
  54293. * @param gradient Scalar amount to interpolate
  54294. * @returns Interpolated Color3 value
  54295. */
  54296. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54297. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54298. };
  54299. /**
  54300. * @hidden Internal use only
  54301. */
  54302. Animation.prototype._getKeyValue = function (value) {
  54303. if (typeof value === "function") {
  54304. return value();
  54305. }
  54306. return value;
  54307. };
  54308. /**
  54309. * @hidden Internal use only
  54310. */
  54311. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54312. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54313. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54314. }
  54315. var keys = this.getKeys();
  54316. // Try to get a hash to find the right key
  54317. 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));
  54318. if (keys[startKeyIndex].frame >= currentFrame) {
  54319. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54320. startKeyIndex--;
  54321. }
  54322. }
  54323. for (var key = startKeyIndex; key < keys.length; key++) {
  54324. var endKey = keys[key + 1];
  54325. if (endKey.frame >= currentFrame) {
  54326. var startKey = keys[key];
  54327. var startValue = this._getKeyValue(startKey.value);
  54328. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54329. return startValue;
  54330. }
  54331. var endValue = this._getKeyValue(endKey.value);
  54332. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54333. var frameDelta = endKey.frame - startKey.frame;
  54334. // gradient : percent of currentFrame between the frame inf and the frame sup
  54335. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54336. // check for easingFunction and correction of gradient
  54337. var easingFunction = this.getEasingFunction();
  54338. if (easingFunction != null) {
  54339. gradient = easingFunction.ease(gradient);
  54340. }
  54341. switch (this.dataType) {
  54342. // Float
  54343. case Animation.ANIMATIONTYPE_FLOAT:
  54344. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54345. switch (loopMode) {
  54346. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54347. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54348. return floatValue;
  54349. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54350. return offsetValue * repeatCount + floatValue;
  54351. }
  54352. break;
  54353. // Quaternion
  54354. case Animation.ANIMATIONTYPE_QUATERNION:
  54355. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54356. switch (loopMode) {
  54357. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54358. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54359. return quatValue;
  54360. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54361. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54362. }
  54363. return quatValue;
  54364. // Vector3
  54365. case Animation.ANIMATIONTYPE_VECTOR3:
  54366. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54367. switch (loopMode) {
  54368. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54369. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54370. return vec3Value;
  54371. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54372. return vec3Value.add(offsetValue.scale(repeatCount));
  54373. }
  54374. // Vector2
  54375. case Animation.ANIMATIONTYPE_VECTOR2:
  54376. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54377. switch (loopMode) {
  54378. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54379. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54380. return vec2Value;
  54381. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54382. return vec2Value.add(offsetValue.scale(repeatCount));
  54383. }
  54384. // Size
  54385. case Animation.ANIMATIONTYPE_SIZE:
  54386. switch (loopMode) {
  54387. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54388. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54389. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54390. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54391. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54392. }
  54393. // Color3
  54394. case Animation.ANIMATIONTYPE_COLOR3:
  54395. switch (loopMode) {
  54396. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54397. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54398. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54399. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54400. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54401. }
  54402. // Matrix
  54403. case Animation.ANIMATIONTYPE_MATRIX:
  54404. switch (loopMode) {
  54405. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54406. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54407. if (Animation.AllowMatricesInterpolation) {
  54408. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54409. }
  54410. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54411. return startValue;
  54412. }
  54413. default:
  54414. break;
  54415. }
  54416. break;
  54417. }
  54418. }
  54419. return this._getKeyValue(keys[keys.length - 1].value);
  54420. };
  54421. /**
  54422. * Defines the function to use to interpolate matrices
  54423. * @param startValue defines the start matrix
  54424. * @param endValue defines the end matrix
  54425. * @param gradient defines the gradient between both matrices
  54426. * @param result defines an optional target matrix where to store the interpolation
  54427. * @returns the interpolated matrix
  54428. */
  54429. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54430. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54431. if (result) {
  54432. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54433. return result;
  54434. }
  54435. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54436. }
  54437. if (result) {
  54438. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54439. return result;
  54440. }
  54441. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54442. };
  54443. /**
  54444. * Makes a copy of the animation
  54445. * @returns Cloned animation
  54446. */
  54447. Animation.prototype.clone = function () {
  54448. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54449. clone.enableBlending = this.enableBlending;
  54450. clone.blendingSpeed = this.blendingSpeed;
  54451. if (this._keys) {
  54452. clone.setKeys(this._keys);
  54453. }
  54454. if (this._ranges) {
  54455. clone._ranges = {};
  54456. for (var name in this._ranges) {
  54457. var range = this._ranges[name];
  54458. if (!range) {
  54459. continue;
  54460. }
  54461. clone._ranges[name] = range.clone();
  54462. }
  54463. }
  54464. return clone;
  54465. };
  54466. /**
  54467. * Sets the key frames of the animation
  54468. * @param values The animation key frames to set
  54469. */
  54470. Animation.prototype.setKeys = function (values) {
  54471. this._keys = values.slice(0);
  54472. };
  54473. /**
  54474. * Serializes the animation to an object
  54475. * @returns Serialized object
  54476. */
  54477. Animation.prototype.serialize = function () {
  54478. var serializationObject = {};
  54479. serializationObject.name = this.name;
  54480. serializationObject.property = this.targetProperty;
  54481. serializationObject.framePerSecond = this.framePerSecond;
  54482. serializationObject.dataType = this.dataType;
  54483. serializationObject.loopBehavior = this.loopMode;
  54484. serializationObject.enableBlending = this.enableBlending;
  54485. serializationObject.blendingSpeed = this.blendingSpeed;
  54486. var dataType = this.dataType;
  54487. serializationObject.keys = [];
  54488. var keys = this.getKeys();
  54489. for (var index = 0; index < keys.length; index++) {
  54490. var animationKey = keys[index];
  54491. var key = {};
  54492. key.frame = animationKey.frame;
  54493. switch (dataType) {
  54494. case Animation.ANIMATIONTYPE_FLOAT:
  54495. key.values = [animationKey.value];
  54496. break;
  54497. case Animation.ANIMATIONTYPE_QUATERNION:
  54498. case Animation.ANIMATIONTYPE_MATRIX:
  54499. case Animation.ANIMATIONTYPE_VECTOR3:
  54500. case Animation.ANIMATIONTYPE_COLOR3:
  54501. key.values = animationKey.value.asArray();
  54502. break;
  54503. }
  54504. serializationObject.keys.push(key);
  54505. }
  54506. serializationObject.ranges = [];
  54507. for (var name in this._ranges) {
  54508. var source = this._ranges[name];
  54509. if (!source) {
  54510. continue;
  54511. }
  54512. var range = {};
  54513. range.name = name;
  54514. range.from = source.from;
  54515. range.to = source.to;
  54516. serializationObject.ranges.push(range);
  54517. }
  54518. return serializationObject;
  54519. };
  54520. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54521. /**
  54522. * Get the float animation type
  54523. */
  54524. get: function () {
  54525. return Animation._ANIMATIONTYPE_FLOAT;
  54526. },
  54527. enumerable: true,
  54528. configurable: true
  54529. });
  54530. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54531. /**
  54532. * Get the Vector3 animation type
  54533. */
  54534. get: function () {
  54535. return Animation._ANIMATIONTYPE_VECTOR3;
  54536. },
  54537. enumerable: true,
  54538. configurable: true
  54539. });
  54540. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54541. /**
  54542. * Get the Vector2 animation type
  54543. */
  54544. get: function () {
  54545. return Animation._ANIMATIONTYPE_VECTOR2;
  54546. },
  54547. enumerable: true,
  54548. configurable: true
  54549. });
  54550. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54551. /**
  54552. * Get the Size animation type
  54553. */
  54554. get: function () {
  54555. return Animation._ANIMATIONTYPE_SIZE;
  54556. },
  54557. enumerable: true,
  54558. configurable: true
  54559. });
  54560. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54561. /**
  54562. * Get the Quaternion animation type
  54563. */
  54564. get: function () {
  54565. return Animation._ANIMATIONTYPE_QUATERNION;
  54566. },
  54567. enumerable: true,
  54568. configurable: true
  54569. });
  54570. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54571. /**
  54572. * Get the Matrix animation type
  54573. */
  54574. get: function () {
  54575. return Animation._ANIMATIONTYPE_MATRIX;
  54576. },
  54577. enumerable: true,
  54578. configurable: true
  54579. });
  54580. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54581. /**
  54582. * Get the Color3 animation type
  54583. */
  54584. get: function () {
  54585. return Animation._ANIMATIONTYPE_COLOR3;
  54586. },
  54587. enumerable: true,
  54588. configurable: true
  54589. });
  54590. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54591. /**
  54592. * Get the Relative Loop Mode
  54593. */
  54594. get: function () {
  54595. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54596. },
  54597. enumerable: true,
  54598. configurable: true
  54599. });
  54600. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54601. /**
  54602. * Get the Cycle Loop Mode
  54603. */
  54604. get: function () {
  54605. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54606. },
  54607. enumerable: true,
  54608. configurable: true
  54609. });
  54610. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54611. /**
  54612. * Get the Constant Loop Mode
  54613. */
  54614. get: function () {
  54615. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54616. },
  54617. enumerable: true,
  54618. configurable: true
  54619. });
  54620. /** @hidden */
  54621. Animation._UniversalLerp = function (left, right, amount) {
  54622. var constructor = left.constructor;
  54623. if (constructor.Lerp) { // Lerp supported
  54624. return constructor.Lerp(left, right, amount);
  54625. }
  54626. else if (constructor.Slerp) { // Slerp supported
  54627. return constructor.Slerp(left, right, amount);
  54628. }
  54629. else if (left.toFixed) { // Number
  54630. return left * (1.0 - amount) + amount * right;
  54631. }
  54632. else { // Blending not supported
  54633. return right;
  54634. }
  54635. };
  54636. /**
  54637. * Parses an animation object and creates an animation
  54638. * @param parsedAnimation Parsed animation object
  54639. * @returns Animation object
  54640. */
  54641. Animation.Parse = function (parsedAnimation) {
  54642. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54643. var dataType = parsedAnimation.dataType;
  54644. var keys = [];
  54645. var data;
  54646. var index;
  54647. if (parsedAnimation.enableBlending) {
  54648. animation.enableBlending = parsedAnimation.enableBlending;
  54649. }
  54650. if (parsedAnimation.blendingSpeed) {
  54651. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54652. }
  54653. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54654. var key = parsedAnimation.keys[index];
  54655. var inTangent;
  54656. var outTangent;
  54657. switch (dataType) {
  54658. case Animation.ANIMATIONTYPE_FLOAT:
  54659. data = key.values[0];
  54660. if (key.values.length >= 1) {
  54661. inTangent = key.values[1];
  54662. }
  54663. if (key.values.length >= 2) {
  54664. outTangent = key.values[2];
  54665. }
  54666. break;
  54667. case Animation.ANIMATIONTYPE_QUATERNION:
  54668. data = BABYLON.Quaternion.FromArray(key.values);
  54669. if (key.values.length >= 8) {
  54670. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54671. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54672. inTangent = _inTangent;
  54673. }
  54674. }
  54675. if (key.values.length >= 12) {
  54676. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54677. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54678. outTangent = _outTangent;
  54679. }
  54680. }
  54681. break;
  54682. case Animation.ANIMATIONTYPE_MATRIX:
  54683. data = BABYLON.Matrix.FromArray(key.values);
  54684. break;
  54685. case Animation.ANIMATIONTYPE_COLOR3:
  54686. data = BABYLON.Color3.FromArray(key.values);
  54687. break;
  54688. case Animation.ANIMATIONTYPE_VECTOR3:
  54689. default:
  54690. data = BABYLON.Vector3.FromArray(key.values);
  54691. break;
  54692. }
  54693. var keyData = {};
  54694. keyData.frame = key.frame;
  54695. keyData.value = data;
  54696. if (inTangent != undefined) {
  54697. keyData.inTangent = inTangent;
  54698. }
  54699. if (outTangent != undefined) {
  54700. keyData.outTangent = outTangent;
  54701. }
  54702. keys.push(keyData);
  54703. }
  54704. animation.setKeys(keys);
  54705. if (parsedAnimation.ranges) {
  54706. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54707. data = parsedAnimation.ranges[index];
  54708. animation.createRange(data.name, data.from, data.to);
  54709. }
  54710. }
  54711. return animation;
  54712. };
  54713. /**
  54714. * Appends the serialized animations from the source animations
  54715. * @param source Source containing the animations
  54716. * @param destination Target to store the animations
  54717. */
  54718. Animation.AppendSerializedAnimations = function (source, destination) {
  54719. if (source.animations) {
  54720. destination.animations = [];
  54721. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54722. var animation = source.animations[animationIndex];
  54723. destination.animations.push(animation.serialize());
  54724. }
  54725. }
  54726. };
  54727. /**
  54728. * Use matrix interpolation instead of using direct key value when animating matrices
  54729. */
  54730. Animation.AllowMatricesInterpolation = false;
  54731. /**
  54732. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54733. */
  54734. Animation.AllowMatrixDecomposeForInterpolation = true;
  54735. // Statics
  54736. /**
  54737. * Float animation type
  54738. */
  54739. Animation._ANIMATIONTYPE_FLOAT = 0;
  54740. /**
  54741. * Vector3 animation type
  54742. */
  54743. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54744. /**
  54745. * Quaternion animation type
  54746. */
  54747. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54748. /**
  54749. * Matrix animation type
  54750. */
  54751. Animation._ANIMATIONTYPE_MATRIX = 3;
  54752. /**
  54753. * Color3 animation type
  54754. */
  54755. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54756. /**
  54757. * Vector2 animation type
  54758. */
  54759. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54760. /**
  54761. * Size animation type
  54762. */
  54763. Animation._ANIMATIONTYPE_SIZE = 6;
  54764. /**
  54765. * Relative Loop Mode
  54766. */
  54767. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54768. /**
  54769. * Cycle Loop Mode
  54770. */
  54771. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54772. /**
  54773. * Constant Loop Mode
  54774. */
  54775. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54776. return Animation;
  54777. }());
  54778. BABYLON.Animation = Animation;
  54779. })(BABYLON || (BABYLON = {}));
  54780. //# sourceMappingURL=babylon.animation.js.map
  54781. var BABYLON;
  54782. (function (BABYLON) {
  54783. /**
  54784. * This class defines the direct association between an animation and a target
  54785. */
  54786. var TargetedAnimation = /** @class */ (function () {
  54787. function TargetedAnimation() {
  54788. }
  54789. return TargetedAnimation;
  54790. }());
  54791. BABYLON.TargetedAnimation = TargetedAnimation;
  54792. /**
  54793. * Use this class to create coordinated animations on multiple targets
  54794. */
  54795. var AnimationGroup = /** @class */ (function () {
  54796. /**
  54797. * Instantiates a new Animation Group.
  54798. * This helps managing several animations at once.
  54799. * @see http://doc.babylonjs.com/how_to/group
  54800. * @param name Defines the name of the group
  54801. * @param scene Defines the scene the group belongs to
  54802. */
  54803. function AnimationGroup(
  54804. /** The name of the animation group */
  54805. name, scene) {
  54806. if (scene === void 0) { scene = null; }
  54807. this.name = name;
  54808. this._targetedAnimations = new Array();
  54809. this._animatables = new Array();
  54810. this._from = Number.MAX_VALUE;
  54811. this._to = -Number.MAX_VALUE;
  54812. this._speedRatio = 1;
  54813. /**
  54814. * This observable will notify when one animation have ended.
  54815. */
  54816. this.onAnimationEndObservable = new BABYLON.Observable();
  54817. /**
  54818. * This observable will notify when all animations have ended.
  54819. */
  54820. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54821. /**
  54822. * This observable will notify when all animations have paused.
  54823. */
  54824. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54825. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54826. this._scene.animationGroups.push(this);
  54827. }
  54828. Object.defineProperty(AnimationGroup.prototype, "from", {
  54829. /**
  54830. * Gets the first frame
  54831. */
  54832. get: function () {
  54833. return this._from;
  54834. },
  54835. enumerable: true,
  54836. configurable: true
  54837. });
  54838. Object.defineProperty(AnimationGroup.prototype, "to", {
  54839. /**
  54840. * Gets the last frame
  54841. */
  54842. get: function () {
  54843. return this._to;
  54844. },
  54845. enumerable: true,
  54846. configurable: true
  54847. });
  54848. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54849. /**
  54850. * Define if the animations are started
  54851. */
  54852. get: function () {
  54853. return this._isStarted;
  54854. },
  54855. enumerable: true,
  54856. configurable: true
  54857. });
  54858. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54859. /**
  54860. * Gets or sets the speed ratio to use for all animations
  54861. */
  54862. get: function () {
  54863. return this._speedRatio;
  54864. },
  54865. /**
  54866. * Gets or sets the speed ratio to use for all animations
  54867. */
  54868. set: function (value) {
  54869. if (this._speedRatio === value) {
  54870. return;
  54871. }
  54872. this._speedRatio = value;
  54873. for (var index = 0; index < this._animatables.length; index++) {
  54874. var animatable = this._animatables[index];
  54875. animatable.speedRatio = this._speedRatio;
  54876. }
  54877. },
  54878. enumerable: true,
  54879. configurable: true
  54880. });
  54881. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54882. /**
  54883. * Gets the targeted animations for this animation group
  54884. */
  54885. get: function () {
  54886. return this._targetedAnimations;
  54887. },
  54888. enumerable: true,
  54889. configurable: true
  54890. });
  54891. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54892. /**
  54893. * returning the list of animatables controlled by this animation group.
  54894. */
  54895. get: function () {
  54896. return this._animatables;
  54897. },
  54898. enumerable: true,
  54899. configurable: true
  54900. });
  54901. /**
  54902. * Add an animation (with its target) in the group
  54903. * @param animation defines the animation we want to add
  54904. * @param target defines the target of the animation
  54905. * @returns the TargetedAnimation object
  54906. */
  54907. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54908. var targetedAnimation = {
  54909. animation: animation,
  54910. target: target
  54911. };
  54912. var keys = animation.getKeys();
  54913. if (this._from > keys[0].frame) {
  54914. this._from = keys[0].frame;
  54915. }
  54916. if (this._to < keys[keys.length - 1].frame) {
  54917. this._to = keys[keys.length - 1].frame;
  54918. }
  54919. this._targetedAnimations.push(targetedAnimation);
  54920. return targetedAnimation;
  54921. };
  54922. /**
  54923. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54924. * It can add constant keys at begin or end
  54925. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54926. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54927. * @returns the animation group
  54928. */
  54929. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54930. if (beginFrame === void 0) { beginFrame = null; }
  54931. if (endFrame === void 0) { endFrame = null; }
  54932. if (beginFrame == null) {
  54933. beginFrame = this._from;
  54934. }
  54935. if (endFrame == null) {
  54936. endFrame = this._to;
  54937. }
  54938. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54939. var targetedAnimation = this._targetedAnimations[index];
  54940. var keys = targetedAnimation.animation.getKeys();
  54941. var startKey = keys[0];
  54942. var endKey = keys[keys.length - 1];
  54943. if (startKey.frame > beginFrame) {
  54944. var newKey = {
  54945. frame: beginFrame,
  54946. value: startKey.value,
  54947. inTangent: startKey.inTangent,
  54948. outTangent: startKey.outTangent,
  54949. interpolation: startKey.interpolation
  54950. };
  54951. keys.splice(0, 0, newKey);
  54952. }
  54953. if (endKey.frame < endFrame) {
  54954. var newKey = {
  54955. frame: endFrame,
  54956. value: endKey.value,
  54957. inTangent: endKey.outTangent,
  54958. outTangent: endKey.outTangent,
  54959. interpolation: endKey.interpolation
  54960. };
  54961. keys.push(newKey);
  54962. }
  54963. }
  54964. this._from = beginFrame;
  54965. this._to = endFrame;
  54966. return this;
  54967. };
  54968. /**
  54969. * Start all animations on given targets
  54970. * @param loop defines if animations must loop
  54971. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54972. * @param from defines the from key (optional)
  54973. * @param to defines the to key (optional)
  54974. * @returns the current animation group
  54975. */
  54976. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54977. var _this = this;
  54978. if (loop === void 0) { loop = false; }
  54979. if (speedRatio === void 0) { speedRatio = 1; }
  54980. if (this._isStarted || this._targetedAnimations.length === 0) {
  54981. return this;
  54982. }
  54983. var _loop_1 = function (targetedAnimation) {
  54984. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54985. animatable.onAnimationEnd = function () {
  54986. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54987. _this._checkAnimationGroupEnded(animatable);
  54988. };
  54989. this_1._animatables.push(animatable);
  54990. };
  54991. var this_1 = this;
  54992. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54993. var targetedAnimation = _a[_i];
  54994. _loop_1(targetedAnimation);
  54995. }
  54996. this._speedRatio = speedRatio;
  54997. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  54998. this._speedRatio = -speedRatio;
  54999. }
  55000. this._isStarted = true;
  55001. return this;
  55002. };
  55003. /**
  55004. * Pause all animations
  55005. * @returns the animation group
  55006. */
  55007. AnimationGroup.prototype.pause = function () {
  55008. if (!this._isStarted) {
  55009. return this;
  55010. }
  55011. for (var index = 0; index < this._animatables.length; index++) {
  55012. var animatable = this._animatables[index];
  55013. animatable.pause();
  55014. }
  55015. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55016. return this;
  55017. };
  55018. /**
  55019. * Play all animations to initial state
  55020. * This function will start() the animations if they were not started or will restart() them if they were paused
  55021. * @param loop defines if animations must loop
  55022. * @returns the animation group
  55023. */
  55024. AnimationGroup.prototype.play = function (loop) {
  55025. // only if all animatables are ready and exist
  55026. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55027. if (loop !== undefined) {
  55028. for (var index = 0; index < this._animatables.length; index++) {
  55029. var animatable = this._animatables[index];
  55030. animatable.loopAnimation = loop;
  55031. }
  55032. }
  55033. this.restart();
  55034. }
  55035. else {
  55036. this.stop();
  55037. this.start(loop, this._speedRatio);
  55038. }
  55039. return this;
  55040. };
  55041. /**
  55042. * Reset all animations to initial state
  55043. * @returns the animation group
  55044. */
  55045. AnimationGroup.prototype.reset = function () {
  55046. if (!this._isStarted) {
  55047. return this;
  55048. }
  55049. for (var index = 0; index < this._animatables.length; index++) {
  55050. var animatable = this._animatables[index];
  55051. animatable.reset();
  55052. }
  55053. return this;
  55054. };
  55055. /**
  55056. * Restart animations from key 0
  55057. * @returns the animation group
  55058. */
  55059. AnimationGroup.prototype.restart = function () {
  55060. if (!this._isStarted) {
  55061. return this;
  55062. }
  55063. for (var index = 0; index < this._animatables.length; index++) {
  55064. var animatable = this._animatables[index];
  55065. animatable.restart();
  55066. }
  55067. return this;
  55068. };
  55069. /**
  55070. * Stop all animations
  55071. * @returns the animation group
  55072. */
  55073. AnimationGroup.prototype.stop = function () {
  55074. if (!this._isStarted) {
  55075. return this;
  55076. }
  55077. var list = this._animatables.slice();
  55078. for (var index = 0; index < list.length; index++) {
  55079. list[index].stop();
  55080. }
  55081. this._isStarted = false;
  55082. return this;
  55083. };
  55084. /**
  55085. * Set animation weight for all animatables
  55086. * @param weight defines the weight to use
  55087. * @return the animationGroup
  55088. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55089. */
  55090. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55091. for (var index = 0; index < this._animatables.length; index++) {
  55092. var animatable = this._animatables[index];
  55093. animatable.weight = weight;
  55094. }
  55095. return this;
  55096. };
  55097. /**
  55098. * Synchronize and normalize all animatables with a source animatable
  55099. * @param root defines the root animatable to synchronize with
  55100. * @return the animationGroup
  55101. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55102. */
  55103. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55104. for (var index = 0; index < this._animatables.length; index++) {
  55105. var animatable = this._animatables[index];
  55106. animatable.syncWith(root);
  55107. }
  55108. return this;
  55109. };
  55110. /**
  55111. * Goes to a specific frame in this animation group
  55112. * @param frame the frame number to go to
  55113. * @return the animationGroup
  55114. */
  55115. AnimationGroup.prototype.goToFrame = function (frame) {
  55116. if (!this._isStarted) {
  55117. return this;
  55118. }
  55119. for (var index = 0; index < this._animatables.length; index++) {
  55120. var animatable = this._animatables[index];
  55121. animatable.goToFrame(frame);
  55122. }
  55123. return this;
  55124. };
  55125. /**
  55126. * Dispose all associated resources
  55127. */
  55128. AnimationGroup.prototype.dispose = function () {
  55129. this._targetedAnimations = [];
  55130. this._animatables = [];
  55131. var index = this._scene.animationGroups.indexOf(this);
  55132. if (index > -1) {
  55133. this._scene.animationGroups.splice(index, 1);
  55134. }
  55135. };
  55136. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55137. // animatable should be taken out of the array
  55138. var idx = this._animatables.indexOf(animatable);
  55139. if (idx > -1) {
  55140. this._animatables.splice(idx, 1);
  55141. }
  55142. // all animatables were removed? animation group ended!
  55143. if (this._animatables.length === 0) {
  55144. this._isStarted = false;
  55145. this.onAnimationGroupEndObservable.notifyObservers(this);
  55146. }
  55147. };
  55148. // Statics
  55149. /**
  55150. * Returns a new AnimationGroup object parsed from the source provided.
  55151. * @param parsedAnimationGroup defines the source
  55152. * @param scene defines the scene that will receive the animationGroup
  55153. * @returns a new AnimationGroup
  55154. */
  55155. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55156. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55157. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55158. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55159. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55160. var id = targetedAnimation.targetId;
  55161. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55162. var morphTarget = scene.getMorphTargetById(id);
  55163. if (morphTarget) {
  55164. animationGroup.addTargetedAnimation(animation, morphTarget);
  55165. }
  55166. }
  55167. else {
  55168. var targetNode = scene.getNodeByID(id);
  55169. if (targetNode != null) {
  55170. animationGroup.addTargetedAnimation(animation, targetNode);
  55171. }
  55172. }
  55173. }
  55174. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55175. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55176. }
  55177. return animationGroup;
  55178. };
  55179. /**
  55180. * Returns the string "AnimationGroup"
  55181. * @returns "AnimationGroup"
  55182. */
  55183. AnimationGroup.prototype.getClassName = function () {
  55184. return "AnimationGroup";
  55185. };
  55186. /**
  55187. * Creates a detailled string about the object
  55188. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55189. * @returns a string representing the object
  55190. */
  55191. AnimationGroup.prototype.toString = function (fullDetails) {
  55192. var ret = "Name: " + this.name;
  55193. ret += ", type: " + this.getClassName();
  55194. if (fullDetails) {
  55195. ret += ", from: " + this._from;
  55196. ret += ", to: " + this._to;
  55197. ret += ", isStarted: " + this._isStarted;
  55198. ret += ", speedRatio: " + this._speedRatio;
  55199. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55200. ret += ", animatables length: " + this._animatables;
  55201. }
  55202. return ret;
  55203. };
  55204. return AnimationGroup;
  55205. }());
  55206. BABYLON.AnimationGroup = AnimationGroup;
  55207. })(BABYLON || (BABYLON = {}));
  55208. //# sourceMappingURL=babylon.animationGroup.js.map
  55209. var BABYLON;
  55210. (function (BABYLON) {
  55211. // Static values to help the garbage collector
  55212. // Quaternion
  55213. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55214. // Vector3
  55215. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55216. // Vector2
  55217. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55218. // Size
  55219. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55220. // Color3
  55221. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55222. /**
  55223. * Defines a runtime animation
  55224. */
  55225. var RuntimeAnimation = /** @class */ (function () {
  55226. /**
  55227. * Create a new RuntimeAnimation object
  55228. * @param target defines the target of the animation
  55229. * @param animation defines the source animation object
  55230. * @param scene defines the hosting scene
  55231. * @param host defines the initiating Animatable
  55232. */
  55233. function RuntimeAnimation(target, animation, scene, host) {
  55234. var _this = this;
  55235. this._events = new Array();
  55236. /**
  55237. * The current frame of the runtime animation
  55238. */
  55239. this._currentFrame = 0;
  55240. /**
  55241. * The original value of the runtime animation
  55242. */
  55243. this._originalValue = new Array();
  55244. /**
  55245. * The offsets cache of the runtime animation
  55246. */
  55247. this._offsetsCache = {};
  55248. /**
  55249. * The high limits cache of the runtime animation
  55250. */
  55251. this._highLimitsCache = {};
  55252. /**
  55253. * Specifies if the runtime animation has been stopped
  55254. */
  55255. this._stopped = false;
  55256. /**
  55257. * The blending factor of the runtime animation
  55258. */
  55259. this._blendingFactor = 0;
  55260. /**
  55261. * The target path of the runtime animation
  55262. */
  55263. this._targetPath = "";
  55264. /**
  55265. * The weight of the runtime animation
  55266. */
  55267. this._weight = 1.0;
  55268. /**
  55269. * The ratio offset of the runtime animation
  55270. */
  55271. this._ratioOffset = 0;
  55272. /**
  55273. * The previous delay of the runtime animation
  55274. */
  55275. this._previousDelay = 0;
  55276. /**
  55277. * The previous ratio of the runtime animation
  55278. */
  55279. this._previousRatio = 0;
  55280. this._animation = animation;
  55281. this._target = target;
  55282. this._scene = scene;
  55283. this._host = host;
  55284. animation._runtimeAnimations.push(this);
  55285. // Cloning events locally
  55286. var events = animation.getEvents();
  55287. if (events && events.length > 0) {
  55288. events.forEach(function (e) {
  55289. _this._events.push(e._clone());
  55290. });
  55291. }
  55292. }
  55293. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55294. /**
  55295. * Gets the current frame of the runtime animation
  55296. */
  55297. get: function () {
  55298. return this._currentFrame;
  55299. },
  55300. enumerable: true,
  55301. configurable: true
  55302. });
  55303. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55304. /**
  55305. * Gets the weight of the runtime animation
  55306. */
  55307. get: function () {
  55308. return this._weight;
  55309. },
  55310. enumerable: true,
  55311. configurable: true
  55312. });
  55313. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55314. /**
  55315. * Gets the current value of the runtime animation
  55316. */
  55317. get: function () {
  55318. return this._currentValue;
  55319. },
  55320. enumerable: true,
  55321. configurable: true
  55322. });
  55323. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55324. /**
  55325. * Gets the target path of the runtime animation
  55326. */
  55327. get: function () {
  55328. return this._targetPath;
  55329. },
  55330. enumerable: true,
  55331. configurable: true
  55332. });
  55333. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55334. /**
  55335. * Gets the actual target of the runtime animation
  55336. */
  55337. get: function () {
  55338. return this._activeTarget;
  55339. },
  55340. enumerable: true,
  55341. configurable: true
  55342. });
  55343. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55344. /**
  55345. * Gets the animation from the runtime animation
  55346. */
  55347. get: function () {
  55348. return this._animation;
  55349. },
  55350. enumerable: true,
  55351. configurable: true
  55352. });
  55353. /**
  55354. * Resets the runtime animation to the beginning
  55355. * @param restoreOriginal defines whether to restore the target property to the original value
  55356. */
  55357. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55358. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55359. if (restoreOriginal) {
  55360. if (this._target instanceof Array) {
  55361. var index = 0;
  55362. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55363. var target = _a[_i];
  55364. if (this._originalValue[index] !== undefined) {
  55365. this._setValue(target, this._originalValue[index], -1);
  55366. }
  55367. index++;
  55368. }
  55369. }
  55370. else {
  55371. if (this._originalValue[0] !== undefined) {
  55372. this._setValue(this._target, this._originalValue[0], -1);
  55373. }
  55374. }
  55375. }
  55376. this._offsetsCache = {};
  55377. this._highLimitsCache = {};
  55378. this._currentFrame = 0;
  55379. this._blendingFactor = 0;
  55380. this._originalValue = new Array();
  55381. // Events
  55382. for (var index = 0; index < this._events.length; index++) {
  55383. this._events[index].isDone = false;
  55384. }
  55385. };
  55386. /**
  55387. * Specifies if the runtime animation is stopped
  55388. * @returns Boolean specifying if the runtime animation is stopped
  55389. */
  55390. RuntimeAnimation.prototype.isStopped = function () {
  55391. return this._stopped;
  55392. };
  55393. /**
  55394. * Disposes of the runtime animation
  55395. */
  55396. RuntimeAnimation.prototype.dispose = function () {
  55397. var index = this._animation.runtimeAnimations.indexOf(this);
  55398. if (index > -1) {
  55399. this._animation.runtimeAnimations.splice(index, 1);
  55400. }
  55401. };
  55402. /**
  55403. * Interpolates the animation from the current frame
  55404. * @param currentFrame The frame to interpolate the animation to
  55405. * @param repeatCount The number of times that the animation should loop
  55406. * @param loopMode The type of looping mode to use
  55407. * @param offsetValue Animation offset value
  55408. * @param highLimitValue The high limit value
  55409. * @returns The interpolated value
  55410. */
  55411. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55412. this._currentFrame = currentFrame;
  55413. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55414. this._workValue = BABYLON.Matrix.Zero();
  55415. }
  55416. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55417. };
  55418. /**
  55419. * Apply the interpolated value to the target
  55420. * @param currentValue defines the value computed by the animation
  55421. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55422. */
  55423. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55424. if (weight === void 0) { weight = 1.0; }
  55425. if (this._target instanceof Array) {
  55426. var index = 0;
  55427. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55428. var target = _a[_i];
  55429. this._setValue(target, currentValue, weight, index);
  55430. index++;
  55431. }
  55432. }
  55433. else {
  55434. this._setValue(this._target, currentValue, weight);
  55435. }
  55436. };
  55437. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55438. if (targetIndex === void 0) { targetIndex = 0; }
  55439. // Set value
  55440. var path;
  55441. var destination;
  55442. var targetPropertyPath = this._animation.targetPropertyPath;
  55443. if (targetPropertyPath.length > 1) {
  55444. var property = target[targetPropertyPath[0]];
  55445. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55446. property = property[targetPropertyPath[index]];
  55447. }
  55448. path = targetPropertyPath[targetPropertyPath.length - 1];
  55449. destination = property;
  55450. }
  55451. else {
  55452. path = targetPropertyPath[0];
  55453. destination = target;
  55454. }
  55455. this._targetPath = path;
  55456. this._activeTarget = destination;
  55457. this._weight = weight;
  55458. if (this._originalValue[targetIndex] === undefined) {
  55459. var originalValue = void 0;
  55460. if (destination.getRestPose && path === "_matrix") { // For bones
  55461. originalValue = destination.getRestPose();
  55462. }
  55463. else {
  55464. originalValue = destination[path];
  55465. }
  55466. if (originalValue && originalValue.clone) {
  55467. this._originalValue[targetIndex] = originalValue.clone();
  55468. }
  55469. else {
  55470. this._originalValue[targetIndex] = originalValue;
  55471. }
  55472. }
  55473. // Blending
  55474. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55475. if (enableBlending && this._blendingFactor <= 1.0) {
  55476. if (!this._originalBlendValue) {
  55477. var originalValue = destination[path];
  55478. if (originalValue.clone) {
  55479. this._originalBlendValue = originalValue.clone();
  55480. }
  55481. else {
  55482. this._originalBlendValue = originalValue;
  55483. }
  55484. }
  55485. if (this._originalBlendValue.m) { // Matrix
  55486. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55487. if (this._currentValue) {
  55488. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55489. }
  55490. else {
  55491. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55492. }
  55493. }
  55494. else {
  55495. if (this._currentValue) {
  55496. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55497. }
  55498. else {
  55499. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55500. }
  55501. }
  55502. }
  55503. else {
  55504. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55505. }
  55506. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55507. this._blendingFactor += blendingSpeed;
  55508. }
  55509. else {
  55510. this._currentValue = currentValue;
  55511. }
  55512. if (weight !== -1.0) {
  55513. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55514. }
  55515. else {
  55516. destination[path] = this._currentValue;
  55517. }
  55518. if (target.markAsDirty) {
  55519. target.markAsDirty(this._animation.targetProperty);
  55520. }
  55521. };
  55522. /**
  55523. * Gets the loop pmode of the runtime animation
  55524. * @returns Loop Mode
  55525. */
  55526. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55527. if (this._target && this._target.animationPropertiesOverride) {
  55528. return this._target.animationPropertiesOverride.loopMode;
  55529. }
  55530. return this._animation.loopMode;
  55531. };
  55532. /**
  55533. * Move the current animation to a given frame
  55534. * @param frame defines the frame to move to
  55535. */
  55536. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55537. var keys = this._animation.getKeys();
  55538. if (frame < keys[0].frame) {
  55539. frame = keys[0].frame;
  55540. }
  55541. else if (frame > keys[keys.length - 1].frame) {
  55542. frame = keys[keys.length - 1].frame;
  55543. }
  55544. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55545. this.setValue(currentValue, -1);
  55546. };
  55547. /**
  55548. * @hidden Internal use only
  55549. */
  55550. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55551. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55552. this._ratioOffset = this._previousRatio - newRatio;
  55553. };
  55554. /**
  55555. * Execute the current animation
  55556. * @param delay defines the delay to add to the current frame
  55557. * @param from defines the lower bound of the animation range
  55558. * @param to defines the upper bound of the animation range
  55559. * @param loop defines if the current animation must loop
  55560. * @param speedRatio defines the current speed ratio
  55561. * @param weight defines the weight of the animation (default is -1 so no weight)
  55562. * @returns a boolean indicating if the animation is running
  55563. */
  55564. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55565. if (weight === void 0) { weight = -1.0; }
  55566. var targetPropertyPath = this._animation.targetPropertyPath;
  55567. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55568. this._stopped = true;
  55569. return false;
  55570. }
  55571. var returnValue = true;
  55572. var keys = this._animation.getKeys();
  55573. // Adding a start key at frame 0 if missing
  55574. if (keys[0].frame !== 0) {
  55575. var newKey = { frame: 0, value: keys[0].value };
  55576. keys.splice(0, 0, newKey);
  55577. }
  55578. // Adding a duplicate key when there is only one key at frame zero
  55579. else if (keys.length === 1) {
  55580. var newKey = { frame: 0.001, value: keys[0].value };
  55581. keys.push(newKey);
  55582. }
  55583. // Check limits
  55584. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55585. from = keys[0].frame;
  55586. }
  55587. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55588. to = keys[keys.length - 1].frame;
  55589. }
  55590. //to and from cannot be the same key
  55591. if (from === to) {
  55592. if (from > keys[0].frame) {
  55593. from--;
  55594. }
  55595. else if (to < keys[keys.length - 1].frame) {
  55596. to++;
  55597. }
  55598. }
  55599. // Compute ratio
  55600. var range = to - from;
  55601. var offsetValue;
  55602. // ratio represents the frame delta between from and to
  55603. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55604. var highLimitValue = 0;
  55605. this._previousDelay = delay;
  55606. this._previousRatio = ratio;
  55607. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55608. returnValue = false;
  55609. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55610. }
  55611. else {
  55612. // Get max value if required
  55613. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55614. var keyOffset = to.toString() + from.toString();
  55615. if (!this._offsetsCache[keyOffset]) {
  55616. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55617. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55618. switch (this._animation.dataType) {
  55619. // Float
  55620. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55621. this._offsetsCache[keyOffset] = toValue - fromValue;
  55622. break;
  55623. // Quaternion
  55624. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55625. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55626. break;
  55627. // Vector3
  55628. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55629. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55630. // Vector2
  55631. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55632. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55633. // Size
  55634. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55635. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55636. // Color3
  55637. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55638. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55639. default:
  55640. break;
  55641. }
  55642. this._highLimitsCache[keyOffset] = toValue;
  55643. }
  55644. highLimitValue = this._highLimitsCache[keyOffset];
  55645. offsetValue = this._offsetsCache[keyOffset];
  55646. }
  55647. }
  55648. if (offsetValue === undefined) {
  55649. switch (this._animation.dataType) {
  55650. // Float
  55651. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55652. offsetValue = 0;
  55653. break;
  55654. // Quaternion
  55655. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55656. offsetValue = _staticOffsetValueQuaternion;
  55657. break;
  55658. // Vector3
  55659. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55660. offsetValue = _staticOffsetValueVector3;
  55661. break;
  55662. // Vector2
  55663. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55664. offsetValue = _staticOffsetValueVector2;
  55665. break;
  55666. // Size
  55667. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55668. offsetValue = _staticOffsetValueSize;
  55669. break;
  55670. // Color3
  55671. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55672. offsetValue = _staticOffsetValueColor3;
  55673. }
  55674. }
  55675. // Compute value
  55676. var repeatCount = (ratio / range) >> 0;
  55677. var currentFrame = returnValue ? from + ratio % range : to;
  55678. // Need to normalize?
  55679. if (this._host && this._host.syncRoot) {
  55680. var syncRoot = this._host.syncRoot;
  55681. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55682. currentFrame = from + (to - from) * hostNormalizedFrame;
  55683. }
  55684. // Reset events if looping
  55685. var events = this._events;
  55686. if (range > 0 && this.currentFrame > currentFrame ||
  55687. range < 0 && this.currentFrame < currentFrame) {
  55688. // Need to reset animation events
  55689. for (var index = 0; index < events.length; index++) {
  55690. if (!events[index].onlyOnce) {
  55691. // reset event, the animation is looping
  55692. events[index].isDone = false;
  55693. }
  55694. }
  55695. }
  55696. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55697. // Set value
  55698. this.setValue(currentValue, weight);
  55699. // Check events
  55700. for (var index = 0; index < events.length; index++) {
  55701. // Make sure current frame has passed event frame and that event frame is within the current range
  55702. // Also, handle both forward and reverse animations
  55703. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55704. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55705. var event = events[index];
  55706. if (!event.isDone) {
  55707. // If event should be done only once, remove it.
  55708. if (event.onlyOnce) {
  55709. events.splice(index, 1);
  55710. index--;
  55711. }
  55712. event.isDone = true;
  55713. event.action(currentFrame);
  55714. } // Don't do anything if the event has already be done.
  55715. }
  55716. }
  55717. if (!returnValue) {
  55718. this._stopped = true;
  55719. }
  55720. return returnValue;
  55721. };
  55722. return RuntimeAnimation;
  55723. }());
  55724. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55725. })(BABYLON || (BABYLON = {}));
  55726. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55727. var BABYLON;
  55728. (function (BABYLON) {
  55729. /**
  55730. * Class used to store an actual running animation
  55731. */
  55732. var Animatable = /** @class */ (function () {
  55733. /**
  55734. * Creates a new Animatable
  55735. * @param scene defines the hosting scene
  55736. * @param target defines the target object
  55737. * @param fromFrame defines the starting frame number (default is 0)
  55738. * @param toFrame defines the ending frame number (default is 100)
  55739. * @param loopAnimation defines if the animation must loop (default is false)
  55740. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55741. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55742. * @param animations defines a group of animation to add to the new Animatable
  55743. */
  55744. function Animatable(scene,
  55745. /** defines the target object */
  55746. target,
  55747. /** defines the starting frame number (default is 0) */
  55748. fromFrame,
  55749. /** defines the ending frame number (default is 100) */
  55750. toFrame,
  55751. /** defines if the animation must loop (default is false) */
  55752. loopAnimation, speedRatio,
  55753. /** defines a callback to call when animation ends if it is not looping */
  55754. onAnimationEnd, animations) {
  55755. if (fromFrame === void 0) { fromFrame = 0; }
  55756. if (toFrame === void 0) { toFrame = 100; }
  55757. if (loopAnimation === void 0) { loopAnimation = false; }
  55758. if (speedRatio === void 0) { speedRatio = 1.0; }
  55759. this.target = target;
  55760. this.fromFrame = fromFrame;
  55761. this.toFrame = toFrame;
  55762. this.loopAnimation = loopAnimation;
  55763. this.onAnimationEnd = onAnimationEnd;
  55764. this._localDelayOffset = null;
  55765. this._pausedDelay = null;
  55766. this._runtimeAnimations = new Array();
  55767. this._paused = false;
  55768. this._speedRatio = 1;
  55769. this._weight = -1.0;
  55770. /**
  55771. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55772. * This will only apply for non looping animation (default is true)
  55773. */
  55774. this.disposeOnEnd = true;
  55775. /**
  55776. * Gets a boolean indicating if the animation has started
  55777. */
  55778. this.animationStarted = false;
  55779. /**
  55780. * Observer raised when the animation ends
  55781. */
  55782. this.onAnimationEndObservable = new BABYLON.Observable();
  55783. this._scene = scene;
  55784. if (animations) {
  55785. this.appendAnimations(target, animations);
  55786. }
  55787. this._speedRatio = speedRatio;
  55788. scene._activeAnimatables.push(this);
  55789. }
  55790. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55791. /**
  55792. * Gets the root Animatable used to synchronize and normalize animations
  55793. */
  55794. get: function () {
  55795. return this._syncRoot;
  55796. },
  55797. enumerable: true,
  55798. configurable: true
  55799. });
  55800. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55801. /**
  55802. * Gets the current frame of the first RuntimeAnimation
  55803. * Used to synchronize Animatables
  55804. */
  55805. get: function () {
  55806. if (this._runtimeAnimations.length === 0) {
  55807. return 0;
  55808. }
  55809. return this._runtimeAnimations[0].currentFrame;
  55810. },
  55811. enumerable: true,
  55812. configurable: true
  55813. });
  55814. Object.defineProperty(Animatable.prototype, "weight", {
  55815. /**
  55816. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55817. */
  55818. get: function () {
  55819. return this._weight;
  55820. },
  55821. set: function (value) {
  55822. if (value === -1) { // -1 is ok and means no weight
  55823. this._weight = -1;
  55824. return;
  55825. }
  55826. // Else weight must be in [0, 1] range
  55827. this._weight = Math.min(Math.max(value, 0), 1.0);
  55828. },
  55829. enumerable: true,
  55830. configurable: true
  55831. });
  55832. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55833. /**
  55834. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55835. */
  55836. get: function () {
  55837. return this._speedRatio;
  55838. },
  55839. set: function (value) {
  55840. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55841. var animation = this._runtimeAnimations[index];
  55842. animation._prepareForSpeedRatioChange(value);
  55843. }
  55844. this._speedRatio = value;
  55845. },
  55846. enumerable: true,
  55847. configurable: true
  55848. });
  55849. // Methods
  55850. /**
  55851. * Synchronize and normalize current Animatable with a source Animatable
  55852. * This is useful when using animation weights and when animations are not of the same length
  55853. * @param root defines the root Animatable to synchronize with
  55854. * @returns the current Animatable
  55855. */
  55856. Animatable.prototype.syncWith = function (root) {
  55857. this._syncRoot = root;
  55858. if (root) {
  55859. // Make sure this animatable will animate after the root
  55860. var index = this._scene._activeAnimatables.indexOf(this);
  55861. if (index > -1) {
  55862. this._scene._activeAnimatables.splice(index, 1);
  55863. this._scene._activeAnimatables.push(this);
  55864. }
  55865. }
  55866. return this;
  55867. };
  55868. /**
  55869. * Gets the list of runtime animations
  55870. * @returns an array of RuntimeAnimation
  55871. */
  55872. Animatable.prototype.getAnimations = function () {
  55873. return this._runtimeAnimations;
  55874. };
  55875. /**
  55876. * Adds more animations to the current animatable
  55877. * @param target defines the target of the animations
  55878. * @param animations defines the new animations to add
  55879. */
  55880. Animatable.prototype.appendAnimations = function (target, animations) {
  55881. for (var index = 0; index < animations.length; index++) {
  55882. var animation = animations[index];
  55883. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55884. }
  55885. };
  55886. /**
  55887. * Gets the source animation for a specific property
  55888. * @param property defines the propertyu to look for
  55889. * @returns null or the source animation for the given property
  55890. */
  55891. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55892. var runtimeAnimations = this._runtimeAnimations;
  55893. for (var index = 0; index < runtimeAnimations.length; index++) {
  55894. if (runtimeAnimations[index].animation.targetProperty === property) {
  55895. return runtimeAnimations[index].animation;
  55896. }
  55897. }
  55898. return null;
  55899. };
  55900. /**
  55901. * Gets the runtime animation for a specific property
  55902. * @param property defines the propertyu to look for
  55903. * @returns null or the runtime animation for the given property
  55904. */
  55905. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55906. var runtimeAnimations = this._runtimeAnimations;
  55907. for (var index = 0; index < runtimeAnimations.length; index++) {
  55908. if (runtimeAnimations[index].animation.targetProperty === property) {
  55909. return runtimeAnimations[index];
  55910. }
  55911. }
  55912. return null;
  55913. };
  55914. /**
  55915. * Resets the animatable to its original state
  55916. */
  55917. Animatable.prototype.reset = function () {
  55918. var runtimeAnimations = this._runtimeAnimations;
  55919. for (var index = 0; index < runtimeAnimations.length; index++) {
  55920. runtimeAnimations[index].reset(true);
  55921. }
  55922. this._localDelayOffset = null;
  55923. this._pausedDelay = null;
  55924. };
  55925. /**
  55926. * Allows the animatable to blend with current running animations
  55927. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55928. * @param blendingSpeed defines the blending speed to use
  55929. */
  55930. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55931. var runtimeAnimations = this._runtimeAnimations;
  55932. for (var index = 0; index < runtimeAnimations.length; index++) {
  55933. runtimeAnimations[index].animation.enableBlending = true;
  55934. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55935. }
  55936. };
  55937. /**
  55938. * Disable animation blending
  55939. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55940. */
  55941. Animatable.prototype.disableBlending = function () {
  55942. var runtimeAnimations = this._runtimeAnimations;
  55943. for (var index = 0; index < runtimeAnimations.length; index++) {
  55944. runtimeAnimations[index].animation.enableBlending = false;
  55945. }
  55946. };
  55947. /**
  55948. * Jump directly to a given frame
  55949. * @param frame defines the frame to jump to
  55950. */
  55951. Animatable.prototype.goToFrame = function (frame) {
  55952. var runtimeAnimations = this._runtimeAnimations;
  55953. if (runtimeAnimations[0]) {
  55954. var fps = runtimeAnimations[0].animation.framePerSecond;
  55955. var currentFrame = runtimeAnimations[0].currentFrame;
  55956. var adjustTime = frame - currentFrame;
  55957. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55958. if (this._localDelayOffset === null) {
  55959. this._localDelayOffset = 0;
  55960. }
  55961. this._localDelayOffset -= delay;
  55962. }
  55963. for (var index = 0; index < runtimeAnimations.length; index++) {
  55964. runtimeAnimations[index].goToFrame(frame);
  55965. }
  55966. };
  55967. /**
  55968. * Pause the animation
  55969. */
  55970. Animatable.prototype.pause = function () {
  55971. if (this._paused) {
  55972. return;
  55973. }
  55974. this._paused = true;
  55975. };
  55976. /**
  55977. * Restart the animation
  55978. */
  55979. Animatable.prototype.restart = function () {
  55980. this._paused = false;
  55981. };
  55982. Animatable.prototype._raiseOnAnimationEnd = function () {
  55983. if (this.onAnimationEnd) {
  55984. this.onAnimationEnd();
  55985. }
  55986. this.onAnimationEndObservable.notifyObservers(this);
  55987. };
  55988. /**
  55989. * Stop and delete the current animation
  55990. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55991. * @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)
  55992. */
  55993. Animatable.prototype.stop = function (animationName, targetMask) {
  55994. if (animationName || targetMask) {
  55995. var idx = this._scene._activeAnimatables.indexOf(this);
  55996. if (idx > -1) {
  55997. var runtimeAnimations = this._runtimeAnimations;
  55998. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55999. var runtimeAnimation = runtimeAnimations[index];
  56000. if (animationName && runtimeAnimation.animation.name != animationName) {
  56001. continue;
  56002. }
  56003. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56004. continue;
  56005. }
  56006. runtimeAnimation.dispose();
  56007. runtimeAnimations.splice(index, 1);
  56008. }
  56009. if (runtimeAnimations.length == 0) {
  56010. this._scene._activeAnimatables.splice(idx, 1);
  56011. this._raiseOnAnimationEnd();
  56012. }
  56013. }
  56014. }
  56015. else {
  56016. var index = this._scene._activeAnimatables.indexOf(this);
  56017. if (index > -1) {
  56018. this._scene._activeAnimatables.splice(index, 1);
  56019. var runtimeAnimations = this._runtimeAnimations;
  56020. for (var index = 0; index < runtimeAnimations.length; index++) {
  56021. runtimeAnimations[index].dispose();
  56022. }
  56023. this._raiseOnAnimationEnd();
  56024. }
  56025. }
  56026. };
  56027. /**
  56028. * Wait asynchronously for the animation to end
  56029. * @returns a promise which will be fullfilled when the animation ends
  56030. */
  56031. Animatable.prototype.waitAsync = function () {
  56032. var _this = this;
  56033. return new Promise(function (resolve, reject) {
  56034. _this.onAnimationEndObservable.add(function () {
  56035. resolve(_this);
  56036. }, undefined, undefined, _this, true);
  56037. });
  56038. };
  56039. /** @hidden */
  56040. Animatable.prototype._animate = function (delay) {
  56041. if (this._paused) {
  56042. this.animationStarted = false;
  56043. if (this._pausedDelay === null) {
  56044. this._pausedDelay = delay;
  56045. }
  56046. return true;
  56047. }
  56048. if (this._localDelayOffset === null) {
  56049. this._localDelayOffset = delay;
  56050. this._pausedDelay = null;
  56051. }
  56052. else if (this._pausedDelay !== null) {
  56053. this._localDelayOffset += delay - this._pausedDelay;
  56054. this._pausedDelay = null;
  56055. }
  56056. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56057. return true;
  56058. }
  56059. // Animating
  56060. var running = false;
  56061. var runtimeAnimations = this._runtimeAnimations;
  56062. var index;
  56063. for (index = 0; index < runtimeAnimations.length; index++) {
  56064. var animation = runtimeAnimations[index];
  56065. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56066. running = running || isRunning;
  56067. }
  56068. this.animationStarted = running;
  56069. if (!running) {
  56070. if (this.disposeOnEnd) {
  56071. // Remove from active animatables
  56072. index = this._scene._activeAnimatables.indexOf(this);
  56073. this._scene._activeAnimatables.splice(index, 1);
  56074. // Dispose all runtime animations
  56075. for (index = 0; index < runtimeAnimations.length; index++) {
  56076. runtimeAnimations[index].dispose();
  56077. }
  56078. }
  56079. this._raiseOnAnimationEnd();
  56080. if (this.disposeOnEnd) {
  56081. this.onAnimationEnd = null;
  56082. this.onAnimationEndObservable.clear();
  56083. }
  56084. }
  56085. return running;
  56086. };
  56087. return Animatable;
  56088. }());
  56089. BABYLON.Animatable = Animatable;
  56090. })(BABYLON || (BABYLON = {}));
  56091. //# sourceMappingURL=babylon.animatable.js.map
  56092. var BABYLON;
  56093. (function (BABYLON) {
  56094. /**
  56095. * Base class used for every default easing function.
  56096. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56097. */
  56098. var EasingFunction = /** @class */ (function () {
  56099. function EasingFunction() {
  56100. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56101. }
  56102. /**
  56103. * Sets the easing mode of the current function.
  56104. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56105. */
  56106. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56107. var n = Math.min(Math.max(easingMode, 0), 2);
  56108. this._easingMode = n;
  56109. };
  56110. /**
  56111. * Gets the current easing mode.
  56112. * @returns the easing mode
  56113. */
  56114. EasingFunction.prototype.getEasingMode = function () {
  56115. return this._easingMode;
  56116. };
  56117. /**
  56118. * @hidden
  56119. */
  56120. EasingFunction.prototype.easeInCore = function (gradient) {
  56121. throw new Error('You must implement this method');
  56122. };
  56123. /**
  56124. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56125. * of the easing function.
  56126. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56127. * @returns the corresponding value on the curve defined by the easing function
  56128. */
  56129. EasingFunction.prototype.ease = function (gradient) {
  56130. switch (this._easingMode) {
  56131. case EasingFunction.EASINGMODE_EASEIN:
  56132. return this.easeInCore(gradient);
  56133. case EasingFunction.EASINGMODE_EASEOUT:
  56134. return (1 - this.easeInCore(1 - gradient));
  56135. }
  56136. if (gradient >= 0.5) {
  56137. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56138. }
  56139. return (this.easeInCore(gradient * 2) * 0.5);
  56140. };
  56141. /**
  56142. * Interpolation follows the mathematical formula associated with the easing function.
  56143. */
  56144. EasingFunction.EASINGMODE_EASEIN = 0;
  56145. /**
  56146. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56147. */
  56148. EasingFunction.EASINGMODE_EASEOUT = 1;
  56149. /**
  56150. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56151. */
  56152. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56153. return EasingFunction;
  56154. }());
  56155. BABYLON.EasingFunction = EasingFunction;
  56156. /**
  56157. * Easing function with a circle shape (see link below).
  56158. * @see https://easings.net/#easeInCirc
  56159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56160. */
  56161. var CircleEase = /** @class */ (function (_super) {
  56162. __extends(CircleEase, _super);
  56163. function CircleEase() {
  56164. return _super !== null && _super.apply(this, arguments) || this;
  56165. }
  56166. /** @hidden */
  56167. CircleEase.prototype.easeInCore = function (gradient) {
  56168. gradient = Math.max(0, Math.min(1, gradient));
  56169. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56170. };
  56171. return CircleEase;
  56172. }(EasingFunction));
  56173. BABYLON.CircleEase = CircleEase;
  56174. /**
  56175. * Easing function with a ease back shape (see link below).
  56176. * @see https://easings.net/#easeInBack
  56177. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56178. */
  56179. var BackEase = /** @class */ (function (_super) {
  56180. __extends(BackEase, _super);
  56181. /**
  56182. * Instantiates a back ease easing
  56183. * @see https://easings.net/#easeInBack
  56184. * @param amplitude Defines the amplitude of the function
  56185. */
  56186. function BackEase(
  56187. /** Defines the amplitude of the function */
  56188. amplitude) {
  56189. if (amplitude === void 0) { amplitude = 1; }
  56190. var _this = _super.call(this) || this;
  56191. _this.amplitude = amplitude;
  56192. return _this;
  56193. }
  56194. /** @hidden */
  56195. BackEase.prototype.easeInCore = function (gradient) {
  56196. var num = Math.max(0, this.amplitude);
  56197. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56198. };
  56199. return BackEase;
  56200. }(EasingFunction));
  56201. BABYLON.BackEase = BackEase;
  56202. /**
  56203. * Easing function with a bouncing shape (see link below).
  56204. * @see https://easings.net/#easeInBounce
  56205. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56206. */
  56207. var BounceEase = /** @class */ (function (_super) {
  56208. __extends(BounceEase, _super);
  56209. /**
  56210. * Instantiates a bounce easing
  56211. * @see https://easings.net/#easeInBounce
  56212. * @param bounces Defines the number of bounces
  56213. * @param bounciness Defines the amplitude of the bounce
  56214. */
  56215. function BounceEase(
  56216. /** Defines the number of bounces */
  56217. bounces,
  56218. /** Defines the amplitude of the bounce */
  56219. bounciness) {
  56220. if (bounces === void 0) { bounces = 3; }
  56221. if (bounciness === void 0) { bounciness = 2; }
  56222. var _this = _super.call(this) || this;
  56223. _this.bounces = bounces;
  56224. _this.bounciness = bounciness;
  56225. return _this;
  56226. }
  56227. /** @hidden */
  56228. BounceEase.prototype.easeInCore = function (gradient) {
  56229. var y = Math.max(0.0, this.bounces);
  56230. var bounciness = this.bounciness;
  56231. if (bounciness <= 1.0) {
  56232. bounciness = 1.001;
  56233. }
  56234. var num9 = Math.pow(bounciness, y);
  56235. var num5 = 1.0 - bounciness;
  56236. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56237. var num15 = gradient * num4;
  56238. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56239. var num3 = Math.floor(num65);
  56240. var num13 = num3 + 1.0;
  56241. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56242. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56243. var num7 = (num8 + num12) * 0.5;
  56244. var num6 = gradient - num7;
  56245. var num2 = num7 - num8;
  56246. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56247. };
  56248. return BounceEase;
  56249. }(EasingFunction));
  56250. BABYLON.BounceEase = BounceEase;
  56251. /**
  56252. * Easing function with a power of 3 shape (see link below).
  56253. * @see https://easings.net/#easeInCubic
  56254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56255. */
  56256. var CubicEase = /** @class */ (function (_super) {
  56257. __extends(CubicEase, _super);
  56258. function CubicEase() {
  56259. return _super !== null && _super.apply(this, arguments) || this;
  56260. }
  56261. /** @hidden */
  56262. CubicEase.prototype.easeInCore = function (gradient) {
  56263. return (gradient * gradient * gradient);
  56264. };
  56265. return CubicEase;
  56266. }(EasingFunction));
  56267. BABYLON.CubicEase = CubicEase;
  56268. /**
  56269. * Easing function with an elastic shape (see link below).
  56270. * @see https://easings.net/#easeInElastic
  56271. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56272. */
  56273. var ElasticEase = /** @class */ (function (_super) {
  56274. __extends(ElasticEase, _super);
  56275. /**
  56276. * Instantiates an elastic easing function
  56277. * @see https://easings.net/#easeInElastic
  56278. * @param oscillations Defines the number of oscillations
  56279. * @param springiness Defines the amplitude of the oscillations
  56280. */
  56281. function ElasticEase(
  56282. /** Defines the number of oscillations*/
  56283. oscillations,
  56284. /** Defines the amplitude of the oscillations*/
  56285. springiness) {
  56286. if (oscillations === void 0) { oscillations = 3; }
  56287. if (springiness === void 0) { springiness = 3; }
  56288. var _this = _super.call(this) || this;
  56289. _this.oscillations = oscillations;
  56290. _this.springiness = springiness;
  56291. return _this;
  56292. }
  56293. /** @hidden */
  56294. ElasticEase.prototype.easeInCore = function (gradient) {
  56295. var num2;
  56296. var num3 = Math.max(0.0, this.oscillations);
  56297. var num = Math.max(0.0, this.springiness);
  56298. if (num == 0) {
  56299. num2 = gradient;
  56300. }
  56301. else {
  56302. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56303. }
  56304. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56305. };
  56306. return ElasticEase;
  56307. }(EasingFunction));
  56308. BABYLON.ElasticEase = ElasticEase;
  56309. /**
  56310. * Easing function with an exponential shape (see link below).
  56311. * @see https://easings.net/#easeInExpo
  56312. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56313. */
  56314. var ExponentialEase = /** @class */ (function (_super) {
  56315. __extends(ExponentialEase, _super);
  56316. /**
  56317. * Instantiates an exponential easing function
  56318. * @see https://easings.net/#easeInExpo
  56319. * @param exponent Defines the exponent of the function
  56320. */
  56321. function ExponentialEase(
  56322. /** Defines the exponent of the function */
  56323. exponent) {
  56324. if (exponent === void 0) { exponent = 2; }
  56325. var _this = _super.call(this) || this;
  56326. _this.exponent = exponent;
  56327. return _this;
  56328. }
  56329. /** @hidden */
  56330. ExponentialEase.prototype.easeInCore = function (gradient) {
  56331. if (this.exponent <= 0) {
  56332. return gradient;
  56333. }
  56334. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56335. };
  56336. return ExponentialEase;
  56337. }(EasingFunction));
  56338. BABYLON.ExponentialEase = ExponentialEase;
  56339. /**
  56340. * Easing function with a power shape (see link below).
  56341. * @see https://easings.net/#easeInQuad
  56342. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56343. */
  56344. var PowerEase = /** @class */ (function (_super) {
  56345. __extends(PowerEase, _super);
  56346. /**
  56347. * Instantiates an power base easing function
  56348. * @see https://easings.net/#easeInQuad
  56349. * @param power Defines the power of the function
  56350. */
  56351. function PowerEase(
  56352. /** Defines the power of the function */
  56353. power) {
  56354. if (power === void 0) { power = 2; }
  56355. var _this = _super.call(this) || this;
  56356. _this.power = power;
  56357. return _this;
  56358. }
  56359. /** @hidden */
  56360. PowerEase.prototype.easeInCore = function (gradient) {
  56361. var y = Math.max(0.0, this.power);
  56362. return Math.pow(gradient, y);
  56363. };
  56364. return PowerEase;
  56365. }(EasingFunction));
  56366. BABYLON.PowerEase = PowerEase;
  56367. /**
  56368. * Easing function with a power of 2 shape (see link below).
  56369. * @see https://easings.net/#easeInQuad
  56370. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56371. */
  56372. var QuadraticEase = /** @class */ (function (_super) {
  56373. __extends(QuadraticEase, _super);
  56374. function QuadraticEase() {
  56375. return _super !== null && _super.apply(this, arguments) || this;
  56376. }
  56377. /** @hidden */
  56378. QuadraticEase.prototype.easeInCore = function (gradient) {
  56379. return (gradient * gradient);
  56380. };
  56381. return QuadraticEase;
  56382. }(EasingFunction));
  56383. BABYLON.QuadraticEase = QuadraticEase;
  56384. /**
  56385. * Easing function with a power of 4 shape (see link below).
  56386. * @see https://easings.net/#easeInQuart
  56387. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56388. */
  56389. var QuarticEase = /** @class */ (function (_super) {
  56390. __extends(QuarticEase, _super);
  56391. function QuarticEase() {
  56392. return _super !== null && _super.apply(this, arguments) || this;
  56393. }
  56394. /** @hidden */
  56395. QuarticEase.prototype.easeInCore = function (gradient) {
  56396. return (gradient * gradient * gradient * gradient);
  56397. };
  56398. return QuarticEase;
  56399. }(EasingFunction));
  56400. BABYLON.QuarticEase = QuarticEase;
  56401. /**
  56402. * Easing function with a power of 5 shape (see link below).
  56403. * @see https://easings.net/#easeInQuint
  56404. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56405. */
  56406. var QuinticEase = /** @class */ (function (_super) {
  56407. __extends(QuinticEase, _super);
  56408. function QuinticEase() {
  56409. return _super !== null && _super.apply(this, arguments) || this;
  56410. }
  56411. /** @hidden */
  56412. QuinticEase.prototype.easeInCore = function (gradient) {
  56413. return (gradient * gradient * gradient * gradient * gradient);
  56414. };
  56415. return QuinticEase;
  56416. }(EasingFunction));
  56417. BABYLON.QuinticEase = QuinticEase;
  56418. /**
  56419. * Easing function with a sin shape (see link below).
  56420. * @see https://easings.net/#easeInSine
  56421. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56422. */
  56423. var SineEase = /** @class */ (function (_super) {
  56424. __extends(SineEase, _super);
  56425. function SineEase() {
  56426. return _super !== null && _super.apply(this, arguments) || this;
  56427. }
  56428. /** @hidden */
  56429. SineEase.prototype.easeInCore = function (gradient) {
  56430. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56431. };
  56432. return SineEase;
  56433. }(EasingFunction));
  56434. BABYLON.SineEase = SineEase;
  56435. /**
  56436. * Easing function with a bezier shape (see link below).
  56437. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56438. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56439. */
  56440. var BezierCurveEase = /** @class */ (function (_super) {
  56441. __extends(BezierCurveEase, _super);
  56442. /**
  56443. * Instantiates a bezier function
  56444. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56445. * @param x1 Defines the x component of the start tangent in the bezier curve
  56446. * @param y1 Defines the y component of the start tangent in the bezier curve
  56447. * @param x2 Defines the x component of the end tangent in the bezier curve
  56448. * @param y2 Defines the y component of the end tangent in the bezier curve
  56449. */
  56450. function BezierCurveEase(
  56451. /** Defines the x component of the start tangent in the bezier curve */
  56452. x1,
  56453. /** Defines the y component of the start tangent in the bezier curve */
  56454. y1,
  56455. /** Defines the x component of the end tangent in the bezier curve */
  56456. x2,
  56457. /** Defines the y component of the end tangent in the bezier curve */
  56458. y2) {
  56459. if (x1 === void 0) { x1 = 0; }
  56460. if (y1 === void 0) { y1 = 0; }
  56461. if (x2 === void 0) { x2 = 1; }
  56462. if (y2 === void 0) { y2 = 1; }
  56463. var _this = _super.call(this) || this;
  56464. _this.x1 = x1;
  56465. _this.y1 = y1;
  56466. _this.x2 = x2;
  56467. _this.y2 = y2;
  56468. return _this;
  56469. }
  56470. /** @hidden */
  56471. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56472. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56473. };
  56474. return BezierCurveEase;
  56475. }(EasingFunction));
  56476. BABYLON.BezierCurveEase = BezierCurveEase;
  56477. })(BABYLON || (BABYLON = {}));
  56478. //# sourceMappingURL=babylon.easing.js.map
  56479. var BABYLON;
  56480. (function (BABYLON) {
  56481. /**
  56482. * A Condition applied to an Action
  56483. */
  56484. var Condition = /** @class */ (function () {
  56485. /**
  56486. * Creates a new Condition
  56487. * @param actionManager the manager of the action the condition is applied to
  56488. */
  56489. function Condition(actionManager) {
  56490. this._actionManager = actionManager;
  56491. }
  56492. /**
  56493. * Check if the current condition is valid
  56494. * @returns a boolean
  56495. */
  56496. Condition.prototype.isValid = function () {
  56497. return true;
  56498. };
  56499. /**
  56500. * Internal only
  56501. * @hidden
  56502. */
  56503. Condition.prototype._getProperty = function (propertyPath) {
  56504. return this._actionManager._getProperty(propertyPath);
  56505. };
  56506. /**
  56507. * Internal only
  56508. * @hidden
  56509. */
  56510. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56511. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56512. };
  56513. /**
  56514. * Serialize placeholder for child classes
  56515. * @returns the serialized object
  56516. */
  56517. Condition.prototype.serialize = function () {
  56518. };
  56519. /**
  56520. * Internal only
  56521. * @hidden
  56522. */
  56523. Condition.prototype._serialize = function (serializedCondition) {
  56524. return {
  56525. type: 2,
  56526. children: [],
  56527. name: serializedCondition.name,
  56528. properties: serializedCondition.properties
  56529. };
  56530. };
  56531. return Condition;
  56532. }());
  56533. BABYLON.Condition = Condition;
  56534. /**
  56535. * Defines specific conditional operators as extensions of Condition
  56536. */
  56537. var ValueCondition = /** @class */ (function (_super) {
  56538. __extends(ValueCondition, _super);
  56539. /**
  56540. * Creates a new ValueCondition
  56541. * @param actionManager manager for the action the condition applies to
  56542. * @param target for the action
  56543. * @param propertyPath path to specify the property of the target the conditional operator uses
  56544. * @param value the value compared by the conditional operator against the current value of the property
  56545. * @param operator the conditional operator, default ValueCondition.IsEqual
  56546. */
  56547. function ValueCondition(actionManager, target,
  56548. /** path to specify the property of the target the conditional operator uses */
  56549. propertyPath,
  56550. /** the value compared by the conditional operator against the current value of the property */
  56551. value,
  56552. /** the conditional operator, default ValueCondition.IsEqual */
  56553. operator) {
  56554. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56555. var _this = _super.call(this, actionManager) || this;
  56556. _this.propertyPath = propertyPath;
  56557. _this.value = value;
  56558. _this.operator = operator;
  56559. _this._target = target;
  56560. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56561. _this._property = _this._getProperty(_this.propertyPath);
  56562. return _this;
  56563. }
  56564. Object.defineProperty(ValueCondition, "IsEqual", {
  56565. /**
  56566. * returns the number for IsEqual
  56567. */
  56568. get: function () {
  56569. return ValueCondition._IsEqual;
  56570. },
  56571. enumerable: true,
  56572. configurable: true
  56573. });
  56574. Object.defineProperty(ValueCondition, "IsDifferent", {
  56575. /**
  56576. * Returns the number for IsDifferent
  56577. */
  56578. get: function () {
  56579. return ValueCondition._IsDifferent;
  56580. },
  56581. enumerable: true,
  56582. configurable: true
  56583. });
  56584. Object.defineProperty(ValueCondition, "IsGreater", {
  56585. /**
  56586. * Returns the number for IsGreater
  56587. */
  56588. get: function () {
  56589. return ValueCondition._IsGreater;
  56590. },
  56591. enumerable: true,
  56592. configurable: true
  56593. });
  56594. Object.defineProperty(ValueCondition, "IsLesser", {
  56595. /**
  56596. * Returns the number for IsLesser
  56597. */
  56598. get: function () {
  56599. return ValueCondition._IsLesser;
  56600. },
  56601. enumerable: true,
  56602. configurable: true
  56603. });
  56604. /**
  56605. * Compares the given value with the property value for the specified conditional operator
  56606. * @returns the result of the comparison
  56607. */
  56608. ValueCondition.prototype.isValid = function () {
  56609. switch (this.operator) {
  56610. case ValueCondition.IsGreater:
  56611. return this._effectiveTarget[this._property] > this.value;
  56612. case ValueCondition.IsLesser:
  56613. return this._effectiveTarget[this._property] < this.value;
  56614. case ValueCondition.IsEqual:
  56615. case ValueCondition.IsDifferent:
  56616. var check;
  56617. if (this.value.equals) {
  56618. check = this.value.equals(this._effectiveTarget[this._property]);
  56619. }
  56620. else {
  56621. check = this.value === this._effectiveTarget[this._property];
  56622. }
  56623. return this.operator === ValueCondition.IsEqual ? check : !check;
  56624. }
  56625. return false;
  56626. };
  56627. /**
  56628. * Serialize the ValueCondition into a JSON compatible object
  56629. * @returns serialization object
  56630. */
  56631. ValueCondition.prototype.serialize = function () {
  56632. return this._serialize({
  56633. name: "ValueCondition",
  56634. properties: [
  56635. BABYLON.Action._GetTargetProperty(this._target),
  56636. { name: "propertyPath", value: this.propertyPath },
  56637. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56638. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56639. ]
  56640. });
  56641. };
  56642. /**
  56643. * Gets the name of the conditional operator for the ValueCondition
  56644. * @param operator the conditional operator
  56645. * @returns the name
  56646. */
  56647. ValueCondition.GetOperatorName = function (operator) {
  56648. switch (operator) {
  56649. case ValueCondition._IsEqual: return "IsEqual";
  56650. case ValueCondition._IsDifferent: return "IsDifferent";
  56651. case ValueCondition._IsGreater: return "IsGreater";
  56652. case ValueCondition._IsLesser: return "IsLesser";
  56653. default: return "";
  56654. }
  56655. };
  56656. /**
  56657. * Internal only
  56658. * @hidden
  56659. */
  56660. ValueCondition._IsEqual = 0;
  56661. /**
  56662. * Internal only
  56663. * @hidden
  56664. */
  56665. ValueCondition._IsDifferent = 1;
  56666. /**
  56667. * Internal only
  56668. * @hidden
  56669. */
  56670. ValueCondition._IsGreater = 2;
  56671. /**
  56672. * Internal only
  56673. * @hidden
  56674. */
  56675. ValueCondition._IsLesser = 3;
  56676. return ValueCondition;
  56677. }(Condition));
  56678. BABYLON.ValueCondition = ValueCondition;
  56679. /**
  56680. * Defines a predicate condition as an extension of Condition
  56681. */
  56682. var PredicateCondition = /** @class */ (function (_super) {
  56683. __extends(PredicateCondition, _super);
  56684. /**
  56685. * Creates a new PredicateCondition
  56686. * @param actionManager manager for the action the condition applies to
  56687. * @param predicate defines the predicate function used to validate the condition
  56688. */
  56689. function PredicateCondition(actionManager,
  56690. /** defines the predicate function used to validate the condition */
  56691. predicate) {
  56692. var _this = _super.call(this, actionManager) || this;
  56693. _this.predicate = predicate;
  56694. return _this;
  56695. }
  56696. /**
  56697. * @returns the validity of the predicate condition
  56698. */
  56699. PredicateCondition.prototype.isValid = function () {
  56700. return this.predicate();
  56701. };
  56702. return PredicateCondition;
  56703. }(Condition));
  56704. BABYLON.PredicateCondition = PredicateCondition;
  56705. /**
  56706. * Defines a state condition as an extension of Condition
  56707. */
  56708. var StateCondition = /** @class */ (function (_super) {
  56709. __extends(StateCondition, _super);
  56710. /**
  56711. * Creates a new StateCondition
  56712. * @param actionManager manager for the action the condition applies to
  56713. * @param target of the condition
  56714. * @param value to compare with target state
  56715. */
  56716. function StateCondition(actionManager, target,
  56717. /** Value to compare with target state */
  56718. value) {
  56719. var _this = _super.call(this, actionManager) || this;
  56720. _this.value = value;
  56721. _this._target = target;
  56722. return _this;
  56723. }
  56724. /**
  56725. * Gets a boolean indicating if the current condition is met
  56726. * @returns the validity of the state
  56727. */
  56728. StateCondition.prototype.isValid = function () {
  56729. return this._target.state === this.value;
  56730. };
  56731. /**
  56732. * Serialize the StateCondition into a JSON compatible object
  56733. * @returns serialization object
  56734. */
  56735. StateCondition.prototype.serialize = function () {
  56736. return this._serialize({
  56737. name: "StateCondition",
  56738. properties: [
  56739. BABYLON.Action._GetTargetProperty(this._target),
  56740. { name: "value", value: this.value }
  56741. ]
  56742. });
  56743. };
  56744. return StateCondition;
  56745. }(Condition));
  56746. BABYLON.StateCondition = StateCondition;
  56747. })(BABYLON || (BABYLON = {}));
  56748. //# sourceMappingURL=babylon.condition.js.map
  56749. var BABYLON;
  56750. (function (BABYLON) {
  56751. /**
  56752. * The action to be carried out following a trigger
  56753. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56754. */
  56755. var Action = /** @class */ (function () {
  56756. /**
  56757. * Creates a new Action
  56758. * @param triggerOptions the trigger, with or without parameters, for the action
  56759. * @param condition an optional determinant of action
  56760. */
  56761. function Action(
  56762. /** the trigger, with or without parameters, for the action */
  56763. triggerOptions, condition) {
  56764. this.triggerOptions = triggerOptions;
  56765. /**
  56766. * An event triggered prior to action being executed.
  56767. */
  56768. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56769. if (triggerOptions.parameter) {
  56770. this.trigger = triggerOptions.trigger;
  56771. this._triggerParameter = triggerOptions.parameter;
  56772. }
  56773. else if (triggerOptions.trigger) {
  56774. this.trigger = triggerOptions.trigger;
  56775. }
  56776. else {
  56777. this.trigger = triggerOptions;
  56778. }
  56779. this._nextActiveAction = this;
  56780. this._condition = condition;
  56781. }
  56782. /**
  56783. * Internal only
  56784. * @hidden
  56785. */
  56786. Action.prototype._prepare = function () {
  56787. };
  56788. /**
  56789. * Gets the trigger parameters
  56790. * @returns the trigger parameters
  56791. */
  56792. Action.prototype.getTriggerParameter = function () {
  56793. return this._triggerParameter;
  56794. };
  56795. /**
  56796. * Internal only - executes current action event
  56797. * @hidden
  56798. */
  56799. Action.prototype._executeCurrent = function (evt) {
  56800. if (this._nextActiveAction._condition) {
  56801. var condition = this._nextActiveAction._condition;
  56802. var currentRenderId = this._actionManager.getScene().getRenderId();
  56803. // We cache the current evaluation for the current frame
  56804. if (condition._evaluationId === currentRenderId) {
  56805. if (!condition._currentResult) {
  56806. return;
  56807. }
  56808. }
  56809. else {
  56810. condition._evaluationId = currentRenderId;
  56811. if (!condition.isValid()) {
  56812. condition._currentResult = false;
  56813. return;
  56814. }
  56815. condition._currentResult = true;
  56816. }
  56817. }
  56818. this.onBeforeExecuteObservable.notifyObservers(this);
  56819. this._nextActiveAction.execute(evt);
  56820. this.skipToNextActiveAction();
  56821. };
  56822. /**
  56823. * Execute placeholder for child classes
  56824. * @param evt optional action event
  56825. */
  56826. Action.prototype.execute = function (evt) {
  56827. };
  56828. /**
  56829. * Skips to next active action
  56830. */
  56831. Action.prototype.skipToNextActiveAction = function () {
  56832. if (this._nextActiveAction._child) {
  56833. if (!this._nextActiveAction._child._actionManager) {
  56834. this._nextActiveAction._child._actionManager = this._actionManager;
  56835. }
  56836. this._nextActiveAction = this._nextActiveAction._child;
  56837. }
  56838. else {
  56839. this._nextActiveAction = this;
  56840. }
  56841. };
  56842. /**
  56843. * Adds action to chain of actions, may be a DoNothingAction
  56844. * @param action defines the next action to execute
  56845. * @returns The action passed in
  56846. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56847. */
  56848. Action.prototype.then = function (action) {
  56849. this._child = action;
  56850. action._actionManager = this._actionManager;
  56851. action._prepare();
  56852. return action;
  56853. };
  56854. /**
  56855. * Internal only
  56856. * @hidden
  56857. */
  56858. Action.prototype._getProperty = function (propertyPath) {
  56859. return this._actionManager._getProperty(propertyPath);
  56860. };
  56861. /**
  56862. * Internal only
  56863. * @hidden
  56864. */
  56865. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56866. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56867. };
  56868. /**
  56869. * Serialize placeholder for child classes
  56870. * @param parent of child
  56871. * @returns the serialized object
  56872. */
  56873. Action.prototype.serialize = function (parent) {
  56874. };
  56875. /**
  56876. * Internal only called by serialize
  56877. * @hidden
  56878. */
  56879. Action.prototype._serialize = function (serializedAction, parent) {
  56880. var serializationObject = {
  56881. type: 1,
  56882. children: [],
  56883. name: serializedAction.name,
  56884. properties: serializedAction.properties || []
  56885. };
  56886. // Serialize child
  56887. if (this._child) {
  56888. this._child.serialize(serializationObject);
  56889. }
  56890. // Check if "this" has a condition
  56891. if (this._condition) {
  56892. var serializedCondition = this._condition.serialize();
  56893. serializedCondition.children.push(serializationObject);
  56894. if (parent) {
  56895. parent.children.push(serializedCondition);
  56896. }
  56897. return serializedCondition;
  56898. }
  56899. if (parent) {
  56900. parent.children.push(serializationObject);
  56901. }
  56902. return serializationObject;
  56903. };
  56904. /**
  56905. * Internal only
  56906. * @hidden
  56907. */
  56908. Action._SerializeValueAsString = function (value) {
  56909. if (typeof value === "number") {
  56910. return value.toString();
  56911. }
  56912. if (typeof value === "boolean") {
  56913. return value ? "true" : "false";
  56914. }
  56915. if (value instanceof BABYLON.Vector2) {
  56916. return value.x + ", " + value.y;
  56917. }
  56918. if (value instanceof BABYLON.Vector3) {
  56919. return value.x + ", " + value.y + ", " + value.z;
  56920. }
  56921. if (value instanceof BABYLON.Color3) {
  56922. return value.r + ", " + value.g + ", " + value.b;
  56923. }
  56924. if (value instanceof BABYLON.Color4) {
  56925. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56926. }
  56927. return value; // string
  56928. };
  56929. /**
  56930. * Internal only
  56931. * @hidden
  56932. */
  56933. Action._GetTargetProperty = function (target) {
  56934. return {
  56935. name: "target",
  56936. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56937. : target instanceof BABYLON.Light ? "LightProperties"
  56938. : target instanceof BABYLON.Camera ? "CameraProperties"
  56939. : "SceneProperties",
  56940. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56941. };
  56942. };
  56943. return Action;
  56944. }());
  56945. BABYLON.Action = Action;
  56946. })(BABYLON || (BABYLON = {}));
  56947. //# sourceMappingURL=babylon.action.js.map
  56948. var BABYLON;
  56949. (function (BABYLON) {
  56950. /**
  56951. * ActionEvent is the event being sent when an action is triggered.
  56952. */
  56953. var ActionEvent = /** @class */ (function () {
  56954. /**
  56955. * Creates a new ActionEvent
  56956. * @param source The mesh or sprite that triggered the action
  56957. * @param pointerX The X mouse cursor position at the time of the event
  56958. * @param pointerY The Y mouse cursor position at the time of the event
  56959. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56960. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56961. * @param additionalData additional data for the event
  56962. */
  56963. function ActionEvent(
  56964. /** The mesh or sprite that triggered the action */
  56965. source,
  56966. /** The X mouse cursor position at the time of the event */
  56967. pointerX,
  56968. /** The Y mouse cursor position at the time of the event */
  56969. pointerY,
  56970. /** The mesh that is currently pointed at (can be null) */
  56971. meshUnderPointer,
  56972. /** the original (browser) event that triggered the ActionEvent */
  56973. sourceEvent,
  56974. /** additional data for the event */
  56975. additionalData) {
  56976. this.source = source;
  56977. this.pointerX = pointerX;
  56978. this.pointerY = pointerY;
  56979. this.meshUnderPointer = meshUnderPointer;
  56980. this.sourceEvent = sourceEvent;
  56981. this.additionalData = additionalData;
  56982. }
  56983. /**
  56984. * Helper function to auto-create an ActionEvent from a source mesh.
  56985. * @param source The source mesh that triggered the event
  56986. * @param evt The original (browser) event
  56987. * @param additionalData additional data for the event
  56988. * @returns the new ActionEvent
  56989. */
  56990. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56991. var scene = source.getScene();
  56992. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56993. };
  56994. /**
  56995. * Helper function to auto-create an ActionEvent from a source sprite
  56996. * @param source The source sprite that triggered the event
  56997. * @param scene Scene associated with the sprite
  56998. * @param evt The original (browser) event
  56999. * @param additionalData additional data for the event
  57000. * @returns the new ActionEvent
  57001. */
  57002. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57003. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57004. };
  57005. /**
  57006. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57007. * @param scene the scene where the event occurred
  57008. * @param evt The original (browser) event
  57009. * @returns the new ActionEvent
  57010. */
  57011. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57012. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57013. };
  57014. /**
  57015. * Helper function to auto-create an ActionEvent from a primitive
  57016. * @param prim defines the target primitive
  57017. * @param pointerPos defines the pointer position
  57018. * @param evt The original (browser) event
  57019. * @param additionalData additional data for the event
  57020. * @returns the new ActionEvent
  57021. */
  57022. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57023. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57024. };
  57025. return ActionEvent;
  57026. }());
  57027. BABYLON.ActionEvent = ActionEvent;
  57028. /**
  57029. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57030. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57032. */
  57033. var ActionManager = /** @class */ (function () {
  57034. /**
  57035. * Creates a new action manager
  57036. * @param scene defines the hosting scene
  57037. */
  57038. function ActionManager(scene) {
  57039. // Members
  57040. /** Gets the list of actions */
  57041. this.actions = new Array();
  57042. /** Gets the cursor to use when hovering items */
  57043. this.hoverCursor = '';
  57044. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57045. scene.actionManagers.push(this);
  57046. }
  57047. // Methods
  57048. /**
  57049. * Releases all associated resources
  57050. */
  57051. ActionManager.prototype.dispose = function () {
  57052. var index = this._scene.actionManagers.indexOf(this);
  57053. for (var i = 0; i < this.actions.length; i++) {
  57054. var action = this.actions[i];
  57055. ActionManager.Triggers[action.trigger]--;
  57056. if (ActionManager.Triggers[action.trigger] === 0) {
  57057. delete ActionManager.Triggers[action.trigger];
  57058. }
  57059. }
  57060. if (index > -1) {
  57061. this._scene.actionManagers.splice(index, 1);
  57062. }
  57063. };
  57064. /**
  57065. * Gets hosting scene
  57066. * @returns the hosting scene
  57067. */
  57068. ActionManager.prototype.getScene = function () {
  57069. return this._scene;
  57070. };
  57071. /**
  57072. * Does this action manager handles actions of any of the given triggers
  57073. * @param triggers defines the triggers to be tested
  57074. * @return a boolean indicating whether one (or more) of the triggers is handled
  57075. */
  57076. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57077. for (var index = 0; index < this.actions.length; index++) {
  57078. var action = this.actions[index];
  57079. if (triggers.indexOf(action.trigger) > -1) {
  57080. return true;
  57081. }
  57082. }
  57083. return false;
  57084. };
  57085. /**
  57086. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57087. * speed.
  57088. * @param triggerA defines the trigger to be tested
  57089. * @param triggerB defines the trigger to be tested
  57090. * @return a boolean indicating whether one (or more) of the triggers is handled
  57091. */
  57092. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57093. for (var index = 0; index < this.actions.length; index++) {
  57094. var action = this.actions[index];
  57095. if (triggerA == action.trigger || triggerB == action.trigger) {
  57096. return true;
  57097. }
  57098. }
  57099. return false;
  57100. };
  57101. /**
  57102. * Does this action manager handles actions of a given trigger
  57103. * @param trigger defines the trigger to be tested
  57104. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57105. * @return whether the trigger is handled
  57106. */
  57107. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57108. for (var index = 0; index < this.actions.length; index++) {
  57109. var action = this.actions[index];
  57110. if (action.trigger === trigger) {
  57111. if (parameterPredicate) {
  57112. if (parameterPredicate(action.getTriggerParameter())) {
  57113. return true;
  57114. }
  57115. }
  57116. else {
  57117. return true;
  57118. }
  57119. }
  57120. }
  57121. return false;
  57122. };
  57123. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57124. /**
  57125. * Does this action manager has pointer triggers
  57126. */
  57127. get: function () {
  57128. for (var index = 0; index < this.actions.length; index++) {
  57129. var action = this.actions[index];
  57130. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57131. return true;
  57132. }
  57133. }
  57134. return false;
  57135. },
  57136. enumerable: true,
  57137. configurable: true
  57138. });
  57139. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57140. /**
  57141. * Does this action manager has pick triggers
  57142. */
  57143. get: function () {
  57144. for (var index = 0; index < this.actions.length; index++) {
  57145. var action = this.actions[index];
  57146. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57147. return true;
  57148. }
  57149. }
  57150. return false;
  57151. },
  57152. enumerable: true,
  57153. configurable: true
  57154. });
  57155. Object.defineProperty(ActionManager, "HasTriggers", {
  57156. /**
  57157. * Does exist one action manager with at least one trigger
  57158. **/
  57159. get: function () {
  57160. for (var t in ActionManager.Triggers) {
  57161. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57162. return true;
  57163. }
  57164. }
  57165. return false;
  57166. },
  57167. enumerable: true,
  57168. configurable: true
  57169. });
  57170. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57171. /**
  57172. * Does exist one action manager with at least one pick trigger
  57173. **/
  57174. get: function () {
  57175. for (var t in ActionManager.Triggers) {
  57176. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57177. var t_int = parseInt(t);
  57178. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57179. return true;
  57180. }
  57181. }
  57182. }
  57183. return false;
  57184. },
  57185. enumerable: true,
  57186. configurable: true
  57187. });
  57188. /**
  57189. * Does exist one action manager that handles actions of a given trigger
  57190. * @param trigger defines the trigger to be tested
  57191. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57192. **/
  57193. ActionManager.HasSpecificTrigger = function (trigger) {
  57194. for (var t in ActionManager.Triggers) {
  57195. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57196. var t_int = parseInt(t);
  57197. if (t_int === trigger) {
  57198. return true;
  57199. }
  57200. }
  57201. }
  57202. return false;
  57203. };
  57204. /**
  57205. * Registers an action to this action manager
  57206. * @param action defines the action to be registered
  57207. * @return the action amended (prepared) after registration
  57208. */
  57209. ActionManager.prototype.registerAction = function (action) {
  57210. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57211. if (this.getScene().actionManager !== this) {
  57212. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57213. return null;
  57214. }
  57215. }
  57216. this.actions.push(action);
  57217. if (ActionManager.Triggers[action.trigger]) {
  57218. ActionManager.Triggers[action.trigger]++;
  57219. }
  57220. else {
  57221. ActionManager.Triggers[action.trigger] = 1;
  57222. }
  57223. action._actionManager = this;
  57224. action._prepare();
  57225. return action;
  57226. };
  57227. /**
  57228. * Unregisters an action to this action manager
  57229. * @param action defines the action to be unregistered
  57230. * @return a boolean indicating whether the action has been unregistered
  57231. */
  57232. ActionManager.prototype.unregisterAction = function (action) {
  57233. var index = this.actions.indexOf(action);
  57234. if (index !== -1) {
  57235. this.actions.splice(index, 1);
  57236. ActionManager.Triggers[action.trigger] -= 1;
  57237. if (ActionManager.Triggers[action.trigger] === 0) {
  57238. delete ActionManager.Triggers[action.trigger];
  57239. }
  57240. delete action._actionManager;
  57241. return true;
  57242. }
  57243. return false;
  57244. };
  57245. /**
  57246. * Process a specific trigger
  57247. * @param trigger defines the trigger to process
  57248. * @param evt defines the event details to be processed
  57249. */
  57250. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57251. for (var index = 0; index < this.actions.length; index++) {
  57252. var action = this.actions[index];
  57253. if (action.trigger === trigger) {
  57254. if (evt) {
  57255. if (trigger === ActionManager.OnKeyUpTrigger
  57256. || trigger === ActionManager.OnKeyDownTrigger) {
  57257. var parameter = action.getTriggerParameter();
  57258. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57259. if (!parameter.toLowerCase) {
  57260. continue;
  57261. }
  57262. var lowerCase = parameter.toLowerCase();
  57263. if (lowerCase !== evt.sourceEvent.key) {
  57264. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57265. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57266. if (actualkey !== lowerCase) {
  57267. continue;
  57268. }
  57269. }
  57270. }
  57271. }
  57272. }
  57273. action._executeCurrent(evt);
  57274. }
  57275. }
  57276. };
  57277. /** @hidden */
  57278. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57279. var properties = propertyPath.split(".");
  57280. for (var index = 0; index < properties.length - 1; index++) {
  57281. target = target[properties[index]];
  57282. }
  57283. return target;
  57284. };
  57285. /** @hidden */
  57286. ActionManager.prototype._getProperty = function (propertyPath) {
  57287. var properties = propertyPath.split(".");
  57288. return properties[properties.length - 1];
  57289. };
  57290. /**
  57291. * Serialize this manager to a JSON object
  57292. * @param name defines the property name to store this manager
  57293. * @returns a JSON representation of this manager
  57294. */
  57295. ActionManager.prototype.serialize = function (name) {
  57296. var root = {
  57297. children: new Array(),
  57298. name: name,
  57299. type: 3,
  57300. properties: new Array() // Empty for root but required
  57301. };
  57302. for (var i = 0; i < this.actions.length; i++) {
  57303. var triggerObject = {
  57304. type: 0,
  57305. children: new Array(),
  57306. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57307. properties: new Array()
  57308. };
  57309. var triggerOptions = this.actions[i].triggerOptions;
  57310. if (triggerOptions && typeof triggerOptions !== "number") {
  57311. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57312. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57313. }
  57314. else {
  57315. var parameter = {};
  57316. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57317. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57318. parameter._meshId = triggerOptions.parameter.mesh.id;
  57319. }
  57320. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57321. }
  57322. }
  57323. // Serialize child action, recursively
  57324. this.actions[i].serialize(triggerObject);
  57325. // Add serialized trigger
  57326. root.children.push(triggerObject);
  57327. }
  57328. return root;
  57329. };
  57330. /**
  57331. * Creates a new ActionManager from a JSON data
  57332. * @param parsedActions defines the JSON data to read from
  57333. * @param object defines the hosting mesh
  57334. * @param scene defines the hosting scene
  57335. */
  57336. ActionManager.Parse = function (parsedActions, object, scene) {
  57337. var actionManager = new ActionManager(scene);
  57338. if (object === null) {
  57339. scene.actionManager = actionManager;
  57340. }
  57341. else {
  57342. object.actionManager = actionManager;
  57343. }
  57344. // instanciate a new object
  57345. var instanciate = function (name, params) {
  57346. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57347. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57348. newInstance.constructor.apply(newInstance, params);
  57349. return newInstance;
  57350. };
  57351. var parseParameter = function (name, value, target, propertyPath) {
  57352. if (propertyPath === null) {
  57353. // String, boolean or float
  57354. var floatValue = parseFloat(value);
  57355. if (value === "true" || value === "false") {
  57356. return value === "true";
  57357. }
  57358. else {
  57359. return isNaN(floatValue) ? value : floatValue;
  57360. }
  57361. }
  57362. var effectiveTarget = propertyPath.split(".");
  57363. var values = value.split(",");
  57364. // Get effective Target
  57365. for (var i = 0; i < effectiveTarget.length; i++) {
  57366. target = target[effectiveTarget[i]];
  57367. }
  57368. // Return appropriate value with its type
  57369. if (typeof (target) === "boolean") {
  57370. return values[0] === "true";
  57371. }
  57372. if (typeof (target) === "string") {
  57373. return values[0];
  57374. }
  57375. // Parameters with multiple values such as Vector3 etc.
  57376. var split = new Array();
  57377. for (var i = 0; i < values.length; i++) {
  57378. split.push(parseFloat(values[i]));
  57379. }
  57380. if (target instanceof BABYLON.Vector3) {
  57381. return BABYLON.Vector3.FromArray(split);
  57382. }
  57383. if (target instanceof BABYLON.Vector4) {
  57384. return BABYLON.Vector4.FromArray(split);
  57385. }
  57386. if (target instanceof BABYLON.Color3) {
  57387. return BABYLON.Color3.FromArray(split);
  57388. }
  57389. if (target instanceof BABYLON.Color4) {
  57390. return BABYLON.Color4.FromArray(split);
  57391. }
  57392. return parseFloat(values[0]);
  57393. };
  57394. // traverse graph per trigger
  57395. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57396. if (combineArray === void 0) { combineArray = null; }
  57397. if (parsedAction.detached) {
  57398. return;
  57399. }
  57400. var parameters = new Array();
  57401. var target = null;
  57402. var propertyPath = null;
  57403. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57404. // Parameters
  57405. if (parsedAction.type === 2) {
  57406. parameters.push(actionManager);
  57407. }
  57408. else {
  57409. parameters.push(trigger);
  57410. }
  57411. if (combine) {
  57412. var actions = new Array();
  57413. for (var j = 0; j < parsedAction.combine.length; j++) {
  57414. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57415. }
  57416. parameters.push(actions);
  57417. }
  57418. else {
  57419. for (var i = 0; i < parsedAction.properties.length; i++) {
  57420. var value = parsedAction.properties[i].value;
  57421. var name = parsedAction.properties[i].name;
  57422. var targetType = parsedAction.properties[i].targetType;
  57423. if (name === "target") {
  57424. if (targetType !== null && targetType === "SceneProperties") {
  57425. value = target = scene;
  57426. }
  57427. else {
  57428. value = target = scene.getNodeByName(value);
  57429. }
  57430. }
  57431. else if (name === "parent") {
  57432. value = scene.getNodeByName(value);
  57433. }
  57434. else if (name === "sound") {
  57435. // Can not externalize to component, so only checks for the presence off the API.
  57436. if (scene.getSoundByName) {
  57437. value = scene.getSoundByName(value);
  57438. }
  57439. }
  57440. else if (name !== "propertyPath") {
  57441. if (parsedAction.type === 2 && name === "operator") {
  57442. value = BABYLON.ValueCondition[value];
  57443. }
  57444. else {
  57445. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57446. }
  57447. }
  57448. else {
  57449. propertyPath = value;
  57450. }
  57451. parameters.push(value);
  57452. }
  57453. }
  57454. if (combineArray === null) {
  57455. parameters.push(condition);
  57456. }
  57457. else {
  57458. parameters.push(null);
  57459. }
  57460. // If interpolate value action
  57461. if (parsedAction.name === "InterpolateValueAction") {
  57462. var param = parameters[parameters.length - 2];
  57463. parameters[parameters.length - 1] = param;
  57464. parameters[parameters.length - 2] = condition;
  57465. }
  57466. // Action or condition(s) and not CombineAction
  57467. var newAction = instanciate(parsedAction.name, parameters);
  57468. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57469. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57470. if (action) {
  57471. action.then(nothing);
  57472. }
  57473. else {
  57474. actionManager.registerAction(nothing);
  57475. }
  57476. action = nothing;
  57477. }
  57478. if (combineArray === null) {
  57479. if (newAction instanceof BABYLON.Condition) {
  57480. condition = newAction;
  57481. newAction = action;
  57482. }
  57483. else {
  57484. condition = null;
  57485. if (action) {
  57486. action.then(newAction);
  57487. }
  57488. else {
  57489. actionManager.registerAction(newAction);
  57490. }
  57491. }
  57492. }
  57493. else {
  57494. combineArray.push(newAction);
  57495. }
  57496. for (var i = 0; i < parsedAction.children.length; i++) {
  57497. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57498. }
  57499. };
  57500. // triggers
  57501. for (var i = 0; i < parsedActions.children.length; i++) {
  57502. var triggerParams;
  57503. var trigger = parsedActions.children[i];
  57504. if (trigger.properties.length > 0) {
  57505. var param = trigger.properties[0].value;
  57506. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57507. if (value._meshId) {
  57508. value.mesh = scene.getMeshByID(value._meshId);
  57509. }
  57510. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57511. }
  57512. else {
  57513. triggerParams = ActionManager[trigger.name];
  57514. }
  57515. for (var j = 0; j < trigger.children.length; j++) {
  57516. if (!trigger.detached) {
  57517. traverse(trigger.children[j], triggerParams, null, null);
  57518. }
  57519. }
  57520. }
  57521. };
  57522. /**
  57523. * Get a trigger name by index
  57524. * @param trigger defines the trigger index
  57525. * @returns a trigger name
  57526. */
  57527. ActionManager.GetTriggerName = function (trigger) {
  57528. switch (trigger) {
  57529. case 0: return "NothingTrigger";
  57530. case 1: return "OnPickTrigger";
  57531. case 2: return "OnLeftPickTrigger";
  57532. case 3: return "OnRightPickTrigger";
  57533. case 4: return "OnCenterPickTrigger";
  57534. case 5: return "OnPickDownTrigger";
  57535. case 6: return "OnPickUpTrigger";
  57536. case 7: return "OnLongPressTrigger";
  57537. case 8: return "OnPointerOverTrigger";
  57538. case 9: return "OnPointerOutTrigger";
  57539. case 10: return "OnEveryFrameTrigger";
  57540. case 11: return "OnIntersectionEnterTrigger";
  57541. case 12: return "OnIntersectionExitTrigger";
  57542. case 13: return "OnKeyDownTrigger";
  57543. case 14: return "OnKeyUpTrigger";
  57544. case 15: return "OnPickOutTrigger";
  57545. default: return "";
  57546. }
  57547. };
  57548. /**
  57549. * Nothing
  57550. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57551. */
  57552. ActionManager.NothingTrigger = 0;
  57553. /**
  57554. * On pick
  57555. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57556. */
  57557. ActionManager.OnPickTrigger = 1;
  57558. /**
  57559. * On left pick
  57560. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57561. */
  57562. ActionManager.OnLeftPickTrigger = 2;
  57563. /**
  57564. * On right pick
  57565. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57566. */
  57567. ActionManager.OnRightPickTrigger = 3;
  57568. /**
  57569. * On center pick
  57570. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57571. */
  57572. ActionManager.OnCenterPickTrigger = 4;
  57573. /**
  57574. * On pick down
  57575. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57576. */
  57577. ActionManager.OnPickDownTrigger = 5;
  57578. /**
  57579. * On double pick
  57580. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57581. */
  57582. ActionManager.OnDoublePickTrigger = 6;
  57583. /**
  57584. * On pick up
  57585. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57586. */
  57587. ActionManager.OnPickUpTrigger = 7;
  57588. /**
  57589. * On pick out.
  57590. * This trigger will only be raised if you also declared a OnPickDown
  57591. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57592. */
  57593. ActionManager.OnPickOutTrigger = 16;
  57594. /**
  57595. * On long press
  57596. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57597. */
  57598. ActionManager.OnLongPressTrigger = 8;
  57599. /**
  57600. * On pointer over
  57601. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57602. */
  57603. ActionManager.OnPointerOverTrigger = 9;
  57604. /**
  57605. * On pointer out
  57606. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57607. */
  57608. ActionManager.OnPointerOutTrigger = 10;
  57609. /**
  57610. * On every frame
  57611. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57612. */
  57613. ActionManager.OnEveryFrameTrigger = 11;
  57614. /**
  57615. * On intersection enter
  57616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57617. */
  57618. ActionManager.OnIntersectionEnterTrigger = 12;
  57619. /**
  57620. * On intersection exit
  57621. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57622. */
  57623. ActionManager.OnIntersectionExitTrigger = 13;
  57624. /**
  57625. * On key down
  57626. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57627. */
  57628. ActionManager.OnKeyDownTrigger = 14;
  57629. /**
  57630. * On key up
  57631. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57632. */
  57633. ActionManager.OnKeyUpTrigger = 15;
  57634. /** Gets the list of active triggers */
  57635. ActionManager.Triggers = {};
  57636. return ActionManager;
  57637. }());
  57638. BABYLON.ActionManager = ActionManager;
  57639. })(BABYLON || (BABYLON = {}));
  57640. //# sourceMappingURL=babylon.actionManager.js.map
  57641. var BABYLON;
  57642. (function (BABYLON) {
  57643. /**
  57644. * This defines an action responsible to change the value of a property
  57645. * by interpolating between its current value and the newly set one once triggered.
  57646. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57647. */
  57648. var InterpolateValueAction = /** @class */ (function (_super) {
  57649. __extends(InterpolateValueAction, _super);
  57650. /**
  57651. * Instantiate the action
  57652. * @param triggerOptions defines the trigger options
  57653. * @param target defines the object containing the value to interpolate
  57654. * @param propertyPath defines the path to the property in the target object
  57655. * @param value defines the target value at the end of the interpolation
  57656. * @param duration deines the time it will take for the property to interpolate to the value.
  57657. * @param condition defines the trigger related conditions
  57658. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57659. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57660. */
  57661. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57662. if (duration === void 0) { duration = 1000; }
  57663. var _this = _super.call(this, triggerOptions, condition) || this;
  57664. /**
  57665. * Defines the time it will take for the property to interpolate to the value.
  57666. */
  57667. _this.duration = 1000;
  57668. /**
  57669. * Observable triggered once the interpolation animation has been done.
  57670. */
  57671. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57672. _this.propertyPath = propertyPath;
  57673. _this.value = value;
  57674. _this.duration = duration;
  57675. _this.stopOtherAnimations = stopOtherAnimations;
  57676. _this.onInterpolationDone = onInterpolationDone;
  57677. _this._target = _this._effectiveTarget = target;
  57678. return _this;
  57679. }
  57680. /** @hidden */
  57681. InterpolateValueAction.prototype._prepare = function () {
  57682. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57683. this._property = this._getProperty(this.propertyPath);
  57684. };
  57685. /**
  57686. * Execute the action starts the value interpolation.
  57687. */
  57688. InterpolateValueAction.prototype.execute = function () {
  57689. var _this = this;
  57690. var scene = this._actionManager.getScene();
  57691. var keys = [
  57692. {
  57693. frame: 0,
  57694. value: this._effectiveTarget[this._property]
  57695. }, {
  57696. frame: 100,
  57697. value: this.value
  57698. }
  57699. ];
  57700. var dataType;
  57701. if (typeof this.value === "number") {
  57702. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57703. }
  57704. else if (this.value instanceof BABYLON.Color3) {
  57705. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57706. }
  57707. else if (this.value instanceof BABYLON.Vector3) {
  57708. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57709. }
  57710. else if (this.value instanceof BABYLON.Matrix) {
  57711. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57712. }
  57713. else if (this.value instanceof BABYLON.Quaternion) {
  57714. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57715. }
  57716. else {
  57717. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57718. return;
  57719. }
  57720. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57721. animation.setKeys(keys);
  57722. if (this.stopOtherAnimations) {
  57723. scene.stopAnimation(this._effectiveTarget);
  57724. }
  57725. var wrapper = function () {
  57726. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57727. if (_this.onInterpolationDone) {
  57728. _this.onInterpolationDone();
  57729. }
  57730. };
  57731. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57732. };
  57733. /**
  57734. * Serializes the actions and its related information.
  57735. * @param parent defines the object to serialize in
  57736. * @returns the serialized object
  57737. */
  57738. InterpolateValueAction.prototype.serialize = function (parent) {
  57739. return _super.prototype._serialize.call(this, {
  57740. name: "InterpolateValueAction",
  57741. properties: [
  57742. BABYLON.Action._GetTargetProperty(this._target),
  57743. { name: "propertyPath", value: this.propertyPath },
  57744. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57745. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57746. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57747. ]
  57748. }, parent);
  57749. };
  57750. return InterpolateValueAction;
  57751. }(BABYLON.Action));
  57752. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57753. })(BABYLON || (BABYLON = {}));
  57754. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57755. var BABYLON;
  57756. (function (BABYLON) {
  57757. /**
  57758. * This defines an action responsible to toggle a boolean once triggered.
  57759. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57760. */
  57761. var SwitchBooleanAction = /** @class */ (function (_super) {
  57762. __extends(SwitchBooleanAction, _super);
  57763. /**
  57764. * Instantiate the action
  57765. * @param triggerOptions defines the trigger options
  57766. * @param target defines the object containing the boolean
  57767. * @param propertyPath defines the path to the boolean property in the target object
  57768. * @param condition defines the trigger related conditions
  57769. */
  57770. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57771. var _this = _super.call(this, triggerOptions, condition) || this;
  57772. _this.propertyPath = propertyPath;
  57773. _this._target = _this._effectiveTarget = target;
  57774. return _this;
  57775. }
  57776. /** @hidden */
  57777. SwitchBooleanAction.prototype._prepare = function () {
  57778. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57779. this._property = this._getProperty(this.propertyPath);
  57780. };
  57781. /**
  57782. * Execute the action toggle the boolean value.
  57783. */
  57784. SwitchBooleanAction.prototype.execute = function () {
  57785. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57786. };
  57787. /**
  57788. * Serializes the actions and its related information.
  57789. * @param parent defines the object to serialize in
  57790. * @returns the serialized object
  57791. */
  57792. SwitchBooleanAction.prototype.serialize = function (parent) {
  57793. return _super.prototype._serialize.call(this, {
  57794. name: "SwitchBooleanAction",
  57795. properties: [
  57796. BABYLON.Action._GetTargetProperty(this._target),
  57797. { name: "propertyPath", value: this.propertyPath }
  57798. ]
  57799. }, parent);
  57800. };
  57801. return SwitchBooleanAction;
  57802. }(BABYLON.Action));
  57803. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57804. /**
  57805. * This defines an action responsible to set a the state field of the target
  57806. * to a desired value once triggered.
  57807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57808. */
  57809. var SetStateAction = /** @class */ (function (_super) {
  57810. __extends(SetStateAction, _super);
  57811. /**
  57812. * Instantiate the action
  57813. * @param triggerOptions defines the trigger options
  57814. * @param target defines the object containing the state property
  57815. * @param value defines the value to store in the state field
  57816. * @param condition defines the trigger related conditions
  57817. */
  57818. function SetStateAction(triggerOptions, target, value, condition) {
  57819. var _this = _super.call(this, triggerOptions, condition) || this;
  57820. _this.value = value;
  57821. _this._target = target;
  57822. return _this;
  57823. }
  57824. /**
  57825. * Execute the action and store the value on the target state property.
  57826. */
  57827. SetStateAction.prototype.execute = function () {
  57828. this._target.state = this.value;
  57829. };
  57830. /**
  57831. * Serializes the actions and its related information.
  57832. * @param parent defines the object to serialize in
  57833. * @returns the serialized object
  57834. */
  57835. SetStateAction.prototype.serialize = function (parent) {
  57836. return _super.prototype._serialize.call(this, {
  57837. name: "SetStateAction",
  57838. properties: [
  57839. BABYLON.Action._GetTargetProperty(this._target),
  57840. { name: "value", value: this.value }
  57841. ]
  57842. }, parent);
  57843. };
  57844. return SetStateAction;
  57845. }(BABYLON.Action));
  57846. BABYLON.SetStateAction = SetStateAction;
  57847. /**
  57848. * This defines an action responsible to set a property of the target
  57849. * to a desired value once triggered.
  57850. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57851. */
  57852. var SetValueAction = /** @class */ (function (_super) {
  57853. __extends(SetValueAction, _super);
  57854. /**
  57855. * Instantiate the action
  57856. * @param triggerOptions defines the trigger options
  57857. * @param target defines the object containing the property
  57858. * @param propertyPath defines the path of the property to set in the target
  57859. * @param value defines the value to set in the property
  57860. * @param condition defines the trigger related conditions
  57861. */
  57862. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57863. var _this = _super.call(this, triggerOptions, condition) || this;
  57864. _this.propertyPath = propertyPath;
  57865. _this.value = value;
  57866. _this._target = _this._effectiveTarget = target;
  57867. return _this;
  57868. }
  57869. /** @hidden */
  57870. SetValueAction.prototype._prepare = function () {
  57871. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57872. this._property = this._getProperty(this.propertyPath);
  57873. };
  57874. /**
  57875. * Execute the action and set the targetted property to the desired value.
  57876. */
  57877. SetValueAction.prototype.execute = function () {
  57878. this._effectiveTarget[this._property] = this.value;
  57879. if (this._target.markAsDirty) {
  57880. this._target.markAsDirty(this._property);
  57881. }
  57882. };
  57883. /**
  57884. * Serializes the actions and its related information.
  57885. * @param parent defines the object to serialize in
  57886. * @returns the serialized object
  57887. */
  57888. SetValueAction.prototype.serialize = function (parent) {
  57889. return _super.prototype._serialize.call(this, {
  57890. name: "SetValueAction",
  57891. properties: [
  57892. BABYLON.Action._GetTargetProperty(this._target),
  57893. { name: "propertyPath", value: this.propertyPath },
  57894. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57895. ]
  57896. }, parent);
  57897. };
  57898. return SetValueAction;
  57899. }(BABYLON.Action));
  57900. BABYLON.SetValueAction = SetValueAction;
  57901. /**
  57902. * This defines an action responsible to increment the target value
  57903. * to a desired value once triggered.
  57904. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57905. */
  57906. var IncrementValueAction = /** @class */ (function (_super) {
  57907. __extends(IncrementValueAction, _super);
  57908. /**
  57909. * Instantiate the action
  57910. * @param triggerOptions defines the trigger options
  57911. * @param target defines the object containing the property
  57912. * @param propertyPath defines the path of the property to increment in the target
  57913. * @param value defines the value value we should increment the property by
  57914. * @param condition defines the trigger related conditions
  57915. */
  57916. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57917. var _this = _super.call(this, triggerOptions, condition) || this;
  57918. _this.propertyPath = propertyPath;
  57919. _this.value = value;
  57920. _this._target = _this._effectiveTarget = target;
  57921. return _this;
  57922. }
  57923. /** @hidden */
  57924. IncrementValueAction.prototype._prepare = function () {
  57925. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57926. this._property = this._getProperty(this.propertyPath);
  57927. if (typeof this._effectiveTarget[this._property] !== "number") {
  57928. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57929. }
  57930. };
  57931. /**
  57932. * Execute the action and increment the target of the value amount.
  57933. */
  57934. IncrementValueAction.prototype.execute = function () {
  57935. this._effectiveTarget[this._property] += this.value;
  57936. if (this._target.markAsDirty) {
  57937. this._target.markAsDirty(this._property);
  57938. }
  57939. };
  57940. /**
  57941. * Serializes the actions and its related information.
  57942. * @param parent defines the object to serialize in
  57943. * @returns the serialized object
  57944. */
  57945. IncrementValueAction.prototype.serialize = function (parent) {
  57946. return _super.prototype._serialize.call(this, {
  57947. name: "IncrementValueAction",
  57948. properties: [
  57949. BABYLON.Action._GetTargetProperty(this._target),
  57950. { name: "propertyPath", value: this.propertyPath },
  57951. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57952. ]
  57953. }, parent);
  57954. };
  57955. return IncrementValueAction;
  57956. }(BABYLON.Action));
  57957. BABYLON.IncrementValueAction = IncrementValueAction;
  57958. /**
  57959. * This defines an action responsible to start an animation once triggered.
  57960. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57961. */
  57962. var PlayAnimationAction = /** @class */ (function (_super) {
  57963. __extends(PlayAnimationAction, _super);
  57964. /**
  57965. * Instantiate the action
  57966. * @param triggerOptions defines the trigger options
  57967. * @param target defines the target animation or animation name
  57968. * @param from defines from where the animation should start (animation frame)
  57969. * @param end defines where the animation should stop (animation frame)
  57970. * @param loop defines if the animation should loop or stop after the first play
  57971. * @param condition defines the trigger related conditions
  57972. */
  57973. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57974. var _this = _super.call(this, triggerOptions, condition) || this;
  57975. _this.from = from;
  57976. _this.to = to;
  57977. _this.loop = loop;
  57978. _this._target = target;
  57979. return _this;
  57980. }
  57981. /** @hidden */
  57982. PlayAnimationAction.prototype._prepare = function () {
  57983. };
  57984. /**
  57985. * Execute the action and play the animation.
  57986. */
  57987. PlayAnimationAction.prototype.execute = function () {
  57988. var scene = this._actionManager.getScene();
  57989. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57990. };
  57991. /**
  57992. * Serializes the actions and its related information.
  57993. * @param parent defines the object to serialize in
  57994. * @returns the serialized object
  57995. */
  57996. PlayAnimationAction.prototype.serialize = function (parent) {
  57997. return _super.prototype._serialize.call(this, {
  57998. name: "PlayAnimationAction",
  57999. properties: [
  58000. BABYLON.Action._GetTargetProperty(this._target),
  58001. { name: "from", value: String(this.from) },
  58002. { name: "to", value: String(this.to) },
  58003. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58004. ]
  58005. }, parent);
  58006. };
  58007. return PlayAnimationAction;
  58008. }(BABYLON.Action));
  58009. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58010. /**
  58011. * This defines an action responsible to stop an animation once triggered.
  58012. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58013. */
  58014. var StopAnimationAction = /** @class */ (function (_super) {
  58015. __extends(StopAnimationAction, _super);
  58016. /**
  58017. * Instantiate the action
  58018. * @param triggerOptions defines the trigger options
  58019. * @param target defines the target animation or animation name
  58020. * @param condition defines the trigger related conditions
  58021. */
  58022. function StopAnimationAction(triggerOptions, target, condition) {
  58023. var _this = _super.call(this, triggerOptions, condition) || this;
  58024. _this._target = target;
  58025. return _this;
  58026. }
  58027. /** @hidden */
  58028. StopAnimationAction.prototype._prepare = function () {
  58029. };
  58030. /**
  58031. * Execute the action and stop the animation.
  58032. */
  58033. StopAnimationAction.prototype.execute = function () {
  58034. var scene = this._actionManager.getScene();
  58035. scene.stopAnimation(this._target);
  58036. };
  58037. /**
  58038. * Serializes the actions and its related information.
  58039. * @param parent defines the object to serialize in
  58040. * @returns the serialized object
  58041. */
  58042. StopAnimationAction.prototype.serialize = function (parent) {
  58043. return _super.prototype._serialize.call(this, {
  58044. name: "StopAnimationAction",
  58045. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58046. }, parent);
  58047. };
  58048. return StopAnimationAction;
  58049. }(BABYLON.Action));
  58050. BABYLON.StopAnimationAction = StopAnimationAction;
  58051. /**
  58052. * This defines an action responsible that does nothing once triggered.
  58053. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58054. */
  58055. var DoNothingAction = /** @class */ (function (_super) {
  58056. __extends(DoNothingAction, _super);
  58057. /**
  58058. * Instantiate the action
  58059. * @param triggerOptions defines the trigger options
  58060. * @param condition defines the trigger related conditions
  58061. */
  58062. function DoNothingAction(triggerOptions, condition) {
  58063. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58064. return _super.call(this, triggerOptions, condition) || this;
  58065. }
  58066. /**
  58067. * Execute the action and do nothing.
  58068. */
  58069. DoNothingAction.prototype.execute = function () {
  58070. };
  58071. /**
  58072. * Serializes the actions and its related information.
  58073. * @param parent defines the object to serialize in
  58074. * @returns the serialized object
  58075. */
  58076. DoNothingAction.prototype.serialize = function (parent) {
  58077. return _super.prototype._serialize.call(this, {
  58078. name: "DoNothingAction",
  58079. properties: []
  58080. }, parent);
  58081. };
  58082. return DoNothingAction;
  58083. }(BABYLON.Action));
  58084. BABYLON.DoNothingAction = DoNothingAction;
  58085. /**
  58086. * This defines an action responsible to trigger several actions once triggered.
  58087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58088. */
  58089. var CombineAction = /** @class */ (function (_super) {
  58090. __extends(CombineAction, _super);
  58091. /**
  58092. * Instantiate the action
  58093. * @param triggerOptions defines the trigger options
  58094. * @param children defines the list of aggregated animations to run
  58095. * @param condition defines the trigger related conditions
  58096. */
  58097. function CombineAction(triggerOptions, children, condition) {
  58098. var _this = _super.call(this, triggerOptions, condition) || this;
  58099. _this.children = children;
  58100. return _this;
  58101. }
  58102. /** @hidden */
  58103. CombineAction.prototype._prepare = function () {
  58104. for (var index = 0; index < this.children.length; index++) {
  58105. this.children[index]._actionManager = this._actionManager;
  58106. this.children[index]._prepare();
  58107. }
  58108. };
  58109. /**
  58110. * Execute the action and executes all the aggregated actions.
  58111. */
  58112. CombineAction.prototype.execute = function (evt) {
  58113. for (var index = 0; index < this.children.length; index++) {
  58114. this.children[index].execute(evt);
  58115. }
  58116. };
  58117. /**
  58118. * Serializes the actions and its related information.
  58119. * @param parent defines the object to serialize in
  58120. * @returns the serialized object
  58121. */
  58122. CombineAction.prototype.serialize = function (parent) {
  58123. var serializationObject = _super.prototype._serialize.call(this, {
  58124. name: "CombineAction",
  58125. properties: [],
  58126. combine: []
  58127. }, parent);
  58128. for (var i = 0; i < this.children.length; i++) {
  58129. serializationObject.combine.push(this.children[i].serialize(null));
  58130. }
  58131. return serializationObject;
  58132. };
  58133. return CombineAction;
  58134. }(BABYLON.Action));
  58135. BABYLON.CombineAction = CombineAction;
  58136. /**
  58137. * This defines an action responsible to run code (external event) once triggered.
  58138. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58139. */
  58140. var ExecuteCodeAction = /** @class */ (function (_super) {
  58141. __extends(ExecuteCodeAction, _super);
  58142. /**
  58143. * Instantiate the action
  58144. * @param triggerOptions defines the trigger options
  58145. * @param func defines the callback function to run
  58146. * @param condition defines the trigger related conditions
  58147. */
  58148. function ExecuteCodeAction(triggerOptions, func, condition) {
  58149. var _this = _super.call(this, triggerOptions, condition) || this;
  58150. _this.func = func;
  58151. return _this;
  58152. }
  58153. /**
  58154. * Execute the action and run the attached code.
  58155. */
  58156. ExecuteCodeAction.prototype.execute = function (evt) {
  58157. this.func(evt);
  58158. };
  58159. return ExecuteCodeAction;
  58160. }(BABYLON.Action));
  58161. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58162. /**
  58163. * This defines an action responsible to set the parent property of the target once triggered.
  58164. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58165. */
  58166. var SetParentAction = /** @class */ (function (_super) {
  58167. __extends(SetParentAction, _super);
  58168. /**
  58169. * Instantiate the action
  58170. * @param triggerOptions defines the trigger options
  58171. * @param target defines the target containing the parent property
  58172. * @param parent defines from where the animation should start (animation frame)
  58173. * @param condition defines the trigger related conditions
  58174. */
  58175. function SetParentAction(triggerOptions, target, parent, condition) {
  58176. var _this = _super.call(this, triggerOptions, condition) || this;
  58177. _this._target = target;
  58178. _this._parent = parent;
  58179. return _this;
  58180. }
  58181. /** @hidden */
  58182. SetParentAction.prototype._prepare = function () {
  58183. };
  58184. /**
  58185. * Execute the action and set the parent property.
  58186. */
  58187. SetParentAction.prototype.execute = function () {
  58188. if (this._target.parent === this._parent) {
  58189. return;
  58190. }
  58191. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58192. invertParentWorldMatrix.invert();
  58193. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58194. this._target.parent = this._parent;
  58195. };
  58196. /**
  58197. * Serializes the actions and its related information.
  58198. * @param parent defines the object to serialize in
  58199. * @returns the serialized object
  58200. */
  58201. SetParentAction.prototype.serialize = function (parent) {
  58202. return _super.prototype._serialize.call(this, {
  58203. name: "SetParentAction",
  58204. properties: [
  58205. BABYLON.Action._GetTargetProperty(this._target),
  58206. BABYLON.Action._GetTargetProperty(this._parent),
  58207. ]
  58208. }, parent);
  58209. };
  58210. return SetParentAction;
  58211. }(BABYLON.Action));
  58212. BABYLON.SetParentAction = SetParentAction;
  58213. })(BABYLON || (BABYLON = {}));
  58214. //# sourceMappingURL=babylon.directActions.js.map
  58215. var BABYLON;
  58216. (function (BABYLON) {
  58217. /**
  58218. * Class used to manage multiple sprites on the same spritesheet
  58219. * @see http://doc.babylonjs.com/babylon101/sprites
  58220. */
  58221. var SpriteManager = /** @class */ (function () {
  58222. /**
  58223. * Creates a new sprite manager
  58224. * @param name defines the manager's name
  58225. * @param imgUrl defines the sprite sheet url
  58226. * @param capacity defines the maximum allowed number of sprites
  58227. * @param cellSize defines the size of a sprite cell
  58228. * @param scene defines the hosting scene
  58229. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58230. * @param samplingMode defines the smapling mode to use with spritesheet
  58231. */
  58232. function SpriteManager(
  58233. /** defines the manager's name */
  58234. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58235. if (epsilon === void 0) { epsilon = 0.01; }
  58236. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58237. this.name = name;
  58238. /** Gets the list of sprites */
  58239. this.sprites = new Array();
  58240. /** Gets or sets the rendering group id (0 by default) */
  58241. this.renderingGroupId = 0;
  58242. /** Gets or sets camera layer mask */
  58243. this.layerMask = 0x0FFFFFFF;
  58244. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58245. this.fogEnabled = true;
  58246. /** Gets or sets a boolean indicating if the sprites are pickable */
  58247. this.isPickable = false;
  58248. /**
  58249. * An event triggered when the manager is disposed.
  58250. */
  58251. this.onDisposeObservable = new BABYLON.Observable();
  58252. this._vertexBuffers = {};
  58253. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58254. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58255. }
  58256. this._capacity = capacity;
  58257. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58258. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58259. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58260. if (cellSize.width && cellSize.height) {
  58261. this.cellWidth = cellSize.width;
  58262. this.cellHeight = cellSize.height;
  58263. }
  58264. else if (cellSize !== undefined) {
  58265. this.cellWidth = cellSize;
  58266. this.cellHeight = cellSize;
  58267. }
  58268. else {
  58269. return;
  58270. }
  58271. this._epsilon = epsilon;
  58272. this._scene = scene;
  58273. this._scene.spriteManagers.push(this);
  58274. var indices = [];
  58275. var index = 0;
  58276. for (var count = 0; count < capacity; count++) {
  58277. indices.push(index);
  58278. indices.push(index + 1);
  58279. indices.push(index + 2);
  58280. indices.push(index);
  58281. indices.push(index + 2);
  58282. indices.push(index + 3);
  58283. index += 4;
  58284. }
  58285. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58286. // VBO
  58287. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58288. this._vertexData = new Float32Array(capacity * 16 * 4);
  58289. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58290. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58291. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58292. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58293. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58294. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58295. this._vertexBuffers["options"] = options;
  58296. this._vertexBuffers["cellInfo"] = cellInfo;
  58297. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58298. // Effects
  58299. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58300. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58301. }
  58302. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58303. /**
  58304. * Callback called when the manager is disposed
  58305. */
  58306. set: function (callback) {
  58307. if (this._onDisposeObserver) {
  58308. this.onDisposeObservable.remove(this._onDisposeObserver);
  58309. }
  58310. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58311. },
  58312. enumerable: true,
  58313. configurable: true
  58314. });
  58315. Object.defineProperty(SpriteManager.prototype, "texture", {
  58316. /**
  58317. * Gets or sets the spritesheet texture
  58318. */
  58319. get: function () {
  58320. return this._spriteTexture;
  58321. },
  58322. set: function (value) {
  58323. this._spriteTexture = value;
  58324. },
  58325. enumerable: true,
  58326. configurable: true
  58327. });
  58328. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58329. var arrayOffset = index * 16;
  58330. if (offsetX === 0) {
  58331. offsetX = this._epsilon;
  58332. }
  58333. else if (offsetX === 1) {
  58334. offsetX = 1 - this._epsilon;
  58335. }
  58336. if (offsetY === 0) {
  58337. offsetY = this._epsilon;
  58338. }
  58339. else if (offsetY === 1) {
  58340. offsetY = 1 - this._epsilon;
  58341. }
  58342. this._vertexData[arrayOffset] = sprite.position.x;
  58343. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58344. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58345. this._vertexData[arrayOffset + 3] = sprite.angle;
  58346. this._vertexData[arrayOffset + 4] = sprite.width;
  58347. this._vertexData[arrayOffset + 5] = sprite.height;
  58348. this._vertexData[arrayOffset + 6] = offsetX;
  58349. this._vertexData[arrayOffset + 7] = offsetY;
  58350. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58351. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58352. var offset = (sprite.cellIndex / rowSize) >> 0;
  58353. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58354. this._vertexData[arrayOffset + 11] = offset;
  58355. // Color
  58356. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58357. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58358. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58359. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58360. };
  58361. /**
  58362. * Intersects the sprites with a ray
  58363. * @param ray defines the ray to intersect with
  58364. * @param camera defines the current active camera
  58365. * @param predicate defines a predicate used to select candidate sprites
  58366. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58367. * @returns null if no hit or a PickingInfo
  58368. */
  58369. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58370. var count = Math.min(this._capacity, this.sprites.length);
  58371. var min = BABYLON.Vector3.Zero();
  58372. var max = BABYLON.Vector3.Zero();
  58373. var distance = Number.MAX_VALUE;
  58374. var currentSprite = null;
  58375. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58376. var cameraView = camera.getViewMatrix();
  58377. for (var index = 0; index < count; index++) {
  58378. var sprite = this.sprites[index];
  58379. if (!sprite) {
  58380. continue;
  58381. }
  58382. if (predicate) {
  58383. if (!predicate(sprite)) {
  58384. continue;
  58385. }
  58386. }
  58387. else if (!sprite.isPickable) {
  58388. continue;
  58389. }
  58390. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58391. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58392. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58393. if (ray.intersectsBoxMinMax(min, max)) {
  58394. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58395. if (distance > currentDistance) {
  58396. distance = currentDistance;
  58397. currentSprite = sprite;
  58398. if (fastCheck) {
  58399. break;
  58400. }
  58401. }
  58402. }
  58403. }
  58404. if (currentSprite) {
  58405. var result = new BABYLON.PickingInfo();
  58406. result.hit = true;
  58407. result.pickedSprite = currentSprite;
  58408. result.distance = distance;
  58409. return result;
  58410. }
  58411. return null;
  58412. };
  58413. /**
  58414. * Render all child sprites
  58415. */
  58416. SpriteManager.prototype.render = function () {
  58417. // Check
  58418. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58419. return;
  58420. }
  58421. var engine = this._scene.getEngine();
  58422. var baseSize = this._spriteTexture.getBaseSize();
  58423. // Sprites
  58424. var deltaTime = engine.getDeltaTime();
  58425. var max = Math.min(this._capacity, this.sprites.length);
  58426. var rowSize = baseSize.width / this.cellWidth;
  58427. var offset = 0;
  58428. for (var index = 0; index < max; index++) {
  58429. var sprite = this.sprites[index];
  58430. if (!sprite || !sprite.isVisible) {
  58431. continue;
  58432. }
  58433. sprite._animate(deltaTime);
  58434. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58435. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58436. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58437. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58438. }
  58439. this._buffer.update(this._vertexData);
  58440. // Render
  58441. var effect = this._effectBase;
  58442. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58443. effect = this._effectFog;
  58444. }
  58445. engine.enableEffect(effect);
  58446. var viewMatrix = this._scene.getViewMatrix();
  58447. effect.setTexture("diffuseSampler", this._spriteTexture);
  58448. effect.setMatrix("view", viewMatrix);
  58449. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58450. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58451. // Fog
  58452. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58453. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58454. effect.setColor3("vFogColor", this._scene.fogColor);
  58455. }
  58456. // VBOs
  58457. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58458. // Draw order
  58459. engine.setDepthFunctionToLessOrEqual();
  58460. effect.setBool("alphaTest", true);
  58461. engine.setColorWrite(false);
  58462. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58463. engine.setColorWrite(true);
  58464. effect.setBool("alphaTest", false);
  58465. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58466. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58467. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58468. };
  58469. /**
  58470. * Release associated resources
  58471. */
  58472. SpriteManager.prototype.dispose = function () {
  58473. if (this._buffer) {
  58474. this._buffer.dispose();
  58475. this._buffer = null;
  58476. }
  58477. if (this._indexBuffer) {
  58478. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58479. this._indexBuffer = null;
  58480. }
  58481. if (this._spriteTexture) {
  58482. this._spriteTexture.dispose();
  58483. this._spriteTexture = null;
  58484. }
  58485. // Remove from scene
  58486. var index = this._scene.spriteManagers.indexOf(this);
  58487. this._scene.spriteManagers.splice(index, 1);
  58488. // Callback
  58489. this.onDisposeObservable.notifyObservers(this);
  58490. this.onDisposeObservable.clear();
  58491. };
  58492. return SpriteManager;
  58493. }());
  58494. BABYLON.SpriteManager = SpriteManager;
  58495. })(BABYLON || (BABYLON = {}));
  58496. //# sourceMappingURL=babylon.spriteManager.js.map
  58497. var BABYLON;
  58498. (function (BABYLON) {
  58499. /**
  58500. * Class used to represent a sprite
  58501. * @see http://doc.babylonjs.com/babylon101/sprites
  58502. */
  58503. var Sprite = /** @class */ (function () {
  58504. /**
  58505. * Creates a new Sprite
  58506. * @param name defines the name
  58507. * @param manager defines the manager
  58508. */
  58509. function Sprite(
  58510. /** defines the name */
  58511. name, manager) {
  58512. this.name = name;
  58513. /** Gets or sets the main color */
  58514. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58515. /** Gets or sets the width */
  58516. this.width = 1.0;
  58517. /** Gets or sets the height */
  58518. this.height = 1.0;
  58519. /** Gets or sets rotation angle */
  58520. this.angle = 0;
  58521. /** Gets or sets the cell index in the sprite sheet */
  58522. this.cellIndex = 0;
  58523. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58524. this.invertU = 0;
  58525. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58526. this.invertV = 0;
  58527. /** Gets the list of attached animations */
  58528. this.animations = new Array();
  58529. /** Gets or sets a boolean indicating if the sprite can be picked */
  58530. this.isPickable = false;
  58531. this._animationStarted = false;
  58532. this._loopAnimation = false;
  58533. this._fromIndex = 0;
  58534. this._toIndex = 0;
  58535. this._delay = 0;
  58536. this._direction = 1;
  58537. this._time = 0;
  58538. /**
  58539. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58540. */
  58541. this.isVisible = true;
  58542. this._manager = manager;
  58543. this._manager.sprites.push(this);
  58544. this.position = BABYLON.Vector3.Zero();
  58545. }
  58546. Object.defineProperty(Sprite.prototype, "size", {
  58547. /**
  58548. * Gets or sets the sprite size
  58549. */
  58550. get: function () {
  58551. return this.width;
  58552. },
  58553. set: function (value) {
  58554. this.width = value;
  58555. this.height = value;
  58556. },
  58557. enumerable: true,
  58558. configurable: true
  58559. });
  58560. /**
  58561. * Starts an animation
  58562. * @param from defines the initial key
  58563. * @param to defines the end key
  58564. * @param loop defines if the animation must loop
  58565. * @param delay defines the start delay (in ms)
  58566. * @param onAnimationEnd defines a callback to call when animation ends
  58567. */
  58568. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58569. this._fromIndex = from;
  58570. this._toIndex = to;
  58571. this._loopAnimation = loop;
  58572. this._delay = delay;
  58573. this._animationStarted = true;
  58574. this._direction = from < to ? 1 : -1;
  58575. this.cellIndex = from;
  58576. this._time = 0;
  58577. this._onAnimationEnd = onAnimationEnd;
  58578. };
  58579. /** Stops current animation (if any) */
  58580. Sprite.prototype.stopAnimation = function () {
  58581. this._animationStarted = false;
  58582. };
  58583. /** @hidden */
  58584. Sprite.prototype._animate = function (deltaTime) {
  58585. if (!this._animationStarted) {
  58586. return;
  58587. }
  58588. this._time += deltaTime;
  58589. if (this._time > this._delay) {
  58590. this._time = this._time % this._delay;
  58591. this.cellIndex += this._direction;
  58592. if (this.cellIndex > this._toIndex) {
  58593. if (this._loopAnimation) {
  58594. this.cellIndex = this._fromIndex;
  58595. }
  58596. else {
  58597. this.cellIndex = this._toIndex;
  58598. this._animationStarted = false;
  58599. if (this._onAnimationEnd) {
  58600. this._onAnimationEnd();
  58601. }
  58602. if (this.disposeWhenFinishedAnimating) {
  58603. this.dispose();
  58604. }
  58605. }
  58606. }
  58607. }
  58608. };
  58609. /** Release associated resources */
  58610. Sprite.prototype.dispose = function () {
  58611. for (var i = 0; i < this._manager.sprites.length; i++) {
  58612. if (this._manager.sprites[i] == this) {
  58613. this._manager.sprites.splice(i, 1);
  58614. }
  58615. }
  58616. };
  58617. return Sprite;
  58618. }());
  58619. BABYLON.Sprite = Sprite;
  58620. })(BABYLON || (BABYLON = {}));
  58621. //# sourceMappingURL=babylon.sprite.js.map
  58622. var BABYLON;
  58623. (function (BABYLON) {
  58624. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58625. if (!BABYLON.PickingInfo) {
  58626. return null;
  58627. }
  58628. var pickingInfo = null;
  58629. if (!camera) {
  58630. if (!this.activeCamera) {
  58631. return null;
  58632. }
  58633. camera = this.activeCamera;
  58634. }
  58635. if (this.spriteManagers.length > 0) {
  58636. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58637. var spriteManager = this.spriteManagers[spriteIndex];
  58638. if (!spriteManager.isPickable) {
  58639. continue;
  58640. }
  58641. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58642. if (!result || !result.hit) {
  58643. continue;
  58644. }
  58645. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58646. continue;
  58647. }
  58648. pickingInfo = result;
  58649. if (fastCheck) {
  58650. break;
  58651. }
  58652. }
  58653. }
  58654. return pickingInfo || new BABYLON.PickingInfo();
  58655. };
  58656. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58657. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58658. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58659. };
  58660. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58661. if (!this._tempSpritePickingRay) {
  58662. return null;
  58663. }
  58664. if (!camera) {
  58665. if (!this.activeCamera) {
  58666. return null;
  58667. }
  58668. camera = this.activeCamera;
  58669. }
  58670. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58671. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58672. };
  58673. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58674. if (this._pointerOverSprite === sprite) {
  58675. return;
  58676. }
  58677. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58678. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58679. }
  58680. this._pointerOverSprite = sprite;
  58681. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58682. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58683. }
  58684. };
  58685. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58686. return this._pointerOverSprite;
  58687. };
  58688. /**
  58689. * Defines the sprite scene component responsible to manage sprites
  58690. * in a given scene.
  58691. */
  58692. var SpriteSceneComponent = /** @class */ (function () {
  58693. /**
  58694. * Creates a new instance of the component for the given scene
  58695. * @param scene Defines the scene to register the component in
  58696. */
  58697. function SpriteSceneComponent(scene) {
  58698. /**
  58699. * The component name helpfull to identify the component in the list of scene components.
  58700. */
  58701. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58702. this.scene = scene;
  58703. this.scene.spriteManagers = new Array();
  58704. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58705. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58706. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58707. this._spritePredicate = function (sprite) {
  58708. if (!sprite.actionManager) {
  58709. return false;
  58710. }
  58711. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58712. };
  58713. }
  58714. /**
  58715. * Registers the component in a given scene
  58716. */
  58717. SpriteSceneComponent.prototype.register = function () {
  58718. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58719. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58720. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58721. };
  58722. /**
  58723. * Rebuilds the elements related to this component in case of
  58724. * context lost for instance.
  58725. */
  58726. SpriteSceneComponent.prototype.rebuild = function () {
  58727. /** Nothing to do for sprites */
  58728. };
  58729. /**
  58730. * Disposes the component and the associated ressources.
  58731. */
  58732. SpriteSceneComponent.prototype.dispose = function () {
  58733. this.scene.onBeforeSpritesRenderingObservable.clear();
  58734. this.scene.onAfterSpritesRenderingObservable.clear();
  58735. var spriteManagers = this.scene.spriteManagers;
  58736. while (spriteManagers.length) {
  58737. spriteManagers[0].dispose();
  58738. }
  58739. };
  58740. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58741. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58742. if (result) {
  58743. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58744. }
  58745. return result;
  58746. };
  58747. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58748. var scene = this.scene;
  58749. if (isMeshPicked) {
  58750. scene.setPointerOverSprite(null);
  58751. }
  58752. else {
  58753. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58754. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58755. scene.setPointerOverSprite(pickResult.pickedSprite);
  58756. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58757. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58758. }
  58759. else {
  58760. canvas.style.cursor = scene.hoverCursor;
  58761. }
  58762. }
  58763. else {
  58764. scene.setPointerOverSprite(null);
  58765. }
  58766. }
  58767. return pickResult;
  58768. };
  58769. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58770. var scene = this.scene;
  58771. scene._pickedDownSprite = null;
  58772. if (scene.spriteManagers.length > 0) {
  58773. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58774. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58775. if (pickResult.pickedSprite.actionManager) {
  58776. scene._pickedDownSprite = pickResult.pickedSprite;
  58777. switch (evt.button) {
  58778. case 0:
  58779. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58780. break;
  58781. case 1:
  58782. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58783. break;
  58784. case 2:
  58785. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58786. break;
  58787. }
  58788. if (pickResult.pickedSprite.actionManager) {
  58789. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58790. }
  58791. }
  58792. }
  58793. }
  58794. return pickResult;
  58795. };
  58796. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58797. var scene = this.scene;
  58798. if (scene.spriteManagers.length > 0) {
  58799. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58800. if (spritePickResult) {
  58801. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58802. if (spritePickResult.pickedSprite.actionManager) {
  58803. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58804. if (spritePickResult.pickedSprite.actionManager) {
  58805. if (!this.scene._isPointerSwiping()) {
  58806. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58807. }
  58808. }
  58809. }
  58810. }
  58811. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58812. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58813. }
  58814. }
  58815. }
  58816. return pickResult;
  58817. };
  58818. return SpriteSceneComponent;
  58819. }());
  58820. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58821. })(BABYLON || (BABYLON = {}));
  58822. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58823. var BABYLON;
  58824. (function (BABYLON) {
  58825. /**
  58826. * @hidden
  58827. */
  58828. var IntersectionInfo = /** @class */ (function () {
  58829. function IntersectionInfo(bu, bv, distance) {
  58830. this.bu = bu;
  58831. this.bv = bv;
  58832. this.distance = distance;
  58833. this.faceId = 0;
  58834. this.subMeshId = 0;
  58835. }
  58836. return IntersectionInfo;
  58837. }());
  58838. BABYLON.IntersectionInfo = IntersectionInfo;
  58839. /**
  58840. * Information about the result of picking within a scene
  58841. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58842. */
  58843. var PickingInfo = /** @class */ (function () {
  58844. function PickingInfo() {
  58845. /**
  58846. * If the pick collided with an object
  58847. */
  58848. this.hit = false;
  58849. /**
  58850. * Distance away where the pick collided
  58851. */
  58852. this.distance = 0;
  58853. /**
  58854. * The location of pick collision
  58855. */
  58856. this.pickedPoint = null;
  58857. /**
  58858. * The mesh corresponding the the pick collision
  58859. */
  58860. this.pickedMesh = null;
  58861. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58862. this.bu = 0;
  58863. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58864. this.bv = 0;
  58865. /** The id of the face on the mesh that was picked */
  58866. this.faceId = -1;
  58867. /** Id of the the submesh that was picked */
  58868. this.subMeshId = 0;
  58869. /** If a sprite was picked, this will be the sprite the pick collided with */
  58870. this.pickedSprite = null;
  58871. /**
  58872. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58873. */
  58874. this.originMesh = null;
  58875. /**
  58876. * The ray that was used to perform the picking.
  58877. */
  58878. this.ray = null;
  58879. }
  58880. /**
  58881. * Gets the normal correspodning to the face the pick collided with
  58882. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58883. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58884. * @returns The normal correspodning to the face the pick collided with
  58885. */
  58886. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58887. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58888. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58889. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58890. return null;
  58891. }
  58892. var indices = this.pickedMesh.getIndices();
  58893. if (!indices) {
  58894. return null;
  58895. }
  58896. var result;
  58897. if (useVerticesNormals) {
  58898. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58899. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58900. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58901. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58902. normal0 = normal0.scale(this.bu);
  58903. normal1 = normal1.scale(this.bv);
  58904. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58905. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58906. }
  58907. else {
  58908. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58909. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58910. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58911. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58912. var p1p2 = vertex1.subtract(vertex2);
  58913. var p3p2 = vertex3.subtract(vertex2);
  58914. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58915. }
  58916. if (useWorldCoordinates) {
  58917. var wm = this.pickedMesh.getWorldMatrix();
  58918. if (this.pickedMesh.nonUniformScaling) {
  58919. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58920. wm = BABYLON.Tmp.Matrix[0];
  58921. wm.setTranslationFromFloats(0, 0, 0);
  58922. wm.invert();
  58923. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58924. wm = BABYLON.Tmp.Matrix[1];
  58925. }
  58926. result = BABYLON.Vector3.TransformNormal(result, wm);
  58927. }
  58928. result.normalize();
  58929. return result;
  58930. };
  58931. /**
  58932. * Gets the texture coordinates of where the pick occured
  58933. * @returns the vector containing the coordnates of the texture
  58934. */
  58935. PickingInfo.prototype.getTextureCoordinates = function () {
  58936. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58937. return null;
  58938. }
  58939. var indices = this.pickedMesh.getIndices();
  58940. if (!indices) {
  58941. return null;
  58942. }
  58943. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58944. if (!uvs) {
  58945. return null;
  58946. }
  58947. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58948. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58949. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58950. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58951. uv1 = uv1.scale(this.bu);
  58952. uv2 = uv2.scale(this.bv);
  58953. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58954. };
  58955. return PickingInfo;
  58956. }());
  58957. BABYLON.PickingInfo = PickingInfo;
  58958. })(BABYLON || (BABYLON = {}));
  58959. //# sourceMappingURL=babylon.pickingInfo.js.map
  58960. var BABYLON;
  58961. (function (BABYLON) {
  58962. /**
  58963. * Class representing a ray with position and direction
  58964. */
  58965. var Ray = /** @class */ (function () {
  58966. /**
  58967. * Creates a new ray
  58968. * @param origin origin point
  58969. * @param direction direction
  58970. * @param length length of the ray
  58971. */
  58972. function Ray(
  58973. /** origin point */
  58974. origin,
  58975. /** direction */
  58976. direction,
  58977. /** length of the ray */
  58978. length) {
  58979. if (length === void 0) { length = Number.MAX_VALUE; }
  58980. this.origin = origin;
  58981. this.direction = direction;
  58982. this.length = length;
  58983. }
  58984. // Methods
  58985. /**
  58986. * Checks if the ray intersects a box
  58987. * @param minimum bound of the box
  58988. * @param maximum bound of the box
  58989. * @param intersectionTreshold extra extend to be added to the box in all direction
  58990. * @returns if the box was hit
  58991. */
  58992. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58993. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58994. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58995. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58996. var d = 0.0;
  58997. var maxValue = Number.MAX_VALUE;
  58998. var inv;
  58999. var min;
  59000. var max;
  59001. var temp;
  59002. if (Math.abs(this.direction.x) < 0.0000001) {
  59003. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59004. return false;
  59005. }
  59006. }
  59007. else {
  59008. inv = 1.0 / this.direction.x;
  59009. min = (newMinimum.x - this.origin.x) * inv;
  59010. max = (newMaximum.x - this.origin.x) * inv;
  59011. if (max === -Infinity) {
  59012. max = Infinity;
  59013. }
  59014. if (min > max) {
  59015. temp = min;
  59016. min = max;
  59017. max = temp;
  59018. }
  59019. d = Math.max(min, d);
  59020. maxValue = Math.min(max, maxValue);
  59021. if (d > maxValue) {
  59022. return false;
  59023. }
  59024. }
  59025. if (Math.abs(this.direction.y) < 0.0000001) {
  59026. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59027. return false;
  59028. }
  59029. }
  59030. else {
  59031. inv = 1.0 / this.direction.y;
  59032. min = (newMinimum.y - this.origin.y) * inv;
  59033. max = (newMaximum.y - this.origin.y) * inv;
  59034. if (max === -Infinity) {
  59035. max = Infinity;
  59036. }
  59037. if (min > max) {
  59038. temp = min;
  59039. min = max;
  59040. max = temp;
  59041. }
  59042. d = Math.max(min, d);
  59043. maxValue = Math.min(max, maxValue);
  59044. if (d > maxValue) {
  59045. return false;
  59046. }
  59047. }
  59048. if (Math.abs(this.direction.z) < 0.0000001) {
  59049. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59050. return false;
  59051. }
  59052. }
  59053. else {
  59054. inv = 1.0 / this.direction.z;
  59055. min = (newMinimum.z - this.origin.z) * inv;
  59056. max = (newMaximum.z - this.origin.z) * inv;
  59057. if (max === -Infinity) {
  59058. max = Infinity;
  59059. }
  59060. if (min > max) {
  59061. temp = min;
  59062. min = max;
  59063. max = temp;
  59064. }
  59065. d = Math.max(min, d);
  59066. maxValue = Math.min(max, maxValue);
  59067. if (d > maxValue) {
  59068. return false;
  59069. }
  59070. }
  59071. return true;
  59072. };
  59073. /**
  59074. * Checks if the ray intersects a box
  59075. * @param box the bounding box to check
  59076. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59077. * @returns if the box was hit
  59078. */
  59079. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59080. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59081. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59082. };
  59083. /**
  59084. * If the ray hits a sphere
  59085. * @param sphere the bounding sphere to check
  59086. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59087. * @returns true if it hits the sphere
  59088. */
  59089. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59090. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59091. var x = sphere.center.x - this.origin.x;
  59092. var y = sphere.center.y - this.origin.y;
  59093. var z = sphere.center.z - this.origin.z;
  59094. var pyth = (x * x) + (y * y) + (z * z);
  59095. var radius = sphere.radius + intersectionTreshold;
  59096. var rr = radius * radius;
  59097. if (pyth <= rr) {
  59098. return true;
  59099. }
  59100. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59101. if (dot < 0.0) {
  59102. return false;
  59103. }
  59104. var temp = pyth - (dot * dot);
  59105. return temp <= rr;
  59106. };
  59107. /**
  59108. * If the ray hits a triange
  59109. * @param vertex0 triangle vertex
  59110. * @param vertex1 triangle vertex
  59111. * @param vertex2 triangle vertex
  59112. * @returns intersection information if hit
  59113. */
  59114. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59115. var edge1 = Ray.TmpVector3[0];
  59116. var edge2 = Ray.TmpVector3[1];
  59117. var pvec = Ray.TmpVector3[2];
  59118. var tvec = Ray.TmpVector3[3];
  59119. var qvec = Ray.TmpVector3[4];
  59120. vertex1.subtractToRef(vertex0, edge1);
  59121. vertex2.subtractToRef(vertex0, edge2);
  59122. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59123. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59124. if (det === 0) {
  59125. return null;
  59126. }
  59127. var invdet = 1 / det;
  59128. this.origin.subtractToRef(vertex0, tvec);
  59129. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59130. if (bu < 0 || bu > 1.0) {
  59131. return null;
  59132. }
  59133. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59134. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59135. if (bv < 0 || bu + bv > 1.0) {
  59136. return null;
  59137. }
  59138. //check if the distance is longer than the predefined length.
  59139. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59140. if (distance > this.length) {
  59141. return null;
  59142. }
  59143. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59144. };
  59145. /**
  59146. * Checks if ray intersects a plane
  59147. * @param plane the plane to check
  59148. * @returns the distance away it was hit
  59149. */
  59150. Ray.prototype.intersectsPlane = function (plane) {
  59151. var distance;
  59152. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59153. if (Math.abs(result1) < 9.99999997475243E-07) {
  59154. return null;
  59155. }
  59156. else {
  59157. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59158. distance = (-plane.d - result2) / result1;
  59159. if (distance < 0.0) {
  59160. if (distance < -9.99999997475243E-07) {
  59161. return null;
  59162. }
  59163. else {
  59164. return 0;
  59165. }
  59166. }
  59167. return distance;
  59168. }
  59169. };
  59170. /**
  59171. * Checks if ray intersects a mesh
  59172. * @param mesh the mesh to check
  59173. * @param fastCheck if only the bounding box should checked
  59174. * @returns picking info of the intersecton
  59175. */
  59176. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59177. var tm = BABYLON.Tmp.Matrix[0];
  59178. mesh.getWorldMatrix().invertToRef(tm);
  59179. if (this._tmpRay) {
  59180. Ray.TransformToRef(this, tm, this._tmpRay);
  59181. }
  59182. else {
  59183. this._tmpRay = Ray.Transform(this, tm);
  59184. }
  59185. return mesh.intersects(this._tmpRay, fastCheck);
  59186. };
  59187. /**
  59188. * Checks if ray intersects a mesh
  59189. * @param meshes the meshes to check
  59190. * @param fastCheck if only the bounding box should checked
  59191. * @param results array to store result in
  59192. * @returns Array of picking infos
  59193. */
  59194. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59195. if (results) {
  59196. results.length = 0;
  59197. }
  59198. else {
  59199. results = [];
  59200. }
  59201. for (var i = 0; i < meshes.length; i++) {
  59202. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59203. if (pickInfo.hit) {
  59204. results.push(pickInfo);
  59205. }
  59206. }
  59207. results.sort(this._comparePickingInfo);
  59208. return results;
  59209. };
  59210. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59211. if (pickingInfoA.distance < pickingInfoB.distance) {
  59212. return -1;
  59213. }
  59214. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59215. return 1;
  59216. }
  59217. else {
  59218. return 0;
  59219. }
  59220. };
  59221. /**
  59222. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59223. * @param sega the first point of the segment to test the intersection against
  59224. * @param segb the second point of the segment to test the intersection against
  59225. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59226. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59227. */
  59228. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59229. var o = this.origin;
  59230. var u = BABYLON.Tmp.Vector3[0];
  59231. var rsegb = BABYLON.Tmp.Vector3[1];
  59232. var v = BABYLON.Tmp.Vector3[2];
  59233. var w = BABYLON.Tmp.Vector3[3];
  59234. segb.subtractToRef(sega, u);
  59235. this.direction.scaleToRef(Ray.rayl, v);
  59236. o.addToRef(v, rsegb);
  59237. sega.subtractToRef(o, w);
  59238. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59239. var b = BABYLON.Vector3.Dot(u, v);
  59240. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59241. var d = BABYLON.Vector3.Dot(u, w);
  59242. var e = BABYLON.Vector3.Dot(v, w);
  59243. var D = a * c - b * b; // always >= 0
  59244. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59245. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59246. // compute the line parameters of the two closest points
  59247. if (D < Ray.smallnum) { // the lines are almost parallel
  59248. sN = 0.0; // force using point P0 on segment S1
  59249. sD = 1.0; // to prevent possible division by 0.0 later
  59250. tN = e;
  59251. tD = c;
  59252. }
  59253. else { // get the closest points on the infinite lines
  59254. sN = (b * e - c * d);
  59255. tN = (a * e - b * d);
  59256. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59257. sN = 0.0;
  59258. tN = e;
  59259. tD = c;
  59260. }
  59261. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59262. sN = sD;
  59263. tN = e + b;
  59264. tD = c;
  59265. }
  59266. }
  59267. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59268. tN = 0.0;
  59269. // recompute sc for this edge
  59270. if (-d < 0.0) {
  59271. sN = 0.0;
  59272. }
  59273. else if (-d > a) {
  59274. sN = sD;
  59275. }
  59276. else {
  59277. sN = -d;
  59278. sD = a;
  59279. }
  59280. }
  59281. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59282. tN = tD;
  59283. // recompute sc for this edge
  59284. if ((-d + b) < 0.0) {
  59285. sN = 0;
  59286. }
  59287. else if ((-d + b) > a) {
  59288. sN = sD;
  59289. }
  59290. else {
  59291. sN = (-d + b);
  59292. sD = a;
  59293. }
  59294. }
  59295. // finally do the division to get sc and tc
  59296. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59297. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59298. // get the difference of the two closest points
  59299. var qtc = BABYLON.Tmp.Vector3[4];
  59300. v.scaleToRef(tc, qtc);
  59301. var qsc = BABYLON.Tmp.Vector3[5];
  59302. u.scaleToRef(sc, qsc);
  59303. qsc.addInPlace(w);
  59304. var dP = BABYLON.Tmp.Vector3[6];
  59305. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59306. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59307. if (isIntersected) {
  59308. return qsc.length();
  59309. }
  59310. return -1;
  59311. };
  59312. /**
  59313. * Update the ray from viewport position
  59314. * @param x position
  59315. * @param y y position
  59316. * @param viewportWidth viewport width
  59317. * @param viewportHeight viewport height
  59318. * @param world world matrix
  59319. * @param view view matrix
  59320. * @param projection projection matrix
  59321. * @returns this ray updated
  59322. */
  59323. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59324. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59325. return this;
  59326. };
  59327. // Statics
  59328. /**
  59329. * Creates a ray with origin and direction of 0,0,0
  59330. * @returns the new ray
  59331. */
  59332. Ray.Zero = function () {
  59333. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59334. };
  59335. /**
  59336. * Creates a new ray from screen space and viewport
  59337. * @param x position
  59338. * @param y y position
  59339. * @param viewportWidth viewport width
  59340. * @param viewportHeight viewport height
  59341. * @param world world matrix
  59342. * @param view view matrix
  59343. * @param projection projection matrix
  59344. * @returns new ray
  59345. */
  59346. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59347. var result = Ray.Zero();
  59348. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59349. };
  59350. /**
  59351. * 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
  59352. * transformed to the given world matrix.
  59353. * @param origin The origin point
  59354. * @param end The end point
  59355. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59356. * @returns the new ray
  59357. */
  59358. Ray.CreateNewFromTo = function (origin, end, world) {
  59359. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59360. var direction = end.subtract(origin);
  59361. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59362. direction.normalize();
  59363. return Ray.Transform(new Ray(origin, direction, length), world);
  59364. };
  59365. /**
  59366. * Transforms a ray by a matrix
  59367. * @param ray ray to transform
  59368. * @param matrix matrix to apply
  59369. * @returns the resulting new ray
  59370. */
  59371. Ray.Transform = function (ray, matrix) {
  59372. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59373. Ray.TransformToRef(ray, matrix, result);
  59374. return result;
  59375. };
  59376. /**
  59377. * Transforms a ray by a matrix
  59378. * @param ray ray to transform
  59379. * @param matrix matrix to apply
  59380. * @param result ray to store result in
  59381. */
  59382. Ray.TransformToRef = function (ray, matrix, result) {
  59383. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59384. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59385. result.length = ray.length;
  59386. var dir = result.direction;
  59387. var len = dir.length();
  59388. if (!(len === 0 || len === 1)) {
  59389. var num = 1.0 / len;
  59390. dir.x *= num;
  59391. dir.y *= num;
  59392. dir.z *= num;
  59393. result.length *= len;
  59394. }
  59395. };
  59396. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59397. Ray.smallnum = 0.00000001;
  59398. Ray.rayl = 10e8;
  59399. return Ray;
  59400. }());
  59401. BABYLON.Ray = Ray;
  59402. })(BABYLON || (BABYLON = {}));
  59403. //# sourceMappingURL=babylon.ray.js.map
  59404. var BABYLON;
  59405. (function (BABYLON) {
  59406. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59407. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59408. return false;
  59409. }
  59410. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59411. return false;
  59412. }
  59413. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59414. return false;
  59415. }
  59416. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59417. return false;
  59418. }
  59419. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59420. return false;
  59421. }
  59422. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59423. return false;
  59424. }
  59425. return true;
  59426. };
  59427. var getLowestRoot = (function () {
  59428. var result = { root: 0, found: false };
  59429. return function (a, b, c, maxR) {
  59430. result.root = 0;
  59431. result.found = false;
  59432. var determinant = b * b - 4.0 * a * c;
  59433. if (determinant < 0) {
  59434. return result;
  59435. }
  59436. var sqrtD = Math.sqrt(determinant);
  59437. var r1 = (-b - sqrtD) / (2.0 * a);
  59438. var r2 = (-b + sqrtD) / (2.0 * a);
  59439. if (r1 > r2) {
  59440. var temp = r2;
  59441. r2 = r1;
  59442. r1 = temp;
  59443. }
  59444. if (r1 > 0 && r1 < maxR) {
  59445. result.root = r1;
  59446. result.found = true;
  59447. return result;
  59448. }
  59449. if (r2 > 0 && r2 < maxR) {
  59450. result.root = r2;
  59451. result.found = true;
  59452. return result;
  59453. }
  59454. return result;
  59455. };
  59456. })();
  59457. /** @hidden */
  59458. var Collider = /** @class */ (function () {
  59459. function Collider() {
  59460. this._collisionPoint = BABYLON.Vector3.Zero();
  59461. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59462. this._tempVector = BABYLON.Vector3.Zero();
  59463. this._tempVector2 = BABYLON.Vector3.Zero();
  59464. this._tempVector3 = BABYLON.Vector3.Zero();
  59465. this._tempVector4 = BABYLON.Vector3.Zero();
  59466. this._edge = BABYLON.Vector3.Zero();
  59467. this._baseToVertex = BABYLON.Vector3.Zero();
  59468. this._destinationPoint = BABYLON.Vector3.Zero();
  59469. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59470. this._displacementVector = BABYLON.Vector3.Zero();
  59471. /** @hidden */
  59472. this._radius = BABYLON.Vector3.One();
  59473. /** @hidden */
  59474. this._retry = 0;
  59475. /** @hidden */
  59476. this._basePointWorld = BABYLON.Vector3.Zero();
  59477. this._velocityWorld = BABYLON.Vector3.Zero();
  59478. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59479. this._collisionMask = -1;
  59480. }
  59481. Object.defineProperty(Collider.prototype, "collisionMask", {
  59482. get: function () {
  59483. return this._collisionMask;
  59484. },
  59485. set: function (mask) {
  59486. this._collisionMask = !isNaN(mask) ? mask : -1;
  59487. },
  59488. enumerable: true,
  59489. configurable: true
  59490. });
  59491. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59492. /**
  59493. * Gets the plane normal used to compute the sliding response (in local space)
  59494. */
  59495. get: function () {
  59496. return this._slidePlaneNormal;
  59497. },
  59498. enumerable: true,
  59499. configurable: true
  59500. });
  59501. // Methods
  59502. /** @hidden */
  59503. Collider.prototype._initialize = function (source, dir, e) {
  59504. this._velocity = dir;
  59505. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59506. this._basePoint = source;
  59507. source.multiplyToRef(this._radius, this._basePointWorld);
  59508. dir.multiplyToRef(this._radius, this._velocityWorld);
  59509. this._velocityWorldLength = this._velocityWorld.length();
  59510. this._epsilon = e;
  59511. this.collisionFound = false;
  59512. };
  59513. /** @hidden */
  59514. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59515. pa.subtractToRef(point, this._tempVector);
  59516. pb.subtractToRef(point, this._tempVector2);
  59517. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59518. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59519. if (d < 0) {
  59520. return false;
  59521. }
  59522. pc.subtractToRef(point, this._tempVector3);
  59523. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59524. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59525. if (d < 0) {
  59526. return false;
  59527. }
  59528. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59529. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59530. return d >= 0;
  59531. };
  59532. /** @hidden */
  59533. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59534. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59535. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59536. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59537. return false;
  59538. }
  59539. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59540. return false;
  59541. }
  59542. return true;
  59543. };
  59544. /** @hidden */
  59545. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59546. var t0;
  59547. var embeddedInPlane = false;
  59548. //defensive programming, actually not needed.
  59549. if (!trianglePlaneArray) {
  59550. trianglePlaneArray = [];
  59551. }
  59552. if (!trianglePlaneArray[faceIndex]) {
  59553. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59554. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59555. }
  59556. var trianglePlane = trianglePlaneArray[faceIndex];
  59557. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59558. return;
  59559. }
  59560. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59561. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59562. if (normalDotVelocity == 0) {
  59563. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59564. return;
  59565. }
  59566. embeddedInPlane = true;
  59567. t0 = 0;
  59568. }
  59569. else {
  59570. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59571. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59572. if (t0 > t1) {
  59573. var temp = t1;
  59574. t1 = t0;
  59575. t0 = temp;
  59576. }
  59577. if (t0 > 1.0 || t1 < 0.0) {
  59578. return;
  59579. }
  59580. if (t0 < 0) {
  59581. t0 = 0;
  59582. }
  59583. if (t0 > 1.0) {
  59584. t0 = 1.0;
  59585. }
  59586. }
  59587. this._collisionPoint.copyFromFloats(0, 0, 0);
  59588. var found = false;
  59589. var t = 1.0;
  59590. if (!embeddedInPlane) {
  59591. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59592. this._velocity.scaleToRef(t0, this._tempVector);
  59593. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59594. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59595. found = true;
  59596. t = t0;
  59597. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59598. }
  59599. }
  59600. if (!found) {
  59601. var velocitySquaredLength = this._velocity.lengthSquared();
  59602. var a = velocitySquaredLength;
  59603. this._basePoint.subtractToRef(p1, this._tempVector);
  59604. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59605. var c = this._tempVector.lengthSquared() - 1.0;
  59606. var lowestRoot = getLowestRoot(a, b, c, t);
  59607. if (lowestRoot.found) {
  59608. t = lowestRoot.root;
  59609. found = true;
  59610. this._collisionPoint.copyFrom(p1);
  59611. }
  59612. this._basePoint.subtractToRef(p2, this._tempVector);
  59613. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59614. c = this._tempVector.lengthSquared() - 1.0;
  59615. lowestRoot = getLowestRoot(a, b, c, t);
  59616. if (lowestRoot.found) {
  59617. t = lowestRoot.root;
  59618. found = true;
  59619. this._collisionPoint.copyFrom(p2);
  59620. }
  59621. this._basePoint.subtractToRef(p3, this._tempVector);
  59622. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59623. c = this._tempVector.lengthSquared() - 1.0;
  59624. lowestRoot = getLowestRoot(a, b, c, t);
  59625. if (lowestRoot.found) {
  59626. t = lowestRoot.root;
  59627. found = true;
  59628. this._collisionPoint.copyFrom(p3);
  59629. }
  59630. p2.subtractToRef(p1, this._edge);
  59631. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59632. var edgeSquaredLength = this._edge.lengthSquared();
  59633. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59634. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59635. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59636. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59637. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59638. lowestRoot = getLowestRoot(a, b, c, t);
  59639. if (lowestRoot.found) {
  59640. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59641. if (f >= 0.0 && f <= 1.0) {
  59642. t = lowestRoot.root;
  59643. found = true;
  59644. this._edge.scaleInPlace(f);
  59645. p1.addToRef(this._edge, this._collisionPoint);
  59646. }
  59647. }
  59648. p3.subtractToRef(p2, this._edge);
  59649. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59650. edgeSquaredLength = this._edge.lengthSquared();
  59651. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59652. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59653. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59654. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59655. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59656. lowestRoot = getLowestRoot(a, b, c, t);
  59657. if (lowestRoot.found) {
  59658. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59659. if (f >= 0.0 && f <= 1.0) {
  59660. t = lowestRoot.root;
  59661. found = true;
  59662. this._edge.scaleInPlace(f);
  59663. p2.addToRef(this._edge, this._collisionPoint);
  59664. }
  59665. }
  59666. p1.subtractToRef(p3, this._edge);
  59667. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59668. edgeSquaredLength = this._edge.lengthSquared();
  59669. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59670. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59671. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59672. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59673. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59674. lowestRoot = getLowestRoot(a, b, c, t);
  59675. if (lowestRoot.found) {
  59676. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59677. if (f >= 0.0 && f <= 1.0) {
  59678. t = lowestRoot.root;
  59679. found = true;
  59680. this._edge.scaleInPlace(f);
  59681. p3.addToRef(this._edge, this._collisionPoint);
  59682. }
  59683. }
  59684. }
  59685. if (found) {
  59686. var distToCollision = t * this._velocity.length();
  59687. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59688. if (!this.intersectionPoint) {
  59689. this.intersectionPoint = this._collisionPoint.clone();
  59690. }
  59691. else {
  59692. this.intersectionPoint.copyFrom(this._collisionPoint);
  59693. }
  59694. this._nearestDistance = distToCollision;
  59695. this.collisionFound = true;
  59696. }
  59697. }
  59698. };
  59699. /** @hidden */
  59700. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59701. for (var i = indexStart; i < indexEnd; i += 3) {
  59702. var p1 = pts[indices[i] - decal];
  59703. var p2 = pts[indices[i + 1] - decal];
  59704. var p3 = pts[indices[i + 2] - decal];
  59705. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59706. }
  59707. };
  59708. /** @hidden */
  59709. Collider.prototype._getResponse = function (pos, vel) {
  59710. pos.addToRef(vel, this._destinationPoint);
  59711. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59712. this._basePoint.addToRef(vel, pos);
  59713. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59714. this._slidePlaneNormal.normalize();
  59715. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59716. pos.addInPlace(this._displacementVector);
  59717. this.intersectionPoint.addInPlace(this._displacementVector);
  59718. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59719. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59720. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59721. };
  59722. return Collider;
  59723. }());
  59724. BABYLON.Collider = Collider;
  59725. })(BABYLON || (BABYLON = {}));
  59726. //# sourceMappingURL=babylon.collider.js.map
  59727. var BABYLON;
  59728. (function (BABYLON) {
  59729. //WebWorker code will be inserted to this variable.
  59730. /** @hidden */
  59731. BABYLON.CollisionWorker = "";
  59732. /** Defines supported task for worker process */
  59733. var WorkerTaskType;
  59734. (function (WorkerTaskType) {
  59735. /** Initialization */
  59736. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59737. /** Update of geometry */
  59738. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59739. /** Evaluate collision */
  59740. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59741. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59742. /** Defines kind of replies returned by worker */
  59743. var WorkerReplyType;
  59744. (function (WorkerReplyType) {
  59745. /** Success */
  59746. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59747. /** Unkown error */
  59748. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59749. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59750. /** @hidden */
  59751. var CollisionCoordinatorWorker = /** @class */ (function () {
  59752. function CollisionCoordinatorWorker() {
  59753. var _this = this;
  59754. this._scaledPosition = BABYLON.Vector3.Zero();
  59755. this._scaledVelocity = BABYLON.Vector3.Zero();
  59756. this.onMeshUpdated = function (transformNode) {
  59757. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59758. };
  59759. this.onGeometryUpdated = function (geometry) {
  59760. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59761. };
  59762. this._afterRender = function () {
  59763. if (!_this._init) {
  59764. return;
  59765. }
  59766. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59767. return;
  59768. }
  59769. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59770. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59771. if (_this._runningUpdated > 4) {
  59772. return;
  59773. }
  59774. ++_this._runningUpdated;
  59775. var payload = {
  59776. updatedMeshes: _this._addUpdateMeshesList,
  59777. updatedGeometries: _this._addUpdateGeometriesList,
  59778. removedGeometries: _this._toRemoveGeometryArray,
  59779. removedMeshes: _this._toRemoveMeshesArray
  59780. };
  59781. var message = {
  59782. payload: payload,
  59783. taskType: WorkerTaskType.UPDATE
  59784. };
  59785. var serializable = [];
  59786. for (var id in payload.updatedGeometries) {
  59787. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59788. //prepare transferables
  59789. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59790. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59791. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59792. }
  59793. }
  59794. _this._worker.postMessage(message, serializable);
  59795. _this._addUpdateMeshesList = {};
  59796. _this._addUpdateGeometriesList = {};
  59797. _this._toRemoveGeometryArray = [];
  59798. _this._toRemoveMeshesArray = [];
  59799. };
  59800. this._onMessageFromWorker = function (e) {
  59801. var returnData = e.data;
  59802. if (returnData.error != WorkerReplyType.SUCCESS) {
  59803. //TODO what errors can be returned from the worker?
  59804. BABYLON.Tools.Warn("error returned from worker!");
  59805. return;
  59806. }
  59807. switch (returnData.taskType) {
  59808. case WorkerTaskType.INIT:
  59809. _this._init = true;
  59810. //Update the worked with ALL of the scene's current state
  59811. _this._scene.meshes.forEach(function (mesh) {
  59812. _this.onMeshAdded(mesh);
  59813. });
  59814. _this._scene.getGeometries().forEach(function (geometry) {
  59815. _this.onGeometryAdded(geometry);
  59816. });
  59817. break;
  59818. case WorkerTaskType.UPDATE:
  59819. _this._runningUpdated--;
  59820. break;
  59821. case WorkerTaskType.COLLIDE:
  59822. var returnPayload = returnData.payload;
  59823. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59824. return;
  59825. }
  59826. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59827. if (callback) {
  59828. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59829. if (mesh) {
  59830. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59831. }
  59832. }
  59833. //cleanup
  59834. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59835. break;
  59836. }
  59837. };
  59838. this._collisionsCallbackArray = [];
  59839. this._init = false;
  59840. this._runningUpdated = 0;
  59841. this._addUpdateMeshesList = {};
  59842. this._addUpdateGeometriesList = {};
  59843. this._toRemoveGeometryArray = [];
  59844. this._toRemoveMeshesArray = [];
  59845. }
  59846. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59847. if (!this._init) {
  59848. return;
  59849. }
  59850. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59851. return;
  59852. }
  59853. position.divideToRef(collider._radius, this._scaledPosition);
  59854. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59855. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59856. var payload = {
  59857. collider: {
  59858. position: this._scaledPosition.asArray(),
  59859. velocity: this._scaledVelocity.asArray(),
  59860. radius: collider._radius.asArray()
  59861. },
  59862. collisionId: collisionIndex,
  59863. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59864. maximumRetry: maximumRetry
  59865. };
  59866. var message = {
  59867. payload: payload,
  59868. taskType: WorkerTaskType.COLLIDE
  59869. };
  59870. this._worker.postMessage(message);
  59871. };
  59872. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59873. this._scene = scene;
  59874. this._scene.registerAfterRender(this._afterRender);
  59875. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59876. this._worker = new Worker(workerUrl);
  59877. this._worker.onmessage = this._onMessageFromWorker;
  59878. var message = {
  59879. payload: {},
  59880. taskType: WorkerTaskType.INIT
  59881. };
  59882. this._worker.postMessage(message);
  59883. };
  59884. CollisionCoordinatorWorker.prototype.destroy = function () {
  59885. this._scene.unregisterAfterRender(this._afterRender);
  59886. this._worker.terminate();
  59887. };
  59888. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59889. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59890. this.onMeshUpdated(mesh);
  59891. };
  59892. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59893. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59894. };
  59895. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59896. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59897. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59898. this.onGeometryUpdated(geometry);
  59899. };
  59900. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59901. this._toRemoveGeometryArray.push(geometry.id);
  59902. };
  59903. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59904. var submeshes = [];
  59905. if (mesh.subMeshes) {
  59906. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59907. var boundingInfo = sm.getBoundingInfo();
  59908. return {
  59909. position: idx,
  59910. verticesStart: sm.verticesStart,
  59911. verticesCount: sm.verticesCount,
  59912. indexStart: sm.indexStart,
  59913. indexCount: sm.indexCount,
  59914. hasMaterial: !!sm.getMaterial(),
  59915. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59916. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59917. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59918. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59919. };
  59920. });
  59921. }
  59922. var geometryId = null;
  59923. if (mesh instanceof BABYLON.Mesh) {
  59924. var geometry = mesh.geometry;
  59925. geometryId = geometry ? geometry.id : null;
  59926. }
  59927. else if (mesh instanceof BABYLON.InstancedMesh) {
  59928. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59929. geometryId = geometry ? geometry.id : null;
  59930. }
  59931. var boundingInfo = mesh.getBoundingInfo();
  59932. return {
  59933. uniqueId: mesh.uniqueId,
  59934. id: mesh.id,
  59935. name: mesh.name,
  59936. geometryId: geometryId,
  59937. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59938. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59939. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59940. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59941. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59942. subMeshes: submeshes,
  59943. checkCollisions: mesh.checkCollisions
  59944. };
  59945. };
  59946. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59947. return {
  59948. id: geometry.id,
  59949. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59950. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59951. indices: new Uint32Array(geometry.getIndices() || []),
  59952. };
  59953. };
  59954. return CollisionCoordinatorWorker;
  59955. }());
  59956. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59957. /** @hidden */
  59958. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59959. function CollisionCoordinatorLegacy() {
  59960. this._scaledPosition = BABYLON.Vector3.Zero();
  59961. this._scaledVelocity = BABYLON.Vector3.Zero();
  59962. this._finalPosition = BABYLON.Vector3.Zero();
  59963. }
  59964. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59965. position.divideToRef(collider._radius, this._scaledPosition);
  59966. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59967. collider.collidedMesh = null;
  59968. collider._retry = 0;
  59969. collider._initialVelocity = this._scaledVelocity;
  59970. collider._initialPosition = this._scaledPosition;
  59971. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59972. this._finalPosition.multiplyInPlace(collider._radius);
  59973. //run the callback
  59974. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59975. };
  59976. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59977. this._scene = scene;
  59978. };
  59979. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59980. //Legacy need no destruction method.
  59981. };
  59982. //No update in legacy mode
  59983. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59984. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59985. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59986. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59987. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59988. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59989. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59990. if (excludedMesh === void 0) { excludedMesh = null; }
  59991. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59992. if (collider._retry >= maximumRetry) {
  59993. finalPosition.copyFrom(position);
  59994. return;
  59995. }
  59996. // Check if this is a mesh else camera or -1
  59997. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59998. collider._initialize(position, velocity, closeDistance);
  59999. // Check all meshes
  60000. for (var index = 0; index < this._scene.meshes.length; index++) {
  60001. var mesh = this._scene.meshes[index];
  60002. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60003. mesh._checkCollision(collider);
  60004. }
  60005. }
  60006. if (!collider.collisionFound) {
  60007. position.addToRef(velocity, finalPosition);
  60008. return;
  60009. }
  60010. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60011. collider._getResponse(position, velocity);
  60012. }
  60013. if (velocity.length() <= closeDistance) {
  60014. finalPosition.copyFrom(position);
  60015. return;
  60016. }
  60017. collider._retry++;
  60018. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60019. };
  60020. return CollisionCoordinatorLegacy;
  60021. }());
  60022. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60023. })(BABYLON || (BABYLON = {}));
  60024. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60025. var BABYLON;
  60026. (function (BABYLON) {
  60027. /**
  60028. * A particle represents one of the element emitted by a particle system.
  60029. * This is mainly define by its coordinates, direction, velocity and age.
  60030. */
  60031. var Particle = /** @class */ (function () {
  60032. /**
  60033. * Creates a new instance Particle
  60034. * @param particleSystem the particle system the particle belongs to
  60035. */
  60036. function Particle(
  60037. /**
  60038. * The particle system the particle belongs to.
  60039. */
  60040. particleSystem) {
  60041. this.particleSystem = particleSystem;
  60042. /**
  60043. * The world position of the particle in the scene.
  60044. */
  60045. this.position = BABYLON.Vector3.Zero();
  60046. /**
  60047. * The world direction of the particle in the scene.
  60048. */
  60049. this.direction = BABYLON.Vector3.Zero();
  60050. /**
  60051. * The color of the particle.
  60052. */
  60053. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60054. /**
  60055. * The color change of the particle per step.
  60056. */
  60057. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60058. /**
  60059. * Defines how long will the life of the particle be.
  60060. */
  60061. this.lifeTime = 1.0;
  60062. /**
  60063. * The current age of the particle.
  60064. */
  60065. this.age = 0;
  60066. /**
  60067. * The current size of the particle.
  60068. */
  60069. this.size = 0;
  60070. /**
  60071. * The current scale of the particle.
  60072. */
  60073. this.scale = new BABYLON.Vector2(1, 1);
  60074. /**
  60075. * The current angle of the particle.
  60076. */
  60077. this.angle = 0;
  60078. /**
  60079. * Defines how fast is the angle changing.
  60080. */
  60081. this.angularSpeed = 0;
  60082. /**
  60083. * Defines the cell index used by the particle to be rendered from a sprite.
  60084. */
  60085. this.cellIndex = 0;
  60086. /** @hidden */
  60087. this._attachedSubEmitters = null;
  60088. /** @hidden */
  60089. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60090. /** @hidden */
  60091. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60092. /** @hidden */
  60093. this._currentSize1 = 0;
  60094. /** @hidden */
  60095. this._currentSize2 = 0;
  60096. /** @hidden */
  60097. this._currentAngularSpeed1 = 0;
  60098. /** @hidden */
  60099. this._currentAngularSpeed2 = 0;
  60100. /** @hidden */
  60101. this._currentVelocity1 = 0;
  60102. /** @hidden */
  60103. this._currentVelocity2 = 0;
  60104. /** @hidden */
  60105. this._currentLimitVelocity1 = 0;
  60106. /** @hidden */
  60107. this._currentLimitVelocity2 = 0;
  60108. /** @hidden */
  60109. this._currentDrag1 = 0;
  60110. /** @hidden */
  60111. this._currentDrag2 = 0;
  60112. this.id = Particle._Count++;
  60113. if (!this.particleSystem.isAnimationSheetEnabled) {
  60114. return;
  60115. }
  60116. this.updateCellInfoFromSystem();
  60117. }
  60118. Particle.prototype.updateCellInfoFromSystem = function () {
  60119. this.cellIndex = this.particleSystem.startSpriteCellID;
  60120. };
  60121. /**
  60122. * Defines how the sprite cell index is updated for the particle
  60123. */
  60124. Particle.prototype.updateCellIndex = function () {
  60125. var offsetAge = this.age;
  60126. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60127. if (this.particleSystem.spriteRandomStartCell) {
  60128. if (this._randomCellOffset === undefined) {
  60129. this._randomCellOffset = Math.random() * this.lifeTime;
  60130. }
  60131. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60132. changeSpeed = 1;
  60133. offsetAge = this._randomCellOffset;
  60134. }
  60135. else {
  60136. offsetAge += this._randomCellOffset;
  60137. }
  60138. }
  60139. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60140. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60141. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60142. };
  60143. /** @hidden */
  60144. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60145. if (subEmitter.particleSystem.emitter.position) {
  60146. var emitterMesh = subEmitter.particleSystem.emitter;
  60147. emitterMesh.position.copyFrom(this.position);
  60148. if (subEmitter.inheritDirection) {
  60149. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60150. // Look at using Y as forward
  60151. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60152. }
  60153. }
  60154. else {
  60155. var emitterPosition = subEmitter.particleSystem.emitter;
  60156. emitterPosition.copyFrom(this.position);
  60157. }
  60158. // Set inheritedVelocityOffset to be used when new particles are created
  60159. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60160. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60161. };
  60162. /** @hidden */
  60163. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60164. var _this = this;
  60165. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60166. this._attachedSubEmitters.forEach(function (subEmitter) {
  60167. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60168. });
  60169. }
  60170. };
  60171. /** @hidden */
  60172. Particle.prototype._reset = function () {
  60173. this.age = 0;
  60174. this._currentColorGradient = null;
  60175. this._currentSizeGradient = null;
  60176. this._currentAngularSpeedGradient = null;
  60177. this._currentVelocityGradient = null;
  60178. this._currentLimitVelocityGradient = null;
  60179. this._currentDragGradient = null;
  60180. this.cellIndex = this.particleSystem.startSpriteCellID;
  60181. this._randomCellOffset = undefined;
  60182. };
  60183. /**
  60184. * Copy the properties of particle to another one.
  60185. * @param other the particle to copy the information to.
  60186. */
  60187. Particle.prototype.copyTo = function (other) {
  60188. other.position.copyFrom(this.position);
  60189. if (this._initialDirection) {
  60190. if (other._initialDirection) {
  60191. other._initialDirection.copyFrom(this._initialDirection);
  60192. }
  60193. else {
  60194. other._initialDirection = this._initialDirection.clone();
  60195. }
  60196. }
  60197. else {
  60198. other._initialDirection = null;
  60199. }
  60200. other.direction.copyFrom(this.direction);
  60201. other.color.copyFrom(this.color);
  60202. other.colorStep.copyFrom(this.colorStep);
  60203. other.lifeTime = this.lifeTime;
  60204. other.age = this.age;
  60205. other._randomCellOffset = this._randomCellOffset;
  60206. other.size = this.size;
  60207. other.scale.copyFrom(this.scale);
  60208. other.angle = this.angle;
  60209. other.angularSpeed = this.angularSpeed;
  60210. other.particleSystem = this.particleSystem;
  60211. other.cellIndex = this.cellIndex;
  60212. other.id = this.id;
  60213. other._attachedSubEmitters = this._attachedSubEmitters;
  60214. if (this._currentColorGradient) {
  60215. other._currentColorGradient = this._currentColorGradient;
  60216. other._currentColor1.copyFrom(this._currentColor1);
  60217. other._currentColor2.copyFrom(this._currentColor2);
  60218. }
  60219. if (this._currentSizeGradient) {
  60220. other._currentSizeGradient = this._currentSizeGradient;
  60221. other._currentSize1 = this._currentSize1;
  60222. other._currentSize2 = this._currentSize2;
  60223. }
  60224. if (this._currentAngularSpeedGradient) {
  60225. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60226. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60227. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60228. }
  60229. if (this._currentVelocityGradient) {
  60230. other._currentVelocityGradient = this._currentVelocityGradient;
  60231. other._currentVelocity1 = this._currentVelocity1;
  60232. other._currentVelocity2 = this._currentVelocity2;
  60233. }
  60234. if (this._currentLimitVelocityGradient) {
  60235. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60236. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60237. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60238. }
  60239. if (this._currentDragGradient) {
  60240. other._currentDragGradient = this._currentDragGradient;
  60241. other._currentDrag1 = this._currentDrag1;
  60242. other._currentDrag2 = this._currentDrag2;
  60243. }
  60244. if (this.particleSystem.isAnimationSheetEnabled) {
  60245. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60246. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60247. }
  60248. if (this.particleSystem.useRampGradients) {
  60249. other.remapData.copyFrom(this.remapData);
  60250. }
  60251. if (this._randomNoiseCoordinates1) {
  60252. if (other._randomNoiseCoordinates1) {
  60253. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60254. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60255. }
  60256. else {
  60257. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60258. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60259. }
  60260. }
  60261. };
  60262. Particle._Count = 0;
  60263. return Particle;
  60264. }());
  60265. BABYLON.Particle = Particle;
  60266. })(BABYLON || (BABYLON = {}));
  60267. //# sourceMappingURL=babylon.particle.js.map
  60268. var BABYLON;
  60269. (function (BABYLON) {
  60270. /**
  60271. * This represents the base class for particle system in Babylon.
  60272. * 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.
  60273. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60274. * @example https://doc.babylonjs.com/babylon101/particles
  60275. */
  60276. var BaseParticleSystem = /** @class */ (function () {
  60277. /**
  60278. * Instantiates a particle system.
  60279. * 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.
  60280. * @param name The name of the particle system
  60281. */
  60282. function BaseParticleSystem(name) {
  60283. /**
  60284. * List of animations used by the particle system.
  60285. */
  60286. this.animations = [];
  60287. /**
  60288. * The rendering group used by the Particle system to chose when to render.
  60289. */
  60290. this.renderingGroupId = 0;
  60291. /**
  60292. * The emitter represents the Mesh or position we are attaching the particle system to.
  60293. */
  60294. this.emitter = null;
  60295. /**
  60296. * The maximum number of particles to emit per frame
  60297. */
  60298. this.emitRate = 10;
  60299. /**
  60300. * If you want to launch only a few particles at once, that can be done, as well.
  60301. */
  60302. this.manualEmitCount = -1;
  60303. /**
  60304. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60305. */
  60306. this.updateSpeed = 0.01;
  60307. /**
  60308. * The amount of time the particle system is running (depends of the overall update speed).
  60309. */
  60310. this.targetStopDuration = 0;
  60311. /**
  60312. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60313. */
  60314. this.disposeOnStop = false;
  60315. /**
  60316. * Minimum power of emitting particles.
  60317. */
  60318. this.minEmitPower = 1;
  60319. /**
  60320. * Maximum power of emitting particles.
  60321. */
  60322. this.maxEmitPower = 1;
  60323. /**
  60324. * Minimum life time of emitting particles.
  60325. */
  60326. this.minLifeTime = 1;
  60327. /**
  60328. * Maximum life time of emitting particles.
  60329. */
  60330. this.maxLifeTime = 1;
  60331. /**
  60332. * Minimum Size of emitting particles.
  60333. */
  60334. this.minSize = 1;
  60335. /**
  60336. * Maximum Size of emitting particles.
  60337. */
  60338. this.maxSize = 1;
  60339. /**
  60340. * Minimum scale of emitting particles on X axis.
  60341. */
  60342. this.minScaleX = 1;
  60343. /**
  60344. * Maximum scale of emitting particles on X axis.
  60345. */
  60346. this.maxScaleX = 1;
  60347. /**
  60348. * Minimum scale of emitting particles on Y axis.
  60349. */
  60350. this.minScaleY = 1;
  60351. /**
  60352. * Maximum scale of emitting particles on Y axis.
  60353. */
  60354. this.maxScaleY = 1;
  60355. /**
  60356. * Gets or sets the minimal initial rotation in radians.
  60357. */
  60358. this.minInitialRotation = 0;
  60359. /**
  60360. * Gets or sets the maximal initial rotation in radians.
  60361. */
  60362. this.maxInitialRotation = 0;
  60363. /**
  60364. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60365. */
  60366. this.minAngularSpeed = 0;
  60367. /**
  60368. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60369. */
  60370. this.maxAngularSpeed = 0;
  60371. /**
  60372. * The layer mask we are rendering the particles through.
  60373. */
  60374. this.layerMask = 0x0FFFFFFF;
  60375. /**
  60376. * This can help using your own shader to render the particle system.
  60377. * The according effect will be created
  60378. */
  60379. this.customShader = null;
  60380. /**
  60381. * By default particle system starts as soon as they are created. This prevents the
  60382. * automatic start to happen and let you decide when to start emitting particles.
  60383. */
  60384. this.preventAutoStart = false;
  60385. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60386. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60387. /**
  60388. * Callback triggered when the particle animation is ending.
  60389. */
  60390. this.onAnimationEnd = null;
  60391. /**
  60392. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60393. */
  60394. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60395. /**
  60396. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60397. * to override the particles.
  60398. */
  60399. this.forceDepthWrite = false;
  60400. /** 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 */
  60401. this.preWarmCycles = 0;
  60402. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60403. this.preWarmStepOffset = 1;
  60404. /**
  60405. * 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)
  60406. */
  60407. this.spriteCellChangeSpeed = 1;
  60408. /**
  60409. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60410. */
  60411. this.startSpriteCellID = 0;
  60412. /**
  60413. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60414. */
  60415. this.endSpriteCellID = 0;
  60416. /**
  60417. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60418. */
  60419. this.spriteCellWidth = 0;
  60420. /**
  60421. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60422. */
  60423. this.spriteCellHeight = 0;
  60424. /**
  60425. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60426. */
  60427. this.spriteRandomStartCell = false;
  60428. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60429. this.translationPivot = new BABYLON.Vector2(0, 0);
  60430. /**
  60431. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60432. */
  60433. this.beginAnimationOnStart = false;
  60434. /**
  60435. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60436. */
  60437. this.beginAnimationFrom = 0;
  60438. /**
  60439. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60440. */
  60441. this.beginAnimationTo = 60;
  60442. /**
  60443. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60444. */
  60445. this.beginAnimationLoop = false;
  60446. /**
  60447. * You can use gravity if you want to give an orientation to your particles.
  60448. */
  60449. this.gravity = BABYLON.Vector3.Zero();
  60450. this._colorGradients = null;
  60451. this._sizeGradients = null;
  60452. this._lifeTimeGradients = null;
  60453. this._angularSpeedGradients = null;
  60454. this._velocityGradients = null;
  60455. this._limitVelocityGradients = null;
  60456. this._dragGradients = null;
  60457. this._emitRateGradients = null;
  60458. this._startSizeGradients = null;
  60459. this._rampGradients = null;
  60460. this._colorRemapGradients = null;
  60461. this._alphaRemapGradients = null;
  60462. /**
  60463. * Defines the delay in milliseconds before starting the system (0 by default)
  60464. */
  60465. this.startDelay = 0;
  60466. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60467. this.limitVelocityDamping = 0.4;
  60468. /**
  60469. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60470. */
  60471. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60472. /**
  60473. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60474. */
  60475. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60476. /**
  60477. * Color the particle will have at the end of its lifetime
  60478. */
  60479. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60480. /**
  60481. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60482. */
  60483. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60484. /** @hidden */
  60485. this._isSubEmitter = false;
  60486. /**
  60487. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60488. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60489. */
  60490. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60491. this._isBillboardBased = true;
  60492. /**
  60493. * Local cache of defines for image processing.
  60494. */
  60495. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60496. this.id = name;
  60497. this.name = name;
  60498. }
  60499. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60500. /**
  60501. * Gets or sets a texture used to add random noise to particle positions
  60502. */
  60503. get: function () {
  60504. return this._noiseTexture;
  60505. },
  60506. set: function (value) {
  60507. if (this._noiseTexture === value) {
  60508. return;
  60509. }
  60510. this._noiseTexture = value;
  60511. this._reset();
  60512. },
  60513. enumerable: true,
  60514. configurable: true
  60515. });
  60516. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60517. /**
  60518. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60519. */
  60520. get: function () {
  60521. return this._isAnimationSheetEnabled;
  60522. },
  60523. set: function (value) {
  60524. if (this._isAnimationSheetEnabled == value) {
  60525. return;
  60526. }
  60527. this._isAnimationSheetEnabled = value;
  60528. this._reset();
  60529. },
  60530. enumerable: true,
  60531. configurable: true
  60532. });
  60533. /**
  60534. * Get hosting scene
  60535. * @returns the scene
  60536. */
  60537. BaseParticleSystem.prototype.getScene = function () {
  60538. return this._scene;
  60539. };
  60540. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60541. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60542. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60543. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60544. };
  60545. /**
  60546. * Gets the current list of drag gradients.
  60547. * You must use addDragGradient and removeDragGradient to udpate this list
  60548. * @returns the list of drag gradients
  60549. */
  60550. BaseParticleSystem.prototype.getDragGradients = function () {
  60551. return this._dragGradients;
  60552. };
  60553. /**
  60554. * Gets the current list of limit velocity gradients.
  60555. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60556. * @returns the list of limit velocity gradients
  60557. */
  60558. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60559. return this._limitVelocityGradients;
  60560. };
  60561. /**
  60562. * Gets the current list of color gradients.
  60563. * You must use addColorGradient and removeColorGradient to udpate this list
  60564. * @returns the list of color gradients
  60565. */
  60566. BaseParticleSystem.prototype.getColorGradients = function () {
  60567. return this._colorGradients;
  60568. };
  60569. /**
  60570. * Gets the current list of size gradients.
  60571. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60572. * @returns the list of size gradients
  60573. */
  60574. BaseParticleSystem.prototype.getSizeGradients = function () {
  60575. return this._sizeGradients;
  60576. };
  60577. /**
  60578. * Gets the current list of color remap gradients.
  60579. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60580. * @returns the list of color remap gradients
  60581. */
  60582. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60583. return this._colorRemapGradients;
  60584. };
  60585. /**
  60586. * Gets the current list of alpha remap gradients.
  60587. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60588. * @returns the list of alpha remap gradients
  60589. */
  60590. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60591. return this._alphaRemapGradients;
  60592. };
  60593. /**
  60594. * Gets the current list of life time gradients.
  60595. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60596. * @returns the list of life time gradients
  60597. */
  60598. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60599. return this._lifeTimeGradients;
  60600. };
  60601. /**
  60602. * Gets the current list of angular speed gradients.
  60603. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60604. * @returns the list of angular speed gradients
  60605. */
  60606. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60607. return this._angularSpeedGradients;
  60608. };
  60609. /**
  60610. * Gets the current list of velocity gradients.
  60611. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60612. * @returns the list of velocity gradients
  60613. */
  60614. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60615. return this._velocityGradients;
  60616. };
  60617. /**
  60618. * Gets the current list of start size gradients.
  60619. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60620. * @returns the list of start size gradients
  60621. */
  60622. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60623. return this._startSizeGradients;
  60624. };
  60625. /**
  60626. * Gets the current list of emit rate gradients.
  60627. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60628. * @returns the list of emit rate gradients
  60629. */
  60630. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60631. return this._emitRateGradients;
  60632. };
  60633. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60634. /**
  60635. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60636. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60637. */
  60638. get: function () {
  60639. if (this.particleEmitterType.direction1) {
  60640. return this.particleEmitterType.direction1;
  60641. }
  60642. return BABYLON.Vector3.Zero();
  60643. },
  60644. set: function (value) {
  60645. if (this.particleEmitterType.direction1) {
  60646. this.particleEmitterType.direction1 = value;
  60647. }
  60648. },
  60649. enumerable: true,
  60650. configurable: true
  60651. });
  60652. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60653. /**
  60654. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60655. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60656. */
  60657. get: function () {
  60658. if (this.particleEmitterType.direction2) {
  60659. return this.particleEmitterType.direction2;
  60660. }
  60661. return BABYLON.Vector3.Zero();
  60662. },
  60663. set: function (value) {
  60664. if (this.particleEmitterType.direction2) {
  60665. this.particleEmitterType.direction2 = value;
  60666. }
  60667. },
  60668. enumerable: true,
  60669. configurable: true
  60670. });
  60671. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60672. /**
  60673. * 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.
  60674. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60675. */
  60676. get: function () {
  60677. if (this.particleEmitterType.minEmitBox) {
  60678. return this.particleEmitterType.minEmitBox;
  60679. }
  60680. return BABYLON.Vector3.Zero();
  60681. },
  60682. set: function (value) {
  60683. if (this.particleEmitterType.minEmitBox) {
  60684. this.particleEmitterType.minEmitBox = value;
  60685. }
  60686. },
  60687. enumerable: true,
  60688. configurable: true
  60689. });
  60690. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60691. /**
  60692. * 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.
  60693. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60694. */
  60695. get: function () {
  60696. if (this.particleEmitterType.maxEmitBox) {
  60697. return this.particleEmitterType.maxEmitBox;
  60698. }
  60699. return BABYLON.Vector3.Zero();
  60700. },
  60701. set: function (value) {
  60702. if (this.particleEmitterType.maxEmitBox) {
  60703. this.particleEmitterType.maxEmitBox = value;
  60704. }
  60705. },
  60706. enumerable: true,
  60707. configurable: true
  60708. });
  60709. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60710. /**
  60711. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60712. */
  60713. get: function () {
  60714. return this._isBillboardBased;
  60715. },
  60716. set: function (value) {
  60717. if (this._isBillboardBased === value) {
  60718. return;
  60719. }
  60720. this._isBillboardBased = value;
  60721. this._reset();
  60722. },
  60723. enumerable: true,
  60724. configurable: true
  60725. });
  60726. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60727. /**
  60728. * Gets the image processing configuration used either in this material.
  60729. */
  60730. get: function () {
  60731. return this._imageProcessingConfiguration;
  60732. },
  60733. /**
  60734. * Sets the Default image processing configuration used either in the this material.
  60735. *
  60736. * If sets to null, the scene one is in use.
  60737. */
  60738. set: function (value) {
  60739. this._attachImageProcessingConfiguration(value);
  60740. },
  60741. enumerable: true,
  60742. configurable: true
  60743. });
  60744. /**
  60745. * Attaches a new image processing configuration to the Standard Material.
  60746. * @param configuration
  60747. */
  60748. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60749. if (configuration === this._imageProcessingConfiguration) {
  60750. return;
  60751. }
  60752. // Pick the scene configuration if needed.
  60753. if (!configuration) {
  60754. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60755. }
  60756. else {
  60757. this._imageProcessingConfiguration = configuration;
  60758. }
  60759. };
  60760. /** @hidden */
  60761. BaseParticleSystem.prototype._reset = function () {
  60762. };
  60763. /** @hidden */
  60764. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60765. if (!gradients) {
  60766. return this;
  60767. }
  60768. var index = 0;
  60769. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60770. var valueGradient = gradients_1[_i];
  60771. if (valueGradient.gradient === gradient) {
  60772. gradients.splice(index, 1);
  60773. break;
  60774. }
  60775. index++;
  60776. }
  60777. if (texture) {
  60778. texture.dispose();
  60779. }
  60780. return this;
  60781. };
  60782. /**
  60783. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60784. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60785. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60786. * @returns the emitter
  60787. */
  60788. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60789. var particleEmitter = new BABYLON.PointParticleEmitter();
  60790. particleEmitter.direction1 = direction1;
  60791. particleEmitter.direction2 = direction2;
  60792. this.particleEmitterType = particleEmitter;
  60793. return particleEmitter;
  60794. };
  60795. /**
  60796. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60797. * @param radius The radius of the hemisphere to emit from
  60798. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60799. * @returns the emitter
  60800. */
  60801. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60802. if (radius === void 0) { radius = 1; }
  60803. if (radiusRange === void 0) { radiusRange = 1; }
  60804. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60805. this.particleEmitterType = particleEmitter;
  60806. return particleEmitter;
  60807. };
  60808. /**
  60809. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60810. * @param radius The radius of the sphere to emit from
  60811. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60812. * @returns the emitter
  60813. */
  60814. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60815. if (radius === void 0) { radius = 1; }
  60816. if (radiusRange === void 0) { radiusRange = 1; }
  60817. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60818. this.particleEmitterType = particleEmitter;
  60819. return particleEmitter;
  60820. };
  60821. /**
  60822. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60823. * @param radius The radius of the sphere to emit from
  60824. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60825. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60826. * @returns the emitter
  60827. */
  60828. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60829. if (radius === void 0) { radius = 1; }
  60830. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60831. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60832. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60833. this.particleEmitterType = particleEmitter;
  60834. return particleEmitter;
  60835. };
  60836. /**
  60837. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60838. * @param radius The radius of the emission cylinder
  60839. * @param height The height of the emission cylinder
  60840. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60841. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60842. * @returns the emitter
  60843. */
  60844. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60845. if (radius === void 0) { radius = 1; }
  60846. if (height === void 0) { height = 1; }
  60847. if (radiusRange === void 0) { radiusRange = 1; }
  60848. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60849. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60850. this.particleEmitterType = particleEmitter;
  60851. return particleEmitter;
  60852. };
  60853. /**
  60854. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60855. * @param radius The radius of the cylinder to emit from
  60856. * @param height The height of the emission cylinder
  60857. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60858. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60859. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60860. * @returns the emitter
  60861. */
  60862. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60863. if (radius === void 0) { radius = 1; }
  60864. if (height === void 0) { height = 1; }
  60865. if (radiusRange === void 0) { radiusRange = 1; }
  60866. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60867. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60868. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60869. this.particleEmitterType = particleEmitter;
  60870. return particleEmitter;
  60871. };
  60872. /**
  60873. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60874. * @param radius The radius of the cone to emit from
  60875. * @param angle The base angle of the cone
  60876. * @returns the emitter
  60877. */
  60878. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60879. if (radius === void 0) { radius = 1; }
  60880. if (angle === void 0) { angle = Math.PI / 4; }
  60881. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60882. this.particleEmitterType = particleEmitter;
  60883. return particleEmitter;
  60884. };
  60885. /**
  60886. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60887. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60888. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60889. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60890. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60891. * @returns the emitter
  60892. */
  60893. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60894. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60895. this.particleEmitterType = particleEmitter;
  60896. this.direction1 = direction1;
  60897. this.direction2 = direction2;
  60898. this.minEmitBox = minEmitBox;
  60899. this.maxEmitBox = maxEmitBox;
  60900. return particleEmitter;
  60901. };
  60902. /**
  60903. * Source color is added to the destination color without alpha affecting the result
  60904. */
  60905. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60906. /**
  60907. * Blend current color and particle color using particle’s alpha
  60908. */
  60909. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60910. /**
  60911. * Add current color and particle color multiplied by particle’s alpha
  60912. */
  60913. BaseParticleSystem.BLENDMODE_ADD = 2;
  60914. /**
  60915. * Multiply current color with particle color
  60916. */
  60917. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60918. /**
  60919. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60920. */
  60921. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60922. return BaseParticleSystem;
  60923. }());
  60924. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60925. })(BABYLON || (BABYLON = {}));
  60926. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60927. var BABYLON;
  60928. (function (BABYLON) {
  60929. /**
  60930. * This represents a particle system in Babylon.
  60931. * 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.
  60932. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60933. * @example https://doc.babylonjs.com/babylon101/particles
  60934. */
  60935. var ParticleSystem = /** @class */ (function (_super) {
  60936. __extends(ParticleSystem, _super);
  60937. /**
  60938. * Instantiates a particle system.
  60939. * 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.
  60940. * @param name The name of the particle system
  60941. * @param capacity The max number of particles alive at the same time
  60942. * @param scene The scene the particle system belongs to
  60943. * @param customEffect a custom effect used to change the way particles are rendered by default
  60944. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60945. * @param epsilon Offset used to render the particles
  60946. */
  60947. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60948. if (customEffect === void 0) { customEffect = null; }
  60949. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60950. if (epsilon === void 0) { epsilon = 0.01; }
  60951. var _this = _super.call(this, name) || this;
  60952. /**
  60953. * @hidden
  60954. */
  60955. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60956. /**
  60957. * An event triggered when the system is disposed
  60958. */
  60959. _this.onDisposeObservable = new BABYLON.Observable();
  60960. _this._particles = new Array();
  60961. _this._stockParticles = new Array();
  60962. _this._newPartsExcess = 0;
  60963. _this._vertexBuffers = {};
  60964. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60965. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60966. _this._scaledDirection = BABYLON.Vector3.Zero();
  60967. _this._scaledGravity = BABYLON.Vector3.Zero();
  60968. _this._currentRenderId = -1;
  60969. _this._useInstancing = false;
  60970. _this._started = false;
  60971. _this._stopped = false;
  60972. _this._actualFrame = 0;
  60973. /** @hidden */
  60974. _this._currentEmitRate1 = 0;
  60975. /** @hidden */
  60976. _this._currentEmitRate2 = 0;
  60977. /** @hidden */
  60978. _this._currentStartSize1 = 0;
  60979. /** @hidden */
  60980. _this._currentStartSize2 = 0;
  60981. _this._rawTextureWidth = 256;
  60982. _this._useRampGradients = false;
  60983. /**
  60984. * @hidden
  60985. * If the particle systems emitter should be disposed when the particle system is disposed
  60986. */
  60987. _this._disposeEmitterOnDispose = false;
  60988. // start of sub system methods
  60989. /**
  60990. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60991. * Its lifetime will start back at 0.
  60992. */
  60993. _this.recycleParticle = function (particle) {
  60994. // move particle from activeParticle list to stock particles
  60995. var lastParticle = _this._particles.pop();
  60996. if (lastParticle !== particle) {
  60997. lastParticle.copyTo(particle);
  60998. }
  60999. _this._stockParticles.push(lastParticle);
  61000. };
  61001. _this._createParticle = function () {
  61002. var particle;
  61003. if (_this._stockParticles.length !== 0) {
  61004. particle = _this._stockParticles.pop();
  61005. particle._reset();
  61006. }
  61007. else {
  61008. particle = new BABYLON.Particle(_this);
  61009. }
  61010. // Attach emitters
  61011. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61012. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61013. particle._attachedSubEmitters = [];
  61014. subEmitters.forEach(function (subEmitter) {
  61015. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61016. var newEmitter = subEmitter.clone();
  61017. particle._attachedSubEmitters.push(newEmitter);
  61018. newEmitter.particleSystem.start();
  61019. }
  61020. });
  61021. }
  61022. return particle;
  61023. };
  61024. _this._emitFromParticle = function (particle) {
  61025. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61026. return;
  61027. }
  61028. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61029. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61030. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61031. var subSystem = subEmitter.clone();
  61032. particle._inheritParticleInfoToSubEmitter(subSystem);
  61033. subSystem.particleSystem._rootParticleSystem = _this;
  61034. _this.activeSubSystems.push(subSystem.particleSystem);
  61035. subSystem.particleSystem.start();
  61036. }
  61037. });
  61038. };
  61039. _this._capacity = capacity;
  61040. _this._epsilon = epsilon;
  61041. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61042. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61043. // Setup the default processing configuration to the scene.
  61044. _this._attachImageProcessingConfiguration(null);
  61045. _this._customEffect = customEffect;
  61046. _this._scene.particleSystems.push(_this);
  61047. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61048. _this._createIndexBuffer();
  61049. _this._createVertexBuffers();
  61050. // Default emitter type
  61051. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61052. // Update
  61053. _this.updateFunction = function (particles) {
  61054. var noiseTextureSize = null;
  61055. var noiseTextureData = null;
  61056. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61057. noiseTextureSize = _this.noiseTexture.getSize();
  61058. noiseTextureData = (_this.noiseTexture.getContent());
  61059. }
  61060. var _loop_1 = function () {
  61061. particle = particles[index];
  61062. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61063. var previousAge = particle.age;
  61064. particle.age += scaledUpdateSpeed;
  61065. // Evaluate step to death
  61066. if (particle.age > particle.lifeTime) {
  61067. var diff = particle.age - previousAge;
  61068. var oldDiff = particle.lifeTime - previousAge;
  61069. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61070. particle.age = particle.lifeTime;
  61071. }
  61072. var ratio = particle.age / particle.lifeTime;
  61073. // Color
  61074. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61075. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61076. if (currentGradient !== particle._currentColorGradient) {
  61077. particle._currentColor1.copyFrom(particle._currentColor2);
  61078. nextGradient.getColorToRef(particle._currentColor2);
  61079. particle._currentColorGradient = currentGradient;
  61080. }
  61081. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61082. });
  61083. }
  61084. else {
  61085. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61086. particle.color.addInPlace(_this._scaledColorStep);
  61087. if (particle.color.a < 0) {
  61088. particle.color.a = 0;
  61089. }
  61090. }
  61091. // Angular speed
  61092. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61093. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61094. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61095. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61096. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61097. particle._currentAngularSpeedGradient = currentGradient;
  61098. }
  61099. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61100. });
  61101. }
  61102. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61103. // Direction
  61104. var directionScale = scaledUpdateSpeed;
  61105. /// Velocity
  61106. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61107. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61108. if (currentGradient !== particle._currentVelocityGradient) {
  61109. particle._currentVelocity1 = particle._currentVelocity2;
  61110. particle._currentVelocity2 = nextGradient.getFactor();
  61111. particle._currentVelocityGradient = currentGradient;
  61112. }
  61113. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61114. });
  61115. }
  61116. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61117. /// Limit velocity
  61118. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61119. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61120. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61121. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61122. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61123. particle._currentLimitVelocityGradient = currentGradient;
  61124. }
  61125. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61126. var currentVelocity = particle.direction.length();
  61127. if (currentVelocity > limitVelocity) {
  61128. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61129. }
  61130. });
  61131. }
  61132. /// Drag
  61133. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61134. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61135. if (currentGradient !== particle._currentDragGradient) {
  61136. particle._currentDrag1 = particle._currentDrag2;
  61137. particle._currentDrag2 = nextGradient.getFactor();
  61138. particle._currentDragGradient = currentGradient;
  61139. }
  61140. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61141. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61142. });
  61143. }
  61144. particle.position.addInPlace(_this._scaledDirection);
  61145. // Noise
  61146. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61147. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61148. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61149. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61150. var force = BABYLON.Tmp.Vector3[0];
  61151. var scaledForce = BABYLON.Tmp.Vector3[1];
  61152. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61153. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61154. particle.direction.addInPlace(scaledForce);
  61155. }
  61156. // Gravity
  61157. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61158. particle.direction.addInPlace(_this._scaledGravity);
  61159. // Size
  61160. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61161. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61162. if (currentGradient !== particle._currentSizeGradient) {
  61163. particle._currentSize1 = particle._currentSize2;
  61164. particle._currentSize2 = nextGradient.getFactor();
  61165. particle._currentSizeGradient = currentGradient;
  61166. }
  61167. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61168. });
  61169. }
  61170. // Remap data
  61171. if (_this._useRampGradients) {
  61172. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61173. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61174. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61175. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61176. particle.remapData.x = min;
  61177. particle.remapData.y = max - min;
  61178. });
  61179. }
  61180. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61181. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61182. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61183. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61184. particle.remapData.z = min;
  61185. particle.remapData.w = max - min;
  61186. });
  61187. }
  61188. }
  61189. if (_this._isAnimationSheetEnabled) {
  61190. particle.updateCellIndex();
  61191. }
  61192. // Update the position of the attached sub-emitters to match their attached particle
  61193. particle._inheritParticleInfoToSubEmitters();
  61194. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61195. _this._emitFromParticle(particle);
  61196. if (particle._attachedSubEmitters) {
  61197. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61198. subEmitter.particleSystem.disposeOnStop = true;
  61199. subEmitter.particleSystem.stop();
  61200. });
  61201. particle._attachedSubEmitters = null;
  61202. }
  61203. _this.recycleParticle(particle);
  61204. index--;
  61205. return "continue";
  61206. }
  61207. };
  61208. var particle;
  61209. for (var index = 0; index < particles.length; index++) {
  61210. _loop_1();
  61211. }
  61212. };
  61213. return _this;
  61214. }
  61215. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61216. /**
  61217. * Sets a callback that will be triggered when the system is disposed
  61218. */
  61219. set: function (callback) {
  61220. if (this._onDisposeObserver) {
  61221. this.onDisposeObservable.remove(this._onDisposeObserver);
  61222. }
  61223. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61224. },
  61225. enumerable: true,
  61226. configurable: true
  61227. });
  61228. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61229. /** Gets or sets a boolean indicating that ramp gradients must be used
  61230. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61231. */
  61232. get: function () {
  61233. return this._useRampGradients;
  61234. },
  61235. set: function (value) {
  61236. if (this._useRampGradients === value) {
  61237. return;
  61238. }
  61239. this._useRampGradients = value;
  61240. this._resetEffect();
  61241. },
  61242. enumerable: true,
  61243. configurable: true
  61244. });
  61245. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61246. //end of Sub-emitter
  61247. /**
  61248. * Gets the current list of active particles
  61249. */
  61250. get: function () {
  61251. return this._particles;
  61252. },
  61253. enumerable: true,
  61254. configurable: true
  61255. });
  61256. /**
  61257. * Returns the string "ParticleSystem"
  61258. * @returns a string containing the class name
  61259. */
  61260. ParticleSystem.prototype.getClassName = function () {
  61261. return "ParticleSystem";
  61262. };
  61263. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61264. var newGradient = new BABYLON.FactorGradient();
  61265. newGradient.gradient = gradient;
  61266. newGradient.factor1 = factor;
  61267. newGradient.factor2 = factor2;
  61268. factorGradients.push(newGradient);
  61269. factorGradients.sort(function (a, b) {
  61270. if (a.gradient < b.gradient) {
  61271. return -1;
  61272. }
  61273. else if (a.gradient > b.gradient) {
  61274. return 1;
  61275. }
  61276. return 0;
  61277. });
  61278. };
  61279. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61280. if (!factorGradients) {
  61281. return;
  61282. }
  61283. var index = 0;
  61284. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61285. var factorGradient = factorGradients_1[_i];
  61286. if (factorGradient.gradient === gradient) {
  61287. factorGradients.splice(index, 1);
  61288. break;
  61289. }
  61290. index++;
  61291. }
  61292. };
  61293. /**
  61294. * Adds a new life time gradient
  61295. * @param gradient defines the gradient to use (between 0 and 1)
  61296. * @param factor defines the life time factor to affect to the specified gradient
  61297. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61298. * @returns the current particle system
  61299. */
  61300. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61301. if (!this._lifeTimeGradients) {
  61302. this._lifeTimeGradients = [];
  61303. }
  61304. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61305. return this;
  61306. };
  61307. /**
  61308. * Remove a specific life time gradient
  61309. * @param gradient defines the gradient to remove
  61310. * @returns the current particle system
  61311. */
  61312. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61313. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61314. return this;
  61315. };
  61316. /**
  61317. * Adds a new size gradient
  61318. * @param gradient defines the gradient to use (between 0 and 1)
  61319. * @param factor defines the size factor to affect to the specified gradient
  61320. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61321. * @returns the current particle system
  61322. */
  61323. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61324. if (!this._sizeGradients) {
  61325. this._sizeGradients = [];
  61326. }
  61327. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61328. return this;
  61329. };
  61330. /**
  61331. * Remove a specific size gradient
  61332. * @param gradient defines the gradient to remove
  61333. * @returns the current particle system
  61334. */
  61335. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61336. this._removeFactorGradient(this._sizeGradients, gradient);
  61337. return this;
  61338. };
  61339. /**
  61340. * Adds a new color remap gradient
  61341. * @param gradient defines the gradient to use (between 0 and 1)
  61342. * @param min defines the color remap minimal range
  61343. * @param max defines the color remap maximal range
  61344. * @returns the current particle system
  61345. */
  61346. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61347. if (!this._colorRemapGradients) {
  61348. this._colorRemapGradients = [];
  61349. }
  61350. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61351. return this;
  61352. };
  61353. /**
  61354. * Remove a specific color remap gradient
  61355. * @param gradient defines the gradient to remove
  61356. * @returns the current particle system
  61357. */
  61358. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61359. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61360. return this;
  61361. };
  61362. /**
  61363. * Adds a new alpha remap gradient
  61364. * @param gradient defines the gradient to use (between 0 and 1)
  61365. * @param min defines the alpha remap minimal range
  61366. * @param max defines the alpha remap maximal range
  61367. * @returns the current particle system
  61368. */
  61369. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61370. if (!this._alphaRemapGradients) {
  61371. this._alphaRemapGradients = [];
  61372. }
  61373. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61374. return this;
  61375. };
  61376. /**
  61377. * Remove a specific alpha remap gradient
  61378. * @param gradient defines the gradient to remove
  61379. * @returns the current particle system
  61380. */
  61381. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61382. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61383. return this;
  61384. };
  61385. /**
  61386. * Adds a new angular speed gradient
  61387. * @param gradient defines the gradient to use (between 0 and 1)
  61388. * @param factor defines the angular speed to affect to the specified gradient
  61389. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61390. * @returns the current particle system
  61391. */
  61392. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61393. if (!this._angularSpeedGradients) {
  61394. this._angularSpeedGradients = [];
  61395. }
  61396. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61397. return this;
  61398. };
  61399. /**
  61400. * Remove a specific angular speed gradient
  61401. * @param gradient defines the gradient to remove
  61402. * @returns the current particle system
  61403. */
  61404. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61405. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61406. return this;
  61407. };
  61408. /**
  61409. * Adds a new velocity gradient
  61410. * @param gradient defines the gradient to use (between 0 and 1)
  61411. * @param factor defines the velocity to affect to the specified gradient
  61412. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61413. * @returns the current particle system
  61414. */
  61415. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61416. if (!this._velocityGradients) {
  61417. this._velocityGradients = [];
  61418. }
  61419. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61420. return this;
  61421. };
  61422. /**
  61423. * Remove a specific velocity gradient
  61424. * @param gradient defines the gradient to remove
  61425. * @returns the current particle system
  61426. */
  61427. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61428. this._removeFactorGradient(this._velocityGradients, gradient);
  61429. return this;
  61430. };
  61431. /**
  61432. * Adds a new limit velocity gradient
  61433. * @param gradient defines the gradient to use (between 0 and 1)
  61434. * @param factor defines the limit velocity value to affect to the specified gradient
  61435. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61436. * @returns the current particle system
  61437. */
  61438. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61439. if (!this._limitVelocityGradients) {
  61440. this._limitVelocityGradients = [];
  61441. }
  61442. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61443. return this;
  61444. };
  61445. /**
  61446. * Remove a specific limit velocity gradient
  61447. * @param gradient defines the gradient to remove
  61448. * @returns the current particle system
  61449. */
  61450. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61451. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61452. return this;
  61453. };
  61454. /**
  61455. * Adds a new drag gradient
  61456. * @param gradient defines the gradient to use (between 0 and 1)
  61457. * @param factor defines the drag value to affect to the specified gradient
  61458. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61459. * @returns the current particle system
  61460. */
  61461. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61462. if (!this._dragGradients) {
  61463. this._dragGradients = [];
  61464. }
  61465. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61466. return this;
  61467. };
  61468. /**
  61469. * Remove a specific drag gradient
  61470. * @param gradient defines the gradient to remove
  61471. * @returns the current particle system
  61472. */
  61473. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61474. this._removeFactorGradient(this._dragGradients, gradient);
  61475. return this;
  61476. };
  61477. /**
  61478. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61479. * @param gradient defines the gradient to use (between 0 and 1)
  61480. * @param factor defines the emit rate value to affect to the specified gradient
  61481. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61482. * @returns the current particle system
  61483. */
  61484. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61485. if (!this._emitRateGradients) {
  61486. this._emitRateGradients = [];
  61487. }
  61488. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61489. return this;
  61490. };
  61491. /**
  61492. * Remove a specific emit rate gradient
  61493. * @param gradient defines the gradient to remove
  61494. * @returns the current particle system
  61495. */
  61496. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61497. this._removeFactorGradient(this._emitRateGradients, gradient);
  61498. return this;
  61499. };
  61500. /**
  61501. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61502. * @param gradient defines the gradient to use (between 0 and 1)
  61503. * @param factor defines the start size value to affect to the specified gradient
  61504. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61505. * @returns the current particle system
  61506. */
  61507. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61508. if (!this._startSizeGradients) {
  61509. this._startSizeGradients = [];
  61510. }
  61511. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61512. return this;
  61513. };
  61514. /**
  61515. * Remove a specific start size gradient
  61516. * @param gradient defines the gradient to remove
  61517. * @returns the current particle system
  61518. */
  61519. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61520. this._removeFactorGradient(this._emitRateGradients, gradient);
  61521. return this;
  61522. };
  61523. ParticleSystem.prototype._createRampGradientTexture = function () {
  61524. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61525. return;
  61526. }
  61527. var data = new Uint8Array(this._rawTextureWidth * 4);
  61528. var tmpColor = BABYLON.Tmp.Color3[0];
  61529. for (var x = 0; x < this._rawTextureWidth; x++) {
  61530. var ratio = x / this._rawTextureWidth;
  61531. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61532. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61533. data[x * 4] = tmpColor.r * 255;
  61534. data[x * 4 + 1] = tmpColor.g * 255;
  61535. data[x * 4 + 2] = tmpColor.b * 255;
  61536. data[x * 4 + 3] = 255;
  61537. });
  61538. }
  61539. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61540. };
  61541. /**
  61542. * Gets the current list of ramp gradients.
  61543. * You must use addRampGradient and removeRampGradient to udpate this list
  61544. * @returns the list of ramp gradients
  61545. */
  61546. ParticleSystem.prototype.getRampGradients = function () {
  61547. return this._rampGradients;
  61548. };
  61549. /**
  61550. * Adds a new ramp gradient used to remap particle colors
  61551. * @param gradient defines the gradient to use (between 0 and 1)
  61552. * @param color defines the color to affect to the specified gradient
  61553. * @returns the current particle system
  61554. */
  61555. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61556. if (!this._rampGradients) {
  61557. this._rampGradients = [];
  61558. }
  61559. var rampGradient = new BABYLON.Color3Gradient();
  61560. rampGradient.gradient = gradient;
  61561. rampGradient.color = color;
  61562. this._rampGradients.push(rampGradient);
  61563. this._rampGradients.sort(function (a, b) {
  61564. if (a.gradient < b.gradient) {
  61565. return -1;
  61566. }
  61567. else if (a.gradient > b.gradient) {
  61568. return 1;
  61569. }
  61570. return 0;
  61571. });
  61572. if (this._rampGradientsTexture) {
  61573. this._rampGradientsTexture.dispose();
  61574. this._rampGradientsTexture = null;
  61575. }
  61576. this._createRampGradientTexture();
  61577. return this;
  61578. };
  61579. /**
  61580. * Remove a specific ramp gradient
  61581. * @param gradient defines the gradient to remove
  61582. * @returns the current particle system
  61583. */
  61584. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61585. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61586. this._rampGradientsTexture = null;
  61587. if (this._rampGradients && this._rampGradients.length > 0) {
  61588. this._createRampGradientTexture();
  61589. }
  61590. return this;
  61591. };
  61592. /**
  61593. * Adds a new color gradient
  61594. * @param gradient defines the gradient to use (between 0 and 1)
  61595. * @param color1 defines the color to affect to the specified gradient
  61596. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61597. * @returns this particle system
  61598. */
  61599. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61600. if (!this._colorGradients) {
  61601. this._colorGradients = [];
  61602. }
  61603. var colorGradient = new BABYLON.ColorGradient();
  61604. colorGradient.gradient = gradient;
  61605. colorGradient.color1 = color1;
  61606. colorGradient.color2 = color2;
  61607. this._colorGradients.push(colorGradient);
  61608. this._colorGradients.sort(function (a, b) {
  61609. if (a.gradient < b.gradient) {
  61610. return -1;
  61611. }
  61612. else if (a.gradient > b.gradient) {
  61613. return 1;
  61614. }
  61615. return 0;
  61616. });
  61617. return this;
  61618. };
  61619. /**
  61620. * Remove a specific color gradient
  61621. * @param gradient defines the gradient to remove
  61622. * @returns this particle system
  61623. */
  61624. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61625. if (!this._colorGradients) {
  61626. return this;
  61627. }
  61628. var index = 0;
  61629. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61630. var colorGradient = _a[_i];
  61631. if (colorGradient.gradient === gradient) {
  61632. this._colorGradients.splice(index, 1);
  61633. break;
  61634. }
  61635. index++;
  61636. }
  61637. return this;
  61638. };
  61639. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61640. u = Math.abs(u) * 0.5 + 0.5;
  61641. v = Math.abs(v) * 0.5 + 0.5;
  61642. var wrappedU = ((u * width) % width) | 0;
  61643. var wrappedV = ((v * height) % height) | 0;
  61644. var position = (wrappedU + wrappedV * width) * 4;
  61645. return pixels[position] / 255;
  61646. };
  61647. ParticleSystem.prototype._reset = function () {
  61648. this._resetEffect();
  61649. };
  61650. ParticleSystem.prototype._resetEffect = function () {
  61651. if (this._vertexBuffer) {
  61652. this._vertexBuffer.dispose();
  61653. this._vertexBuffer = null;
  61654. }
  61655. if (this._spriteBuffer) {
  61656. this._spriteBuffer.dispose();
  61657. this._spriteBuffer = null;
  61658. }
  61659. this._createVertexBuffers();
  61660. };
  61661. ParticleSystem.prototype._createVertexBuffers = function () {
  61662. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61663. if (this._isAnimationSheetEnabled) {
  61664. this._vertexBufferSize += 1;
  61665. }
  61666. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61667. this._vertexBufferSize += 3;
  61668. }
  61669. if (this._useRampGradients) {
  61670. this._vertexBufferSize += 4;
  61671. }
  61672. var engine = this._scene.getEngine();
  61673. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61674. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61675. var dataOffset = 0;
  61676. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61677. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61678. dataOffset += 3;
  61679. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61680. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61681. dataOffset += 4;
  61682. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61683. this._vertexBuffers["angle"] = options;
  61684. dataOffset += 1;
  61685. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61686. this._vertexBuffers["size"] = size;
  61687. dataOffset += 2;
  61688. if (this._isAnimationSheetEnabled) {
  61689. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61690. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61691. dataOffset += 1;
  61692. }
  61693. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61694. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61695. this._vertexBuffers["direction"] = directionBuffer;
  61696. dataOffset += 3;
  61697. }
  61698. if (this._useRampGradients) {
  61699. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61700. this._vertexBuffers["remapData"] = rampDataBuffer;
  61701. dataOffset += 4;
  61702. }
  61703. var offsets;
  61704. if (this._useInstancing) {
  61705. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61706. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61707. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61708. }
  61709. else {
  61710. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61711. dataOffset += 2;
  61712. }
  61713. this._vertexBuffers["offset"] = offsets;
  61714. };
  61715. ParticleSystem.prototype._createIndexBuffer = function () {
  61716. if (this._useInstancing) {
  61717. return;
  61718. }
  61719. var indices = [];
  61720. var index = 0;
  61721. for (var count = 0; count < this._capacity; count++) {
  61722. indices.push(index);
  61723. indices.push(index + 1);
  61724. indices.push(index + 2);
  61725. indices.push(index);
  61726. indices.push(index + 2);
  61727. indices.push(index + 3);
  61728. index += 4;
  61729. }
  61730. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61731. };
  61732. /**
  61733. * Gets the maximum number of particles active at the same time.
  61734. * @returns The max number of active particles.
  61735. */
  61736. ParticleSystem.prototype.getCapacity = function () {
  61737. return this._capacity;
  61738. };
  61739. /**
  61740. * Gets whether there are still active particles in the system.
  61741. * @returns True if it is alive, otherwise false.
  61742. */
  61743. ParticleSystem.prototype.isAlive = function () {
  61744. return this._alive;
  61745. };
  61746. /**
  61747. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61748. * @returns True if it has been started, otherwise false.
  61749. */
  61750. ParticleSystem.prototype.isStarted = function () {
  61751. return this._started;
  61752. };
  61753. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61754. var _this = this;
  61755. this._subEmitters = new Array();
  61756. if (this.subEmitters) {
  61757. this.subEmitters.forEach(function (subEmitter) {
  61758. if (subEmitter instanceof ParticleSystem) {
  61759. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61760. }
  61761. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61762. _this._subEmitters.push([subEmitter]);
  61763. }
  61764. else if (subEmitter instanceof Array) {
  61765. _this._subEmitters.push(subEmitter);
  61766. }
  61767. });
  61768. }
  61769. };
  61770. /**
  61771. * Starts the particle system and begins to emit
  61772. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61773. */
  61774. ParticleSystem.prototype.start = function (delay) {
  61775. var _this = this;
  61776. if (delay === void 0) { delay = this.startDelay; }
  61777. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61778. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61779. }
  61780. if (delay) {
  61781. setTimeout(function () {
  61782. _this.start(0);
  61783. }, delay);
  61784. return;
  61785. }
  61786. // Convert the subEmitters field to the constant type field _subEmitters
  61787. this._prepareSubEmitterInternalArray();
  61788. this._started = true;
  61789. this._stopped = false;
  61790. this._actualFrame = 0;
  61791. if (this._subEmitters && this._subEmitters.length != 0) {
  61792. this.activeSubSystems = new Array();
  61793. }
  61794. // Reset emit gradient so it acts the same on every start
  61795. if (this._emitRateGradients) {
  61796. if (this._emitRateGradients.length > 0) {
  61797. this._currentEmitRateGradient = this._emitRateGradients[0];
  61798. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61799. this._currentEmitRate2 = this._currentEmitRate1;
  61800. }
  61801. if (this._emitRateGradients.length > 1) {
  61802. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61803. }
  61804. }
  61805. // Reset start size gradient so it acts the same on every start
  61806. if (this._startSizeGradients) {
  61807. if (this._startSizeGradients.length > 0) {
  61808. this._currentStartSizeGradient = this._startSizeGradients[0];
  61809. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61810. this._currentStartSize2 = this._currentStartSize1;
  61811. }
  61812. if (this._startSizeGradients.length > 1) {
  61813. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61814. }
  61815. }
  61816. if (this.preWarmCycles) {
  61817. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61818. this.emitter.computeWorldMatrix(true);
  61819. }
  61820. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61821. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61822. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61823. setTimeout(function () {
  61824. for (var index = 0; index < _this.preWarmCycles; index++) {
  61825. _this.animate(true);
  61826. noiseTextureAsProcedural_1.render();
  61827. }
  61828. });
  61829. });
  61830. }
  61831. else {
  61832. for (var index = 0; index < this.preWarmCycles; index++) {
  61833. this.animate(true);
  61834. }
  61835. }
  61836. }
  61837. // Animations
  61838. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61839. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61840. }
  61841. };
  61842. /**
  61843. * Stops the particle system.
  61844. * @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.
  61845. */
  61846. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61847. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61848. this._stopped = true;
  61849. if (stopSubEmitters) {
  61850. this._stopSubEmitters();
  61851. }
  61852. };
  61853. // animation sheet
  61854. /**
  61855. * Remove all active particles
  61856. */
  61857. ParticleSystem.prototype.reset = function () {
  61858. this._stockParticles = [];
  61859. this._particles = [];
  61860. };
  61861. /**
  61862. * @hidden (for internal use only)
  61863. */
  61864. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61865. var offset = index * this._vertexBufferSize;
  61866. this._vertexData[offset++] = particle.position.x;
  61867. this._vertexData[offset++] = particle.position.y;
  61868. this._vertexData[offset++] = particle.position.z;
  61869. this._vertexData[offset++] = particle.color.r;
  61870. this._vertexData[offset++] = particle.color.g;
  61871. this._vertexData[offset++] = particle.color.b;
  61872. this._vertexData[offset++] = particle.color.a;
  61873. this._vertexData[offset++] = particle.angle;
  61874. this._vertexData[offset++] = particle.scale.x * particle.size;
  61875. this._vertexData[offset++] = particle.scale.y * particle.size;
  61876. if (this._isAnimationSheetEnabled) {
  61877. this._vertexData[offset++] = particle.cellIndex;
  61878. }
  61879. if (!this._isBillboardBased) {
  61880. if (particle._initialDirection) {
  61881. this._vertexData[offset++] = particle._initialDirection.x;
  61882. this._vertexData[offset++] = particle._initialDirection.y;
  61883. this._vertexData[offset++] = particle._initialDirection.z;
  61884. }
  61885. else {
  61886. this._vertexData[offset++] = particle.direction.x;
  61887. this._vertexData[offset++] = particle.direction.y;
  61888. this._vertexData[offset++] = particle.direction.z;
  61889. }
  61890. }
  61891. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61892. this._vertexData[offset++] = particle.direction.x;
  61893. this._vertexData[offset++] = particle.direction.y;
  61894. this._vertexData[offset++] = particle.direction.z;
  61895. }
  61896. if (this._useRampGradients) {
  61897. this._vertexData[offset++] = particle.remapData.x;
  61898. this._vertexData[offset++] = particle.remapData.y;
  61899. this._vertexData[offset++] = particle.remapData.z;
  61900. this._vertexData[offset++] = particle.remapData.w;
  61901. }
  61902. if (!this._useInstancing) {
  61903. if (this._isAnimationSheetEnabled) {
  61904. if (offsetX === 0) {
  61905. offsetX = this._epsilon;
  61906. }
  61907. else if (offsetX === 1) {
  61908. offsetX = 1 - this._epsilon;
  61909. }
  61910. if (offsetY === 0) {
  61911. offsetY = this._epsilon;
  61912. }
  61913. else if (offsetY === 1) {
  61914. offsetY = 1 - this._epsilon;
  61915. }
  61916. }
  61917. this._vertexData[offset++] = offsetX;
  61918. this._vertexData[offset++] = offsetY;
  61919. }
  61920. };
  61921. ParticleSystem.prototype._stopSubEmitters = function () {
  61922. if (!this.activeSubSystems) {
  61923. return;
  61924. }
  61925. this.activeSubSystems.forEach(function (subSystem) {
  61926. subSystem.stop(true);
  61927. });
  61928. this.activeSubSystems = new Array();
  61929. };
  61930. ParticleSystem.prototype._removeFromRoot = function () {
  61931. if (!this._rootParticleSystem) {
  61932. return;
  61933. }
  61934. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61935. if (index !== -1) {
  61936. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61937. }
  61938. this._rootParticleSystem = null;
  61939. };
  61940. // End of sub system methods
  61941. ParticleSystem.prototype._update = function (newParticles) {
  61942. var _this = this;
  61943. // Update current
  61944. this._alive = this._particles.length > 0;
  61945. if (this.emitter.position) {
  61946. var emitterMesh = this.emitter;
  61947. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61948. }
  61949. else {
  61950. var emitterPosition = this.emitter;
  61951. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61952. }
  61953. this.updateFunction(this._particles);
  61954. // Add new ones
  61955. var particle;
  61956. var _loop_2 = function () {
  61957. if (this_1._particles.length === this_1._capacity) {
  61958. return "break";
  61959. }
  61960. particle = this_1._createParticle();
  61961. this_1._particles.push(particle);
  61962. // Emitter
  61963. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61964. if (this_1.startPositionFunction) {
  61965. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61966. }
  61967. else {
  61968. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61969. }
  61970. if (this_1.startDirectionFunction) {
  61971. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61972. }
  61973. else {
  61974. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61975. }
  61976. if (emitPower === 0) {
  61977. if (!particle._initialDirection) {
  61978. particle._initialDirection = particle.direction.clone();
  61979. }
  61980. else {
  61981. particle._initialDirection.copyFrom(particle.direction);
  61982. }
  61983. }
  61984. else {
  61985. particle._initialDirection = null;
  61986. }
  61987. particle.direction.scaleInPlace(emitPower);
  61988. // Life time
  61989. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61990. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61991. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61992. var factorGradient1 = currentGradient;
  61993. var factorGradient2 = nextGradient;
  61994. var lifeTime1 = factorGradient1.getFactor();
  61995. var lifeTime2 = factorGradient2.getFactor();
  61996. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61997. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61998. });
  61999. }
  62000. else {
  62001. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62002. }
  62003. // Size
  62004. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62005. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62006. }
  62007. else {
  62008. particle._currentSizeGradient = this_1._sizeGradients[0];
  62009. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62010. particle.size = particle._currentSize1;
  62011. if (this_1._sizeGradients.length > 1) {
  62012. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62013. }
  62014. else {
  62015. particle._currentSize2 = particle._currentSize1;
  62016. }
  62017. }
  62018. // Size and scale
  62019. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62020. // Adjust scale by start size
  62021. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62022. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62023. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62024. if (currentGradient !== _this._currentStartSizeGradient) {
  62025. _this._currentStartSize1 = _this._currentStartSize2;
  62026. _this._currentStartSize2 = nextGradient.getFactor();
  62027. _this._currentStartSizeGradient = currentGradient;
  62028. }
  62029. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62030. particle.scale.scaleInPlace(value);
  62031. });
  62032. }
  62033. // Angle
  62034. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62035. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62036. }
  62037. else {
  62038. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62039. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62040. particle._currentAngularSpeed1 = particle.angularSpeed;
  62041. if (this_1._angularSpeedGradients.length > 1) {
  62042. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62043. }
  62044. else {
  62045. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62046. }
  62047. }
  62048. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62049. // Velocity
  62050. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62051. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62052. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62053. if (this_1._velocityGradients.length > 1) {
  62054. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62055. }
  62056. else {
  62057. particle._currentVelocity2 = particle._currentVelocity1;
  62058. }
  62059. }
  62060. // Limit velocity
  62061. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62062. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62063. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62064. if (this_1._limitVelocityGradients.length > 1) {
  62065. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62066. }
  62067. else {
  62068. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62069. }
  62070. }
  62071. // Drag
  62072. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62073. particle._currentDragGradient = this_1._dragGradients[0];
  62074. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62075. if (this_1._dragGradients.length > 1) {
  62076. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62077. }
  62078. else {
  62079. particle._currentDrag2 = particle._currentDrag1;
  62080. }
  62081. }
  62082. // Color
  62083. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62084. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62085. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62086. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62087. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62088. }
  62089. else {
  62090. particle._currentColorGradient = this_1._colorGradients[0];
  62091. particle._currentColorGradient.getColorToRef(particle.color);
  62092. particle._currentColor1.copyFrom(particle.color);
  62093. if (this_1._colorGradients.length > 1) {
  62094. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62095. }
  62096. else {
  62097. particle._currentColor2.copyFrom(particle.color);
  62098. }
  62099. }
  62100. // Sheet
  62101. if (this_1._isAnimationSheetEnabled) {
  62102. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62103. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62104. }
  62105. // Inherited Velocity
  62106. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62107. // Ramp
  62108. if (this_1._useRampGradients) {
  62109. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62110. }
  62111. // Noise texture coordinates
  62112. if (this_1.noiseTexture) {
  62113. if (particle._randomNoiseCoordinates1) {
  62114. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62115. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62116. }
  62117. else {
  62118. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62119. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62120. }
  62121. }
  62122. // Update the position of the attached sub-emitters to match their attached particle
  62123. particle._inheritParticleInfoToSubEmitters();
  62124. };
  62125. var this_1 = this, step;
  62126. for (var index = 0; index < newParticles; index++) {
  62127. var state_1 = _loop_2();
  62128. if (state_1 === "break")
  62129. break;
  62130. }
  62131. };
  62132. /** @hidden */
  62133. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62134. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62135. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62136. if (useRampGradients === void 0) { useRampGradients = false; }
  62137. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62138. if (isAnimationSheetEnabled) {
  62139. attributeNamesOrOptions.push("cellIndex");
  62140. }
  62141. if (!isBillboardBased) {
  62142. attributeNamesOrOptions.push("direction");
  62143. }
  62144. if (useRampGradients) {
  62145. attributeNamesOrOptions.push("remapData");
  62146. }
  62147. return attributeNamesOrOptions;
  62148. };
  62149. /** @hidden */
  62150. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62151. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62152. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62153. if (isAnimationSheetEnabled) {
  62154. effectCreationOption.push("particlesInfos");
  62155. }
  62156. return effectCreationOption;
  62157. };
  62158. /** @hidden */
  62159. ParticleSystem.prototype._getEffect = function (blendMode) {
  62160. if (this._customEffect) {
  62161. return this._customEffect;
  62162. }
  62163. var defines = [];
  62164. if (this._scene.clipPlane) {
  62165. defines.push("#define CLIPPLANE");
  62166. }
  62167. if (this._scene.clipPlane2) {
  62168. defines.push("#define CLIPPLANE2");
  62169. }
  62170. if (this._scene.clipPlane3) {
  62171. defines.push("#define CLIPPLANE3");
  62172. }
  62173. if (this._scene.clipPlane4) {
  62174. defines.push("#define CLIPPLANE4");
  62175. }
  62176. if (this._isAnimationSheetEnabled) {
  62177. defines.push("#define ANIMATESHEET");
  62178. }
  62179. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62180. defines.push("#define BLENDMULTIPLYMODE");
  62181. }
  62182. if (this._useRampGradients) {
  62183. defines.push("#define RAMPGRADIENT");
  62184. }
  62185. if (this._isBillboardBased) {
  62186. defines.push("#define BILLBOARD");
  62187. switch (this.billboardMode) {
  62188. case ParticleSystem.BILLBOARDMODE_Y:
  62189. defines.push("#define BILLBOARDY");
  62190. break;
  62191. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62192. defines.push("#define BILLBOARDSTRETCHED");
  62193. break;
  62194. case ParticleSystem.BILLBOARDMODE_ALL:
  62195. default:
  62196. break;
  62197. }
  62198. }
  62199. if (this._imageProcessingConfiguration) {
  62200. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62201. defines.push(this._imageProcessingConfigurationDefines.toString());
  62202. }
  62203. // Effect
  62204. var join = defines.join("\n");
  62205. if (this._cachedDefines !== join) {
  62206. this._cachedDefines = join;
  62207. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62208. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62209. var samplers = ["diffuseSampler", "rampSampler"];
  62210. if (BABYLON.ImageProcessingConfiguration) {
  62211. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62212. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62213. }
  62214. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62215. }
  62216. return this._effect;
  62217. };
  62218. /**
  62219. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62220. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62221. */
  62222. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62223. var _this = this;
  62224. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62225. if (!this._started) {
  62226. return;
  62227. }
  62228. if (!preWarmOnly) {
  62229. // Check
  62230. if (!this.isReady()) {
  62231. return;
  62232. }
  62233. if (this._currentRenderId === this._scene.getFrameId()) {
  62234. return;
  62235. }
  62236. this._currentRenderId = this._scene.getFrameId();
  62237. }
  62238. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62239. // Determine the number of particles we need to create
  62240. var newParticles;
  62241. if (this.manualEmitCount > -1) {
  62242. newParticles = this.manualEmitCount;
  62243. this._newPartsExcess = 0;
  62244. this.manualEmitCount = 0;
  62245. }
  62246. else {
  62247. var rate_1 = this.emitRate;
  62248. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62249. var ratio = this._actualFrame / this.targetStopDuration;
  62250. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62251. if (currentGradient !== _this._currentEmitRateGradient) {
  62252. _this._currentEmitRate1 = _this._currentEmitRate2;
  62253. _this._currentEmitRate2 = nextGradient.getFactor();
  62254. _this._currentEmitRateGradient = currentGradient;
  62255. }
  62256. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62257. });
  62258. }
  62259. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62260. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62261. }
  62262. if (this._newPartsExcess > 1.0) {
  62263. newParticles += this._newPartsExcess >> 0;
  62264. this._newPartsExcess -= this._newPartsExcess >> 0;
  62265. }
  62266. this._alive = false;
  62267. if (!this._stopped) {
  62268. this._actualFrame += this._scaledUpdateSpeed;
  62269. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62270. this.stop();
  62271. }
  62272. }
  62273. else {
  62274. newParticles = 0;
  62275. }
  62276. this._update(newParticles);
  62277. // Stopped?
  62278. if (this._stopped) {
  62279. if (!this._alive) {
  62280. this._started = false;
  62281. if (this.onAnimationEnd) {
  62282. this.onAnimationEnd();
  62283. }
  62284. if (this.disposeOnStop) {
  62285. this._scene._toBeDisposed.push(this);
  62286. }
  62287. }
  62288. }
  62289. if (!preWarmOnly) {
  62290. // Update VBO
  62291. var offset = 0;
  62292. for (var index = 0; index < this._particles.length; index++) {
  62293. var particle = this._particles[index];
  62294. this._appendParticleVertices(offset, particle);
  62295. offset += this._useInstancing ? 1 : 4;
  62296. }
  62297. if (this._vertexBuffer) {
  62298. this._vertexBuffer.update(this._vertexData);
  62299. }
  62300. }
  62301. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62302. this.stop();
  62303. }
  62304. };
  62305. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62306. this._appendParticleVertex(offset++, particle, 0, 0);
  62307. if (!this._useInstancing) {
  62308. this._appendParticleVertex(offset++, particle, 1, 0);
  62309. this._appendParticleVertex(offset++, particle, 1, 1);
  62310. this._appendParticleVertex(offset++, particle, 0, 1);
  62311. }
  62312. };
  62313. /**
  62314. * Rebuilds the particle system.
  62315. */
  62316. ParticleSystem.prototype.rebuild = function () {
  62317. this._createIndexBuffer();
  62318. if (this._vertexBuffer) {
  62319. this._vertexBuffer._rebuild();
  62320. }
  62321. };
  62322. /**
  62323. * Is this system ready to be used/rendered
  62324. * @return true if the system is ready
  62325. */
  62326. ParticleSystem.prototype.isReady = function () {
  62327. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62328. return false;
  62329. }
  62330. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62331. if (!this._getEffect(this.blendMode).isReady()) {
  62332. return false;
  62333. }
  62334. }
  62335. else {
  62336. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62337. return false;
  62338. }
  62339. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62340. return false;
  62341. }
  62342. }
  62343. return true;
  62344. };
  62345. ParticleSystem.prototype._render = function (blendMode) {
  62346. var effect = this._getEffect(blendMode);
  62347. var engine = this._scene.getEngine();
  62348. // Render
  62349. engine.enableEffect(effect);
  62350. var viewMatrix = this._scene.getViewMatrix();
  62351. effect.setTexture("diffuseSampler", this.particleTexture);
  62352. effect.setMatrix("view", viewMatrix);
  62353. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62354. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62355. var baseSize = this.particleTexture.getBaseSize();
  62356. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62357. }
  62358. effect.setVector2("translationPivot", this.translationPivot);
  62359. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62360. if (this._isBillboardBased) {
  62361. var camera = this._scene.activeCamera;
  62362. effect.setVector3("eyePosition", camera.globalPosition);
  62363. }
  62364. if (this._rampGradientsTexture) {
  62365. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62366. }
  62367. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62368. var invView = viewMatrix.clone();
  62369. invView.invert();
  62370. effect.setMatrix("invView", invView);
  62371. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62372. }
  62373. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62374. // image processing
  62375. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62376. this._imageProcessingConfiguration.bind(effect);
  62377. }
  62378. // Draw order
  62379. switch (blendMode) {
  62380. case ParticleSystem.BLENDMODE_ADD:
  62381. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62382. break;
  62383. case ParticleSystem.BLENDMODE_ONEONE:
  62384. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62385. break;
  62386. case ParticleSystem.BLENDMODE_STANDARD:
  62387. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62388. break;
  62389. case ParticleSystem.BLENDMODE_MULTIPLY:
  62390. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62391. break;
  62392. }
  62393. if (this._useInstancing) {
  62394. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62395. }
  62396. else {
  62397. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62398. }
  62399. return this._particles.length;
  62400. };
  62401. /**
  62402. * Renders the particle system in its current state.
  62403. * @returns the current number of particles
  62404. */
  62405. ParticleSystem.prototype.render = function () {
  62406. // Check
  62407. if (!this.isReady() || !this._particles.length) {
  62408. return 0;
  62409. }
  62410. var engine = this._scene.getEngine();
  62411. engine.setState(false);
  62412. if (this.forceDepthWrite) {
  62413. engine.setDepthWrite(true);
  62414. }
  62415. var outparticles = 0;
  62416. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62417. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62418. }
  62419. outparticles = this._render(this.blendMode);
  62420. engine.unbindInstanceAttributes();
  62421. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62422. return outparticles;
  62423. };
  62424. /**
  62425. * Disposes the particle system and free the associated resources
  62426. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62427. */
  62428. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62429. if (disposeTexture === void 0) { disposeTexture = true; }
  62430. if (this._vertexBuffer) {
  62431. this._vertexBuffer.dispose();
  62432. this._vertexBuffer = null;
  62433. }
  62434. if (this._spriteBuffer) {
  62435. this._spriteBuffer.dispose();
  62436. this._spriteBuffer = null;
  62437. }
  62438. if (this._indexBuffer) {
  62439. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62440. this._indexBuffer = null;
  62441. }
  62442. if (disposeTexture && this.particleTexture) {
  62443. this.particleTexture.dispose();
  62444. this.particleTexture = null;
  62445. }
  62446. if (disposeTexture && this.noiseTexture) {
  62447. this.noiseTexture.dispose();
  62448. this.noiseTexture = null;
  62449. }
  62450. if (this._rampGradientsTexture) {
  62451. this._rampGradientsTexture.dispose();
  62452. this._rampGradientsTexture = null;
  62453. }
  62454. this._removeFromRoot();
  62455. if (this._subEmitters && this._subEmitters.length) {
  62456. for (var index = 0; index < this._subEmitters.length; index++) {
  62457. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62458. var subEmitter = _a[_i];
  62459. subEmitter.dispose();
  62460. }
  62461. }
  62462. this._subEmitters = [];
  62463. this.subEmitters = [];
  62464. }
  62465. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62466. this.emitter.dispose(true);
  62467. }
  62468. // Remove from scene
  62469. var index = this._scene.particleSystems.indexOf(this);
  62470. if (index > -1) {
  62471. this._scene.particleSystems.splice(index, 1);
  62472. }
  62473. this._scene._activeParticleSystems.dispose();
  62474. // Callback
  62475. this.onDisposeObservable.notifyObservers(this);
  62476. this.onDisposeObservable.clear();
  62477. this.reset();
  62478. };
  62479. // Clone
  62480. /**
  62481. * Clones the particle system.
  62482. * @param name The name of the cloned object
  62483. * @param newEmitter The new emitter to use
  62484. * @returns the cloned particle system
  62485. */
  62486. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62487. var custom = null;
  62488. var program = null;
  62489. if (this.customShader != null) {
  62490. program = this.customShader;
  62491. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62492. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62493. }
  62494. else if (this._customEffect) {
  62495. custom = this._customEffect;
  62496. }
  62497. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62498. result.customShader = program;
  62499. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62500. if (newEmitter === undefined) {
  62501. newEmitter = this.emitter;
  62502. }
  62503. result.noiseTexture = this.noiseTexture;
  62504. result.emitter = newEmitter;
  62505. if (this.particleTexture) {
  62506. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62507. }
  62508. // Clone gradients
  62509. if (this._colorGradients) {
  62510. this._colorGradients.forEach(function (v) {
  62511. result.addColorGradient(v.gradient, v.color1, v.color2);
  62512. });
  62513. }
  62514. if (this._dragGradients) {
  62515. this._dragGradients.forEach(function (v) {
  62516. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62517. });
  62518. }
  62519. if (this._angularSpeedGradients) {
  62520. this._angularSpeedGradients.forEach(function (v) {
  62521. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62522. });
  62523. }
  62524. if (this._emitRateGradients) {
  62525. this._emitRateGradients.forEach(function (v) {
  62526. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62527. });
  62528. }
  62529. if (this._lifeTimeGradients) {
  62530. this._lifeTimeGradients.forEach(function (v) {
  62531. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62532. });
  62533. }
  62534. if (this._limitVelocityGradients) {
  62535. this._limitVelocityGradients.forEach(function (v) {
  62536. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62537. });
  62538. }
  62539. if (this._sizeGradients) {
  62540. this._sizeGradients.forEach(function (v) {
  62541. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62542. });
  62543. }
  62544. if (this._startSizeGradients) {
  62545. this._startSizeGradients.forEach(function (v) {
  62546. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62547. });
  62548. }
  62549. if (this._velocityGradients) {
  62550. this._velocityGradients.forEach(function (v) {
  62551. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62552. });
  62553. }
  62554. if (this._rampGradients) {
  62555. this._rampGradients.forEach(function (v) {
  62556. result.addRampGradient(v.gradient, v.color);
  62557. });
  62558. }
  62559. if (this._colorRemapGradients) {
  62560. this._colorRemapGradients.forEach(function (v) {
  62561. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62562. });
  62563. }
  62564. if (this._alphaRemapGradients) {
  62565. this._alphaRemapGradients.forEach(function (v) {
  62566. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62567. });
  62568. }
  62569. if (!this.preventAutoStart) {
  62570. result.start();
  62571. }
  62572. return result;
  62573. };
  62574. /**
  62575. * Serializes the particle system to a JSON object.
  62576. * @returns the JSON object
  62577. */
  62578. ParticleSystem.prototype.serialize = function () {
  62579. var serializationObject = {};
  62580. ParticleSystem._Serialize(serializationObject, this);
  62581. serializationObject.textureMask = this.textureMask.asArray();
  62582. serializationObject.customShader = this.customShader;
  62583. serializationObject.preventAutoStart = this.preventAutoStart;
  62584. // SubEmitters
  62585. if (this.subEmitters) {
  62586. serializationObject.subEmitters = [];
  62587. if (!this._subEmitters) {
  62588. this._prepareSubEmitterInternalArray();
  62589. }
  62590. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62591. var subs = _a[_i];
  62592. var cell = [];
  62593. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62594. var sub = subs_1[_b];
  62595. cell.push(sub.serialize());
  62596. }
  62597. serializationObject.subEmitters.push(cell);
  62598. }
  62599. }
  62600. return serializationObject;
  62601. };
  62602. /** @hidden */
  62603. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62604. serializationObject.name = particleSystem.name;
  62605. serializationObject.id = particleSystem.id;
  62606. serializationObject.capacity = particleSystem.getCapacity();
  62607. // Emitter
  62608. if (particleSystem.emitter.position) {
  62609. var emitterMesh = particleSystem.emitter;
  62610. serializationObject.emitterId = emitterMesh.id;
  62611. }
  62612. else {
  62613. var emitterPosition = particleSystem.emitter;
  62614. serializationObject.emitter = emitterPosition.asArray();
  62615. }
  62616. // Emitter
  62617. if (particleSystem.particleEmitterType) {
  62618. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62619. }
  62620. if (particleSystem.particleTexture) {
  62621. serializationObject.textureName = particleSystem.particleTexture.name;
  62622. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62623. }
  62624. // Animations
  62625. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62626. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62627. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62628. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62629. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62630. // Particle system
  62631. serializationObject.startDelay = particleSystem.startDelay;
  62632. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62633. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62634. serializationObject.billboardMode = particleSystem.billboardMode;
  62635. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62636. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62637. serializationObject.minSize = particleSystem.minSize;
  62638. serializationObject.maxSize = particleSystem.maxSize;
  62639. serializationObject.minScaleX = particleSystem.minScaleX;
  62640. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62641. serializationObject.minScaleY = particleSystem.minScaleY;
  62642. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62643. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62644. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62645. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62646. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62647. serializationObject.emitRate = particleSystem.emitRate;
  62648. serializationObject.gravity = particleSystem.gravity.asArray();
  62649. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62650. serializationObject.color1 = particleSystem.color1.asArray();
  62651. serializationObject.color2 = particleSystem.color2.asArray();
  62652. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62653. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62654. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62655. serializationObject.blendMode = particleSystem.blendMode;
  62656. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62657. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62658. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62659. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62660. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62661. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62662. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62663. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62664. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62665. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62666. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62667. var colorGradients = particleSystem.getColorGradients();
  62668. if (colorGradients) {
  62669. serializationObject.colorGradients = [];
  62670. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62671. var colorGradient = colorGradients_1[_i];
  62672. var serializedGradient = {
  62673. gradient: colorGradient.gradient,
  62674. color1: colorGradient.color1.asArray()
  62675. };
  62676. if (colorGradient.color2) {
  62677. serializedGradient.color2 = colorGradient.color2.asArray();
  62678. }
  62679. serializationObject.colorGradients.push(serializedGradient);
  62680. }
  62681. }
  62682. var rampGradients = particleSystem.getRampGradients();
  62683. if (rampGradients) {
  62684. serializationObject.rampGradients = [];
  62685. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62686. var rampGradient = rampGradients_1[_a];
  62687. var serializedGradient = {
  62688. gradient: rampGradient.gradient,
  62689. color: rampGradient.color.asArray()
  62690. };
  62691. serializationObject.rampGradients.push(serializedGradient);
  62692. }
  62693. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62694. }
  62695. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62696. if (colorRemapGradients) {
  62697. serializationObject.colorRemapGradients = [];
  62698. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62699. var colorRemapGradient = colorRemapGradients_1[_b];
  62700. var serializedGradient = {
  62701. gradient: colorRemapGradient.gradient,
  62702. factor1: colorRemapGradient.factor1
  62703. };
  62704. if (colorRemapGradient.factor2 !== undefined) {
  62705. serializedGradient.factor2 = colorRemapGradient.factor2;
  62706. }
  62707. serializationObject.colorRemapGradients.push(serializedGradient);
  62708. }
  62709. }
  62710. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62711. if (alphaRemapGradients) {
  62712. serializationObject.alphaRemapGradients = [];
  62713. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62714. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62715. var serializedGradient = {
  62716. gradient: alphaRemapGradient.gradient,
  62717. factor1: alphaRemapGradient.factor1
  62718. };
  62719. if (alphaRemapGradient.factor2 !== undefined) {
  62720. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62721. }
  62722. serializationObject.alphaRemapGradients.push(serializedGradient);
  62723. }
  62724. }
  62725. var sizeGradients = particleSystem.getSizeGradients();
  62726. if (sizeGradients) {
  62727. serializationObject.sizeGradients = [];
  62728. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62729. var sizeGradient = sizeGradients_1[_d];
  62730. var serializedGradient = {
  62731. gradient: sizeGradient.gradient,
  62732. factor1: sizeGradient.factor1
  62733. };
  62734. if (sizeGradient.factor2 !== undefined) {
  62735. serializedGradient.factor2 = sizeGradient.factor2;
  62736. }
  62737. serializationObject.sizeGradients.push(serializedGradient);
  62738. }
  62739. }
  62740. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62741. if (angularSpeedGradients) {
  62742. serializationObject.angularSpeedGradients = [];
  62743. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62744. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62745. var serializedGradient = {
  62746. gradient: angularSpeedGradient.gradient,
  62747. factor1: angularSpeedGradient.factor1
  62748. };
  62749. if (angularSpeedGradient.factor2 !== undefined) {
  62750. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62751. }
  62752. serializationObject.angularSpeedGradients.push(serializedGradient);
  62753. }
  62754. }
  62755. var velocityGradients = particleSystem.getVelocityGradients();
  62756. if (velocityGradients) {
  62757. serializationObject.velocityGradients = [];
  62758. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62759. var velocityGradient = velocityGradients_1[_f];
  62760. var serializedGradient = {
  62761. gradient: velocityGradient.gradient,
  62762. factor1: velocityGradient.factor1
  62763. };
  62764. if (velocityGradient.factor2 !== undefined) {
  62765. serializedGradient.factor2 = velocityGradient.factor2;
  62766. }
  62767. serializationObject.velocityGradients.push(serializedGradient);
  62768. }
  62769. }
  62770. var dragGradients = particleSystem.getDragGradients();
  62771. if (dragGradients) {
  62772. serializationObject.dragyGradients = [];
  62773. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62774. var dragGradient = dragGradients_1[_g];
  62775. var serializedGradient = {
  62776. gradient: dragGradient.gradient,
  62777. factor1: dragGradient.factor1
  62778. };
  62779. if (dragGradient.factor2 !== undefined) {
  62780. serializedGradient.factor2 = dragGradient.factor2;
  62781. }
  62782. serializationObject.dragGradients.push(serializedGradient);
  62783. }
  62784. }
  62785. var emitRateGradients = particleSystem.getEmitRateGradients();
  62786. if (emitRateGradients) {
  62787. serializationObject.emitRateGradients = [];
  62788. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62789. var emitRateGradient = emitRateGradients_1[_h];
  62790. var serializedGradient = {
  62791. gradient: emitRateGradient.gradient,
  62792. factor1: emitRateGradient.factor1
  62793. };
  62794. if (emitRateGradient.factor2 !== undefined) {
  62795. serializedGradient.factor2 = emitRateGradient.factor2;
  62796. }
  62797. serializationObject.emitRateGradients.push(serializedGradient);
  62798. }
  62799. }
  62800. var startSizeGradients = particleSystem.getStartSizeGradients();
  62801. if (startSizeGradients) {
  62802. serializationObject.startSizeGradients = [];
  62803. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62804. var startSizeGradient = startSizeGradients_1[_j];
  62805. var serializedGradient = {
  62806. gradient: startSizeGradient.gradient,
  62807. factor1: startSizeGradient.factor1
  62808. };
  62809. if (startSizeGradient.factor2 !== undefined) {
  62810. serializedGradient.factor2 = startSizeGradient.factor2;
  62811. }
  62812. serializationObject.startSizeGradients.push(serializedGradient);
  62813. }
  62814. }
  62815. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62816. if (lifeTimeGradients) {
  62817. serializationObject.lifeTimeGradients = [];
  62818. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62819. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62820. var serializedGradient = {
  62821. gradient: lifeTimeGradient.gradient,
  62822. factor1: lifeTimeGradient.factor1
  62823. };
  62824. if (lifeTimeGradient.factor2 !== undefined) {
  62825. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62826. }
  62827. serializationObject.lifeTimeGradients.push(serializedGradient);
  62828. }
  62829. }
  62830. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62831. if (limitVelocityGradients) {
  62832. serializationObject.limitVelocityGradients = [];
  62833. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62834. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62835. var serializedGradient = {
  62836. gradient: limitVelocityGradient.gradient,
  62837. factor1: limitVelocityGradient.factor1
  62838. };
  62839. if (limitVelocityGradient.factor2 !== undefined) {
  62840. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62841. }
  62842. serializationObject.limitVelocityGradients.push(serializedGradient);
  62843. }
  62844. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62845. }
  62846. if (particleSystem.noiseTexture) {
  62847. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62848. }
  62849. };
  62850. /** @hidden */
  62851. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62852. // Texture
  62853. if (parsedParticleSystem.textureName) {
  62854. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62855. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62856. }
  62857. // Emitter
  62858. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62859. particleSystem.emitter = BABYLON.Vector3.Zero();
  62860. }
  62861. else if (parsedParticleSystem.emitterId) {
  62862. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62863. }
  62864. else {
  62865. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62866. }
  62867. // Misc.
  62868. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62869. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62870. }
  62871. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62872. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62873. }
  62874. if (parsedParticleSystem.billboardMode !== undefined) {
  62875. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62876. }
  62877. // Animations
  62878. if (parsedParticleSystem.animations) {
  62879. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62880. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62881. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62882. }
  62883. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62884. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62885. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62886. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62887. }
  62888. if (parsedParticleSystem.autoAnimate) {
  62889. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62890. }
  62891. // Particle system
  62892. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62893. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62894. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62895. particleSystem.minSize = parsedParticleSystem.minSize;
  62896. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62897. if (parsedParticleSystem.minScaleX) {
  62898. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62899. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62900. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62901. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62902. }
  62903. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62904. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62905. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62906. }
  62907. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62908. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62909. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62910. }
  62911. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62912. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62913. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62914. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62915. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62916. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62917. if (parsedParticleSystem.noiseStrength) {
  62918. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62919. }
  62920. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62921. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62922. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62923. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62924. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62925. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62926. if (parsedParticleSystem.colorGradients) {
  62927. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62928. var colorGradient = _a[_i];
  62929. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62930. }
  62931. }
  62932. if (parsedParticleSystem.rampGradients) {
  62933. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62934. var rampGradient = _c[_b];
  62935. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62936. }
  62937. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62938. }
  62939. if (parsedParticleSystem.colorRemapGradients) {
  62940. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62941. var colorRemapGradient = _e[_d];
  62942. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62943. }
  62944. }
  62945. if (parsedParticleSystem.alphaRemapGradients) {
  62946. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62947. var alphaRemapGradient = _g[_f];
  62948. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62949. }
  62950. }
  62951. if (parsedParticleSystem.sizeGradients) {
  62952. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62953. var sizeGradient = _j[_h];
  62954. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62955. }
  62956. }
  62957. if (parsedParticleSystem.sizeGradients) {
  62958. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62959. var sizeGradient = _l[_k];
  62960. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62961. }
  62962. }
  62963. if (parsedParticleSystem.angularSpeedGradients) {
  62964. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62965. var angularSpeedGradient = _o[_m];
  62966. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62967. }
  62968. }
  62969. if (parsedParticleSystem.velocityGradients) {
  62970. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62971. var velocityGradient = _q[_p];
  62972. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62973. }
  62974. }
  62975. if (parsedParticleSystem.dragGradients) {
  62976. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62977. var dragGradient = _s[_r];
  62978. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62979. }
  62980. }
  62981. if (parsedParticleSystem.emitRateGradients) {
  62982. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62983. var emitRateGradient = _u[_t];
  62984. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62985. }
  62986. }
  62987. if (parsedParticleSystem.startSizeGradients) {
  62988. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62989. var startSizeGradient = _w[_v];
  62990. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62991. }
  62992. }
  62993. if (parsedParticleSystem.lifeTimeGradients) {
  62994. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62995. var lifeTimeGradient = _y[_x];
  62996. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62997. }
  62998. }
  62999. if (parsedParticleSystem.limitVelocityGradients) {
  63000. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63001. var limitVelocityGradient = _0[_z];
  63002. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63003. }
  63004. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63005. }
  63006. if (parsedParticleSystem.noiseTexture) {
  63007. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63008. }
  63009. // Emitter
  63010. var emitterType;
  63011. if (parsedParticleSystem.particleEmitterType) {
  63012. switch (parsedParticleSystem.particleEmitterType.type) {
  63013. case "SphereParticleEmitter":
  63014. emitterType = new BABYLON.SphereParticleEmitter();
  63015. break;
  63016. case "SphereDirectedParticleEmitter":
  63017. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63018. break;
  63019. case "ConeEmitter":
  63020. case "ConeParticleEmitter":
  63021. emitterType = new BABYLON.ConeParticleEmitter();
  63022. break;
  63023. case "CylinderParticleEmitter":
  63024. emitterType = new BABYLON.CylinderParticleEmitter();
  63025. break;
  63026. case "HemisphericParticleEmitter":
  63027. emitterType = new BABYLON.HemisphericParticleEmitter();
  63028. break;
  63029. case "BoxEmitter":
  63030. case "BoxParticleEmitter":
  63031. default:
  63032. emitterType = new BABYLON.BoxParticleEmitter();
  63033. break;
  63034. }
  63035. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63036. }
  63037. else {
  63038. emitterType = new BABYLON.BoxParticleEmitter();
  63039. emitterType.parse(parsedParticleSystem);
  63040. }
  63041. particleSystem.particleEmitterType = emitterType;
  63042. // Animation sheet
  63043. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63044. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63045. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63046. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63047. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63048. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63049. };
  63050. /**
  63051. * Parses a JSON object to create a particle system.
  63052. * @param parsedParticleSystem The JSON object to parse
  63053. * @param scene The scene to create the particle system in
  63054. * @param rootUrl The root url to use to load external dependencies like texture
  63055. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63056. * @returns the Parsed particle system
  63057. */
  63058. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63059. if (doNotStart === void 0) { doNotStart = false; }
  63060. var name = parsedParticleSystem.name;
  63061. var custom = null;
  63062. var program = null;
  63063. if (parsedParticleSystem.customShader) {
  63064. program = parsedParticleSystem.customShader;
  63065. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63066. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63067. }
  63068. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63069. particleSystem.customShader = program;
  63070. if (parsedParticleSystem.id) {
  63071. particleSystem.id = parsedParticleSystem.id;
  63072. }
  63073. // SubEmitters
  63074. if (parsedParticleSystem.subEmitters) {
  63075. particleSystem.subEmitters = [];
  63076. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63077. var cell = _a[_i];
  63078. var cellArray = [];
  63079. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63080. var sub = cell_1[_b];
  63081. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63082. }
  63083. particleSystem.subEmitters.push(cellArray);
  63084. }
  63085. }
  63086. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63087. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63088. // Auto start
  63089. if (parsedParticleSystem.preventAutoStart) {
  63090. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63091. }
  63092. if (!doNotStart && !particleSystem.preventAutoStart) {
  63093. particleSystem.start();
  63094. }
  63095. return particleSystem;
  63096. };
  63097. /**
  63098. * Billboard mode will only apply to Y axis
  63099. */
  63100. ParticleSystem.BILLBOARDMODE_Y = 2;
  63101. /**
  63102. * Billboard mode will apply to all axes
  63103. */
  63104. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63105. /**
  63106. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63107. */
  63108. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63109. return ParticleSystem;
  63110. }(BABYLON.BaseParticleSystem));
  63111. BABYLON.ParticleSystem = ParticleSystem;
  63112. })(BABYLON || (BABYLON = {}));
  63113. //# sourceMappingURL=babylon.particleSystem.js.map
  63114. var BABYLON;
  63115. (function (BABYLON) {
  63116. /**
  63117. * Particle emitter emitting particles from the inside of a box.
  63118. * It emits the particles randomly between 2 given directions.
  63119. */
  63120. var BoxParticleEmitter = /** @class */ (function () {
  63121. /**
  63122. * Creates a new instance BoxParticleEmitter
  63123. */
  63124. function BoxParticleEmitter() {
  63125. /**
  63126. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63127. */
  63128. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63129. /**
  63130. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63131. */
  63132. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63133. /**
  63134. * 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.
  63135. */
  63136. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63137. /**
  63138. * 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.
  63139. */
  63140. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63141. }
  63142. /**
  63143. * Called by the particle System when the direction is computed for the created particle.
  63144. * @param worldMatrix is the world matrix of the particle system
  63145. * @param directionToUpdate is the direction vector to update with the result
  63146. * @param particle is the particle we are computed the direction for
  63147. */
  63148. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63149. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63150. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63151. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63152. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63153. };
  63154. /**
  63155. * Called by the particle System when the position is computed for the created particle.
  63156. * @param worldMatrix is the world matrix of the particle system
  63157. * @param positionToUpdate is the position vector to update with the result
  63158. * @param particle is the particle we are computed the position for
  63159. */
  63160. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63161. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63162. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63163. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63164. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63165. };
  63166. /**
  63167. * Clones the current emitter and returns a copy of it
  63168. * @returns the new emitter
  63169. */
  63170. BoxParticleEmitter.prototype.clone = function () {
  63171. var newOne = new BoxParticleEmitter();
  63172. BABYLON.Tools.DeepCopy(this, newOne);
  63173. return newOne;
  63174. };
  63175. /**
  63176. * Called by the GPUParticleSystem to setup the update shader
  63177. * @param effect defines the update shader
  63178. */
  63179. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63180. effect.setVector3("direction1", this.direction1);
  63181. effect.setVector3("direction2", this.direction2);
  63182. effect.setVector3("minEmitBox", this.minEmitBox);
  63183. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63184. };
  63185. /**
  63186. * Returns a string to use to update the GPU particles update shader
  63187. * @returns a string containng the defines string
  63188. */
  63189. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63190. return "#define BOXEMITTER";
  63191. };
  63192. /**
  63193. * Returns the string "BoxParticleEmitter"
  63194. * @returns a string containing the class name
  63195. */
  63196. BoxParticleEmitter.prototype.getClassName = function () {
  63197. return "BoxParticleEmitter";
  63198. };
  63199. /**
  63200. * Serializes the particle system to a JSON object.
  63201. * @returns the JSON object
  63202. */
  63203. BoxParticleEmitter.prototype.serialize = function () {
  63204. var serializationObject = {};
  63205. serializationObject.type = this.getClassName();
  63206. serializationObject.direction1 = this.direction1.asArray();
  63207. serializationObject.direction2 = this.direction2.asArray();
  63208. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63209. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63210. return serializationObject;
  63211. };
  63212. /**
  63213. * Parse properties from a JSON object
  63214. * @param serializationObject defines the JSON object
  63215. */
  63216. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63217. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63218. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63219. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63220. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63221. };
  63222. return BoxParticleEmitter;
  63223. }());
  63224. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63225. })(BABYLON || (BABYLON = {}));
  63226. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63227. var BABYLON;
  63228. (function (BABYLON) {
  63229. /**
  63230. * Particle emitter emitting particles from the inside of a cylinder.
  63231. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63232. */
  63233. var CylinderParticleEmitter = /** @class */ (function () {
  63234. /**
  63235. * Creates a new instance CylinderParticleEmitter
  63236. * @param radius the radius of the emission cylinder (1 by default)
  63237. * @param height the height of the emission cylinder (1 by default)
  63238. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63239. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63240. */
  63241. function CylinderParticleEmitter(
  63242. /**
  63243. * The radius of the emission cylinder.
  63244. */
  63245. radius,
  63246. /**
  63247. * The height of the emission cylinder.
  63248. */
  63249. height,
  63250. /**
  63251. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63252. */
  63253. radiusRange,
  63254. /**
  63255. * How much to randomize the particle direction [0-1].
  63256. */
  63257. directionRandomizer) {
  63258. if (radius === void 0) { radius = 1; }
  63259. if (height === void 0) { height = 1; }
  63260. if (radiusRange === void 0) { radiusRange = 1; }
  63261. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63262. this.radius = radius;
  63263. this.height = height;
  63264. this.radiusRange = radiusRange;
  63265. this.directionRandomizer = directionRandomizer;
  63266. }
  63267. /**
  63268. * Called by the particle System when the direction is computed for the created particle.
  63269. * @param worldMatrix is the world matrix of the particle system
  63270. * @param directionToUpdate is the direction vector to update with the result
  63271. * @param particle is the particle we are computed the direction for
  63272. */
  63273. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63274. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63275. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63276. var angle = Math.atan2(direction.x, direction.z);
  63277. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63278. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63279. direction.x = Math.sin(angle);
  63280. direction.z = Math.cos(angle);
  63281. direction.normalize();
  63282. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63283. };
  63284. /**
  63285. * Called by the particle System when the position is computed for the created particle.
  63286. * @param worldMatrix is the world matrix of the particle system
  63287. * @param positionToUpdate is the position vector to update with the result
  63288. * @param particle is the particle we are computed the position for
  63289. */
  63290. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63291. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63292. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63293. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63294. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63295. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63296. var xPos = positionRadius * Math.cos(angle);
  63297. var zPos = positionRadius * Math.sin(angle);
  63298. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63299. };
  63300. /**
  63301. * Clones the current emitter and returns a copy of it
  63302. * @returns the new emitter
  63303. */
  63304. CylinderParticleEmitter.prototype.clone = function () {
  63305. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63306. BABYLON.Tools.DeepCopy(this, newOne);
  63307. return newOne;
  63308. };
  63309. /**
  63310. * Called by the GPUParticleSystem to setup the update shader
  63311. * @param effect defines the update shader
  63312. */
  63313. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63314. effect.setFloat("radius", this.radius);
  63315. effect.setFloat("height", this.height);
  63316. effect.setFloat("radiusRange", this.radiusRange);
  63317. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63318. };
  63319. /**
  63320. * Returns a string to use to update the GPU particles update shader
  63321. * @returns a string containng the defines string
  63322. */
  63323. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63324. return "#define CYLINDEREMITTER";
  63325. };
  63326. /**
  63327. * Returns the string "CylinderParticleEmitter"
  63328. * @returns a string containing the class name
  63329. */
  63330. CylinderParticleEmitter.prototype.getClassName = function () {
  63331. return "CylinderParticleEmitter";
  63332. };
  63333. /**
  63334. * Serializes the particle system to a JSON object.
  63335. * @returns the JSON object
  63336. */
  63337. CylinderParticleEmitter.prototype.serialize = function () {
  63338. var serializationObject = {};
  63339. serializationObject.type = this.getClassName();
  63340. serializationObject.radius = this.radius;
  63341. serializationObject.height = this.height;
  63342. serializationObject.radiusRange = this.radiusRange;
  63343. serializationObject.directionRandomizer = this.directionRandomizer;
  63344. return serializationObject;
  63345. };
  63346. /**
  63347. * Parse properties from a JSON object
  63348. * @param serializationObject defines the JSON object
  63349. */
  63350. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63351. this.radius = serializationObject.radius;
  63352. this.height = serializationObject.height;
  63353. this.radiusRange = serializationObject.radiusRange;
  63354. this.directionRandomizer = serializationObject.directionRandomizer;
  63355. };
  63356. return CylinderParticleEmitter;
  63357. }());
  63358. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63359. /**
  63360. * Particle emitter emitting particles from the inside of a cylinder.
  63361. * It emits the particles randomly between two vectors.
  63362. */
  63363. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63364. __extends(CylinderDirectedParticleEmitter, _super);
  63365. /**
  63366. * Creates a new instance CylinderDirectedParticleEmitter
  63367. * @param radius the radius of the emission cylinder (1 by default)
  63368. * @param height the height of the emission cylinder (1 by default)
  63369. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63370. * @param direction1 the min limit of the emission direction (up vector by default)
  63371. * @param direction2 the max limit of the emission direction (up vector by default)
  63372. */
  63373. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63374. /**
  63375. * The min limit of the emission direction.
  63376. */
  63377. direction1,
  63378. /**
  63379. * The max limit of the emission direction.
  63380. */
  63381. direction2) {
  63382. if (radius === void 0) { radius = 1; }
  63383. if (height === void 0) { height = 1; }
  63384. if (radiusRange === void 0) { radiusRange = 1; }
  63385. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63386. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63387. var _this = _super.call(this, radius, height, radiusRange) || this;
  63388. _this.direction1 = direction1;
  63389. _this.direction2 = direction2;
  63390. return _this;
  63391. }
  63392. /**
  63393. * Called by the particle System when the direction is computed for the created particle.
  63394. * @param worldMatrix is the world matrix of the particle system
  63395. * @param directionToUpdate is the direction vector to update with the result
  63396. * @param particle is the particle we are computed the direction for
  63397. */
  63398. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63399. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63400. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63401. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63402. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63403. };
  63404. /**
  63405. * Clones the current emitter and returns a copy of it
  63406. * @returns the new emitter
  63407. */
  63408. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63409. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63410. BABYLON.Tools.DeepCopy(this, newOne);
  63411. return newOne;
  63412. };
  63413. /**
  63414. * Called by the GPUParticleSystem to setup the update shader
  63415. * @param effect defines the update shader
  63416. */
  63417. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63418. effect.setFloat("radius", this.radius);
  63419. effect.setFloat("height", this.height);
  63420. effect.setFloat("radiusRange", this.radiusRange);
  63421. effect.setVector3("direction1", this.direction1);
  63422. effect.setVector3("direction2", this.direction2);
  63423. };
  63424. /**
  63425. * Returns a string to use to update the GPU particles update shader
  63426. * @returns a string containng the defines string
  63427. */
  63428. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63429. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63430. };
  63431. /**
  63432. * Returns the string "CylinderDirectedParticleEmitter"
  63433. * @returns a string containing the class name
  63434. */
  63435. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63436. return "CylinderDirectedParticleEmitter";
  63437. };
  63438. /**
  63439. * Serializes the particle system to a JSON object.
  63440. * @returns the JSON object
  63441. */
  63442. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63443. var serializationObject = _super.prototype.serialize.call(this);
  63444. serializationObject.direction1 = this.direction1.asArray();
  63445. serializationObject.direction2 = this.direction2.asArray();
  63446. return serializationObject;
  63447. };
  63448. /**
  63449. * Parse properties from a JSON object
  63450. * @param serializationObject defines the JSON object
  63451. */
  63452. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63453. _super.prototype.parse.call(this, serializationObject);
  63454. this.direction1.copyFrom(serializationObject.direction1);
  63455. this.direction2.copyFrom(serializationObject.direction2);
  63456. };
  63457. return CylinderDirectedParticleEmitter;
  63458. }(CylinderParticleEmitter));
  63459. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63460. })(BABYLON || (BABYLON = {}));
  63461. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63462. var BABYLON;
  63463. (function (BABYLON) {
  63464. /**
  63465. * Particle emitter emitting particles from the inside of a cone.
  63466. * It emits the particles alongside the cone volume from the base to the particle.
  63467. * The emission direction might be randomized.
  63468. */
  63469. var ConeParticleEmitter = /** @class */ (function () {
  63470. /**
  63471. * Creates a new instance ConeParticleEmitter
  63472. * @param radius the radius of the emission cone (1 by default)
  63473. * @param angles the cone base angle (PI by default)
  63474. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63475. */
  63476. function ConeParticleEmitter(radius, angle,
  63477. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63478. directionRandomizer) {
  63479. if (radius === void 0) { radius = 1; }
  63480. if (angle === void 0) { angle = Math.PI; }
  63481. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63482. this.directionRandomizer = directionRandomizer;
  63483. /**
  63484. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63485. */
  63486. this.radiusRange = 1;
  63487. /**
  63488. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63489. */
  63490. this.heightRange = 1;
  63491. /**
  63492. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63493. */
  63494. this.emitFromSpawnPointOnly = false;
  63495. this.angle = angle;
  63496. this.radius = radius;
  63497. }
  63498. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63499. /**
  63500. * Gets or sets the radius of the emission cone
  63501. */
  63502. get: function () {
  63503. return this._radius;
  63504. },
  63505. set: function (value) {
  63506. this._radius = value;
  63507. this._buildHeight();
  63508. },
  63509. enumerable: true,
  63510. configurable: true
  63511. });
  63512. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63513. /**
  63514. * Gets or sets the angle of the emission cone
  63515. */
  63516. get: function () {
  63517. return this._angle;
  63518. },
  63519. set: function (value) {
  63520. this._angle = value;
  63521. this._buildHeight();
  63522. },
  63523. enumerable: true,
  63524. configurable: true
  63525. });
  63526. ConeParticleEmitter.prototype._buildHeight = function () {
  63527. if (this._angle !== 0) {
  63528. this._height = this._radius / Math.tan(this._angle / 2);
  63529. }
  63530. else {
  63531. this._height = 1;
  63532. }
  63533. };
  63534. /**
  63535. * Called by the particle System when the direction is computed for the created particle.
  63536. * @param worldMatrix is the world matrix of the particle system
  63537. * @param directionToUpdate is the direction vector to update with the result
  63538. * @param particle is the particle we are computed the direction for
  63539. */
  63540. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63541. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63542. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63543. }
  63544. else {
  63545. // measure the direction Vector from the emitter to the particle.
  63546. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63547. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63548. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63549. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63550. direction.x += randX;
  63551. direction.y += randY;
  63552. direction.z += randZ;
  63553. direction.normalize();
  63554. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63555. }
  63556. };
  63557. /**
  63558. * Called by the particle System when the position is computed for the created particle.
  63559. * @param worldMatrix is the world matrix of the particle system
  63560. * @param positionToUpdate is the position vector to update with the result
  63561. * @param particle is the particle we are computed the position for
  63562. */
  63563. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63564. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63565. var h;
  63566. if (!this.emitFromSpawnPointOnly) {
  63567. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63568. // Better distribution in a cone at normal angles.
  63569. h = 1 - h * h;
  63570. }
  63571. else {
  63572. h = 0.0001;
  63573. }
  63574. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63575. radius = radius * h;
  63576. var randX = radius * Math.sin(s);
  63577. var randZ = radius * Math.cos(s);
  63578. var randY = h * this._height;
  63579. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63580. };
  63581. /**
  63582. * Clones the current emitter and returns a copy of it
  63583. * @returns the new emitter
  63584. */
  63585. ConeParticleEmitter.prototype.clone = function () {
  63586. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63587. BABYLON.Tools.DeepCopy(this, newOne);
  63588. return newOne;
  63589. };
  63590. /**
  63591. * Called by the GPUParticleSystem to setup the update shader
  63592. * @param effect defines the update shader
  63593. */
  63594. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63595. effect.setFloat2("radius", this._radius, this.radiusRange);
  63596. effect.setFloat("coneAngle", this._angle);
  63597. effect.setFloat2("height", this._height, this.heightRange);
  63598. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63599. };
  63600. /**
  63601. * Returns a string to use to update the GPU particles update shader
  63602. * @returns a string containng the defines string
  63603. */
  63604. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63605. var defines = "#define CONEEMITTER";
  63606. if (this.emitFromSpawnPointOnly) {
  63607. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63608. }
  63609. return defines;
  63610. };
  63611. /**
  63612. * Returns the string "ConeParticleEmitter"
  63613. * @returns a string containing the class name
  63614. */
  63615. ConeParticleEmitter.prototype.getClassName = function () {
  63616. return "ConeParticleEmitter";
  63617. };
  63618. /**
  63619. * Serializes the particle system to a JSON object.
  63620. * @returns the JSON object
  63621. */
  63622. ConeParticleEmitter.prototype.serialize = function () {
  63623. var serializationObject = {};
  63624. serializationObject.type = this.getClassName();
  63625. serializationObject.radius = this._radius;
  63626. serializationObject.angle = this._angle;
  63627. serializationObject.directionRandomizer = this.directionRandomizer;
  63628. return serializationObject;
  63629. };
  63630. /**
  63631. * Parse properties from a JSON object
  63632. * @param serializationObject defines the JSON object
  63633. */
  63634. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63635. this.radius = serializationObject.radius;
  63636. this.angle = serializationObject.angle;
  63637. this.directionRandomizer = serializationObject.directionRandomizer;
  63638. };
  63639. return ConeParticleEmitter;
  63640. }());
  63641. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63642. })(BABYLON || (BABYLON = {}));
  63643. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63644. var BABYLON;
  63645. (function (BABYLON) {
  63646. /**
  63647. * Particle emitter emitting particles from the inside of a sphere.
  63648. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63649. */
  63650. var SphereParticleEmitter = /** @class */ (function () {
  63651. /**
  63652. * Creates a new instance SphereParticleEmitter
  63653. * @param radius the radius of the emission sphere (1 by default)
  63654. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63655. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63656. */
  63657. function SphereParticleEmitter(
  63658. /**
  63659. * The radius of the emission sphere.
  63660. */
  63661. radius,
  63662. /**
  63663. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63664. */
  63665. radiusRange,
  63666. /**
  63667. * How much to randomize the particle direction [0-1].
  63668. */
  63669. directionRandomizer) {
  63670. if (radius === void 0) { radius = 1; }
  63671. if (radiusRange === void 0) { radiusRange = 1; }
  63672. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63673. this.radius = radius;
  63674. this.radiusRange = radiusRange;
  63675. this.directionRandomizer = directionRandomizer;
  63676. }
  63677. /**
  63678. * Called by the particle System when the direction is computed for the created particle.
  63679. * @param worldMatrix is the world matrix of the particle system
  63680. * @param directionToUpdate is the direction vector to update with the result
  63681. * @param particle is the particle we are computed the direction for
  63682. */
  63683. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63684. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63685. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63686. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63687. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63688. direction.x += randX;
  63689. direction.y += randY;
  63690. direction.z += randZ;
  63691. direction.normalize();
  63692. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63693. };
  63694. /**
  63695. * Called by the particle System when the position is computed for the created particle.
  63696. * @param worldMatrix is the world matrix of the particle system
  63697. * @param positionToUpdate is the position vector to update with the result
  63698. * @param particle is the particle we are computed the position for
  63699. */
  63700. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63701. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63702. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63703. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63704. var theta = Math.acos(2 * v - 1);
  63705. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63706. var randY = randRadius * Math.cos(theta);
  63707. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63708. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63709. };
  63710. /**
  63711. * Clones the current emitter and returns a copy of it
  63712. * @returns the new emitter
  63713. */
  63714. SphereParticleEmitter.prototype.clone = function () {
  63715. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63716. BABYLON.Tools.DeepCopy(this, newOne);
  63717. return newOne;
  63718. };
  63719. /**
  63720. * Called by the GPUParticleSystem to setup the update shader
  63721. * @param effect defines the update shader
  63722. */
  63723. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63724. effect.setFloat("radius", this.radius);
  63725. effect.setFloat("radiusRange", this.radiusRange);
  63726. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63727. };
  63728. /**
  63729. * Returns a string to use to update the GPU particles update shader
  63730. * @returns a string containng the defines string
  63731. */
  63732. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63733. return "#define SPHEREEMITTER";
  63734. };
  63735. /**
  63736. * Returns the string "SphereParticleEmitter"
  63737. * @returns a string containing the class name
  63738. */
  63739. SphereParticleEmitter.prototype.getClassName = function () {
  63740. return "SphereParticleEmitter";
  63741. };
  63742. /**
  63743. * Serializes the particle system to a JSON object.
  63744. * @returns the JSON object
  63745. */
  63746. SphereParticleEmitter.prototype.serialize = function () {
  63747. var serializationObject = {};
  63748. serializationObject.type = this.getClassName();
  63749. serializationObject.radius = this.radius;
  63750. serializationObject.radiusRange = this.radiusRange;
  63751. serializationObject.directionRandomizer = this.directionRandomizer;
  63752. return serializationObject;
  63753. };
  63754. /**
  63755. * Parse properties from a JSON object
  63756. * @param serializationObject defines the JSON object
  63757. */
  63758. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63759. this.radius = serializationObject.radius;
  63760. this.radiusRange = serializationObject.radiusRange;
  63761. this.directionRandomizer = serializationObject.directionRandomizer;
  63762. };
  63763. return SphereParticleEmitter;
  63764. }());
  63765. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63766. /**
  63767. * Particle emitter emitting particles from the inside of a sphere.
  63768. * It emits the particles randomly between two vectors.
  63769. */
  63770. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63771. __extends(SphereDirectedParticleEmitter, _super);
  63772. /**
  63773. * Creates a new instance SphereDirectedParticleEmitter
  63774. * @param radius the radius of the emission sphere (1 by default)
  63775. * @param direction1 the min limit of the emission direction (up vector by default)
  63776. * @param direction2 the max limit of the emission direction (up vector by default)
  63777. */
  63778. function SphereDirectedParticleEmitter(radius,
  63779. /**
  63780. * The min limit of the emission direction.
  63781. */
  63782. direction1,
  63783. /**
  63784. * The max limit of the emission direction.
  63785. */
  63786. direction2) {
  63787. if (radius === void 0) { radius = 1; }
  63788. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63789. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63790. var _this = _super.call(this, radius) || this;
  63791. _this.direction1 = direction1;
  63792. _this.direction2 = direction2;
  63793. return _this;
  63794. }
  63795. /**
  63796. * Called by the particle System when the direction is computed for the created particle.
  63797. * @param worldMatrix is the world matrix of the particle system
  63798. * @param directionToUpdate is the direction vector to update with the result
  63799. * @param particle is the particle we are computed the direction for
  63800. */
  63801. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63802. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63803. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63804. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63805. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63806. };
  63807. /**
  63808. * Clones the current emitter and returns a copy of it
  63809. * @returns the new emitter
  63810. */
  63811. SphereDirectedParticleEmitter.prototype.clone = function () {
  63812. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63813. BABYLON.Tools.DeepCopy(this, newOne);
  63814. return newOne;
  63815. };
  63816. /**
  63817. * Called by the GPUParticleSystem to setup the update shader
  63818. * @param effect defines the update shader
  63819. */
  63820. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63821. effect.setFloat("radius", this.radius);
  63822. effect.setFloat("radiusRange", this.radiusRange);
  63823. effect.setVector3("direction1", this.direction1);
  63824. effect.setVector3("direction2", this.direction2);
  63825. };
  63826. /**
  63827. * Returns a string to use to update the GPU particles update shader
  63828. * @returns a string containng the defines string
  63829. */
  63830. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63831. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63832. };
  63833. /**
  63834. * Returns the string "SphereDirectedParticleEmitter"
  63835. * @returns a string containing the class name
  63836. */
  63837. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63838. return "SphereDirectedParticleEmitter";
  63839. };
  63840. /**
  63841. * Serializes the particle system to a JSON object.
  63842. * @returns the JSON object
  63843. */
  63844. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63845. var serializationObject = _super.prototype.serialize.call(this);
  63846. serializationObject.direction1 = this.direction1.asArray();
  63847. serializationObject.direction2 = this.direction2.asArray();
  63848. return serializationObject;
  63849. };
  63850. /**
  63851. * Parse properties from a JSON object
  63852. * @param serializationObject defines the JSON object
  63853. */
  63854. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63855. _super.prototype.parse.call(this, serializationObject);
  63856. this.direction1.copyFrom(serializationObject.direction1);
  63857. this.direction2.copyFrom(serializationObject.direction2);
  63858. };
  63859. return SphereDirectedParticleEmitter;
  63860. }(SphereParticleEmitter));
  63861. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63862. })(BABYLON || (BABYLON = {}));
  63863. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63864. var BABYLON;
  63865. (function (BABYLON) {
  63866. /**
  63867. * Particle emitter emitting particles from the inside of a hemisphere.
  63868. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63869. */
  63870. var HemisphericParticleEmitter = /** @class */ (function () {
  63871. /**
  63872. * Creates a new instance HemisphericParticleEmitter
  63873. * @param radius the radius of the emission hemisphere (1 by default)
  63874. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63875. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63876. */
  63877. function HemisphericParticleEmitter(
  63878. /**
  63879. * The radius of the emission hemisphere.
  63880. */
  63881. radius,
  63882. /**
  63883. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63884. */
  63885. radiusRange,
  63886. /**
  63887. * How much to randomize the particle direction [0-1].
  63888. */
  63889. directionRandomizer) {
  63890. if (radius === void 0) { radius = 1; }
  63891. if (radiusRange === void 0) { radiusRange = 1; }
  63892. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63893. this.radius = radius;
  63894. this.radiusRange = radiusRange;
  63895. this.directionRandomizer = directionRandomizer;
  63896. }
  63897. /**
  63898. * Called by the particle System when the direction is computed for the created particle.
  63899. * @param worldMatrix is the world matrix of the particle system
  63900. * @param directionToUpdate is the direction vector to update with the result
  63901. * @param particle is the particle we are computed the direction for
  63902. */
  63903. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63904. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63905. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63906. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63907. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63908. direction.x += randX;
  63909. direction.y += randY;
  63910. direction.z += randZ;
  63911. direction.normalize();
  63912. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63913. };
  63914. /**
  63915. * Called by the particle System when the position is computed for the created particle.
  63916. * @param worldMatrix is the world matrix of the particle system
  63917. * @param positionToUpdate is the position vector to update with the result
  63918. * @param particle is the particle we are computed the position for
  63919. */
  63920. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63921. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63922. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63923. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63924. var theta = Math.acos(2 * v - 1);
  63925. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63926. var randY = randRadius * Math.cos(theta);
  63927. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63928. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63929. };
  63930. /**
  63931. * Clones the current emitter and returns a copy of it
  63932. * @returns the new emitter
  63933. */
  63934. HemisphericParticleEmitter.prototype.clone = function () {
  63935. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63936. BABYLON.Tools.DeepCopy(this, newOne);
  63937. return newOne;
  63938. };
  63939. /**
  63940. * Called by the GPUParticleSystem to setup the update shader
  63941. * @param effect defines the update shader
  63942. */
  63943. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63944. effect.setFloat("radius", this.radius);
  63945. effect.setFloat("radiusRange", this.radiusRange);
  63946. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63947. };
  63948. /**
  63949. * Returns a string to use to update the GPU particles update shader
  63950. * @returns a string containng the defines string
  63951. */
  63952. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63953. return "#define HEMISPHERICEMITTER";
  63954. };
  63955. /**
  63956. * Returns the string "HemisphericParticleEmitter"
  63957. * @returns a string containing the class name
  63958. */
  63959. HemisphericParticleEmitter.prototype.getClassName = function () {
  63960. return "HemisphericParticleEmitter";
  63961. };
  63962. /**
  63963. * Serializes the particle system to a JSON object.
  63964. * @returns the JSON object
  63965. */
  63966. HemisphericParticleEmitter.prototype.serialize = function () {
  63967. var serializationObject = {};
  63968. serializationObject.type = this.getClassName();
  63969. serializationObject.radius = this.radius;
  63970. serializationObject.radiusRange = this.radiusRange;
  63971. serializationObject.directionRandomizer = this.directionRandomizer;
  63972. return serializationObject;
  63973. };
  63974. /**
  63975. * Parse properties from a JSON object
  63976. * @param serializationObject defines the JSON object
  63977. */
  63978. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63979. this.radius = serializationObject.radius;
  63980. this.radiusRange = serializationObject.radiusRange;
  63981. this.directionRandomizer = serializationObject.directionRandomizer;
  63982. };
  63983. return HemisphericParticleEmitter;
  63984. }());
  63985. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63986. })(BABYLON || (BABYLON = {}));
  63987. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63988. var BABYLON;
  63989. (function (BABYLON) {
  63990. /**
  63991. * Particle emitter emitting particles from a point.
  63992. * It emits the particles randomly between 2 given directions.
  63993. */
  63994. var PointParticleEmitter = /** @class */ (function () {
  63995. /**
  63996. * Creates a new instance PointParticleEmitter
  63997. */
  63998. function PointParticleEmitter() {
  63999. /**
  64000. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64001. */
  64002. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64003. /**
  64004. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64005. */
  64006. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64007. }
  64008. /**
  64009. * Called by the particle System when the direction is computed for the created particle.
  64010. * @param worldMatrix is the world matrix of the particle system
  64011. * @param directionToUpdate is the direction vector to update with the result
  64012. * @param particle is the particle we are computed the direction for
  64013. */
  64014. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64015. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64016. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64017. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64018. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64019. };
  64020. /**
  64021. * Called by the particle System when the position is computed for the created particle.
  64022. * @param worldMatrix is the world matrix of the particle system
  64023. * @param positionToUpdate is the position vector to update with the result
  64024. * @param particle is the particle we are computed the position for
  64025. */
  64026. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64027. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64028. };
  64029. /**
  64030. * Clones the current emitter and returns a copy of it
  64031. * @returns the new emitter
  64032. */
  64033. PointParticleEmitter.prototype.clone = function () {
  64034. var newOne = new PointParticleEmitter();
  64035. BABYLON.Tools.DeepCopy(this, newOne);
  64036. return newOne;
  64037. };
  64038. /**
  64039. * Called by the GPUParticleSystem to setup the update shader
  64040. * @param effect defines the update shader
  64041. */
  64042. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64043. effect.setVector3("direction1", this.direction1);
  64044. effect.setVector3("direction2", this.direction2);
  64045. };
  64046. /**
  64047. * Returns a string to use to update the GPU particles update shader
  64048. * @returns a string containng the defines string
  64049. */
  64050. PointParticleEmitter.prototype.getEffectDefines = function () {
  64051. return "#define POINTEMITTER";
  64052. };
  64053. /**
  64054. * Returns the string "PointParticleEmitter"
  64055. * @returns a string containing the class name
  64056. */
  64057. PointParticleEmitter.prototype.getClassName = function () {
  64058. return "PointParticleEmitter";
  64059. };
  64060. /**
  64061. * Serializes the particle system to a JSON object.
  64062. * @returns the JSON object
  64063. */
  64064. PointParticleEmitter.prototype.serialize = function () {
  64065. var serializationObject = {};
  64066. serializationObject.type = this.getClassName();
  64067. serializationObject.direction1 = this.direction1.asArray();
  64068. serializationObject.direction2 = this.direction2.asArray();
  64069. return serializationObject;
  64070. };
  64071. /**
  64072. * Parse properties from a JSON object
  64073. * @param serializationObject defines the JSON object
  64074. */
  64075. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64076. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64077. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64078. };
  64079. return PointParticleEmitter;
  64080. }());
  64081. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64082. })(BABYLON || (BABYLON = {}));
  64083. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64084. var BABYLON;
  64085. (function (BABYLON) {
  64086. // Adds the parsers to the scene parsers.
  64087. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64088. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64089. if (!individualParser) {
  64090. return;
  64091. }
  64092. // Particles Systems
  64093. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64094. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64095. var parsedParticleSystem = parsedData.particleSystems[index];
  64096. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64097. }
  64098. }
  64099. });
  64100. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64101. if (parsedParticleSystem.activeParticleCount) {
  64102. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64103. return ps;
  64104. }
  64105. else {
  64106. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64107. return ps;
  64108. }
  64109. });
  64110. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64111. if (uniformsNames === void 0) { uniformsNames = []; }
  64112. if (samplers === void 0) { samplers = []; }
  64113. if (defines === void 0) { defines = ""; }
  64114. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64115. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64116. if (defines.indexOf(" BILLBOARD") === -1) {
  64117. defines += "\n#define BILLBOARD\n";
  64118. }
  64119. if (samplers.indexOf("diffuseSampler") === -1) {
  64120. samplers.push("diffuseSampler");
  64121. }
  64122. return this.createEffect({
  64123. vertex: "particles",
  64124. fragmentElement: fragmentName
  64125. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64126. };
  64127. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64128. var results = new Array();
  64129. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64130. var particleSystem = this.getScene().particleSystems[index];
  64131. if (particleSystem.emitter === this) {
  64132. results.push(particleSystem);
  64133. }
  64134. }
  64135. return results;
  64136. };
  64137. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64138. var results = new Array();
  64139. var descendants = this.getDescendants();
  64140. descendants.push(this);
  64141. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64142. var particleSystem = this.getScene().particleSystems[index];
  64143. var emitter = particleSystem.emitter;
  64144. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64145. results.push(particleSystem);
  64146. }
  64147. }
  64148. return results;
  64149. };
  64150. })(BABYLON || (BABYLON = {}));
  64151. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64152. var BABYLON;
  64153. (function (BABYLON) {
  64154. /**
  64155. * Type of sub emitter
  64156. */
  64157. var SubEmitterType;
  64158. (function (SubEmitterType) {
  64159. /**
  64160. * Attached to the particle over it's lifetime
  64161. */
  64162. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64163. /**
  64164. * Created when the particle dies
  64165. */
  64166. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64167. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64168. /**
  64169. * Sub emitter class used to emit particles from an existing particle
  64170. */
  64171. var SubEmitter = /** @class */ (function () {
  64172. /**
  64173. * Creates a sub emitter
  64174. * @param particleSystem the particle system to be used by the sub emitter
  64175. */
  64176. function SubEmitter(
  64177. /**
  64178. * the particle system to be used by the sub emitter
  64179. */
  64180. particleSystem) {
  64181. this.particleSystem = particleSystem;
  64182. /**
  64183. * Type of the submitter (Default: END)
  64184. */
  64185. this.type = SubEmitterType.END;
  64186. /**
  64187. * 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)
  64188. * Note: This only is supported when using an emitter of type Mesh
  64189. */
  64190. this.inheritDirection = false;
  64191. /**
  64192. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64193. */
  64194. this.inheritedVelocityAmount = 0;
  64195. // Create mesh as emitter to support rotation
  64196. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64197. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64198. }
  64199. // Automatically dispose of subemitter when system is disposed
  64200. particleSystem.onDisposeObservable.add(function () {
  64201. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64202. particleSystem.emitter.dispose();
  64203. }
  64204. });
  64205. }
  64206. /**
  64207. * Clones the sub emitter
  64208. * @returns the cloned sub emitter
  64209. */
  64210. SubEmitter.prototype.clone = function () {
  64211. // Clone particle system
  64212. var emitter = this.particleSystem.emitter;
  64213. if (!emitter) {
  64214. emitter = new BABYLON.Vector3();
  64215. }
  64216. else if (emitter instanceof BABYLON.Vector3) {
  64217. emitter = emitter.clone();
  64218. }
  64219. else if (emitter instanceof BABYLON.AbstractMesh) {
  64220. emitter = new BABYLON.Mesh("", emitter.getScene());
  64221. emitter.isVisible = false;
  64222. }
  64223. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64224. // Clone properties
  64225. clone.type = this.type;
  64226. clone.inheritDirection = this.inheritDirection;
  64227. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64228. clone.particleSystem._disposeEmitterOnDispose = true;
  64229. clone.particleSystem.disposeOnStop = true;
  64230. return clone;
  64231. };
  64232. /**
  64233. * Serialize current object to a JSON object
  64234. * @returns the serialized object
  64235. */
  64236. SubEmitter.prototype.serialize = function () {
  64237. var serializationObject = {};
  64238. serializationObject.type = this.type;
  64239. serializationObject.inheritDirection = this.inheritDirection;
  64240. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64241. serializationObject.particleSystem = this.particleSystem.serialize();
  64242. return serializationObject;
  64243. };
  64244. /**
  64245. * Creates a new SubEmitter from a serialized JSON version
  64246. * @param serializationObject defines the JSON object to read from
  64247. * @param scene defines the hosting scene
  64248. * @param rootUrl defines the rootUrl for data loading
  64249. * @returns a new SubEmitter
  64250. */
  64251. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64252. var system = serializationObject.particleSystem;
  64253. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64254. subEmitter.type = serializationObject.type;
  64255. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64256. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64257. subEmitter.particleSystem._isSubEmitter = true;
  64258. return subEmitter;
  64259. };
  64260. /** Release associated resources */
  64261. SubEmitter.prototype.dispose = function () {
  64262. this.particleSystem.dispose();
  64263. };
  64264. return SubEmitter;
  64265. }());
  64266. BABYLON.SubEmitter = SubEmitter;
  64267. })(BABYLON || (BABYLON = {}));
  64268. //# sourceMappingURL=babylon.subEmitter.js.map
  64269. var BABYLON;
  64270. (function (BABYLON) {
  64271. /**
  64272. * 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.
  64273. *
  64274. * This returned material effects how the mesh will look based on the code in the shaders.
  64275. *
  64276. * @see http://doc.babylonjs.com/how_to/shader_material
  64277. */
  64278. var ShaderMaterial = /** @class */ (function (_super) {
  64279. __extends(ShaderMaterial, _super);
  64280. /**
  64281. * Instantiate a new shader material.
  64282. * 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.
  64283. * This returned material effects how the mesh will look based on the code in the shaders.
  64284. * @see http://doc.babylonjs.com/how_to/shader_material
  64285. * @param name Define the name of the material in the scene
  64286. * @param scene Define the scene the material belongs to
  64287. * @param shaderPath Defines the route to the shader code in one of three ways:
  64288. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64289. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64290. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64291. * @param options Define the options used to create the shader
  64292. */
  64293. function ShaderMaterial(name, scene, shaderPath, options) {
  64294. if (options === void 0) { options = {}; }
  64295. var _this = _super.call(this, name, scene) || this;
  64296. _this._textures = {};
  64297. _this._textureArrays = {};
  64298. _this._floats = {};
  64299. _this._ints = {};
  64300. _this._floatsArrays = {};
  64301. _this._colors3 = {};
  64302. _this._colors3Arrays = {};
  64303. _this._colors4 = {};
  64304. _this._vectors2 = {};
  64305. _this._vectors3 = {};
  64306. _this._vectors4 = {};
  64307. _this._matrices = {};
  64308. _this._matrices3x3 = {};
  64309. _this._matrices2x2 = {};
  64310. _this._vectors2Arrays = {};
  64311. _this._vectors3Arrays = {};
  64312. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64313. _this._shaderPath = shaderPath;
  64314. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64315. return _this;
  64316. }
  64317. /**
  64318. * Gets the current class name of the material e.g. "ShaderMaterial"
  64319. * Mainly use in serialization.
  64320. * @returns the class name
  64321. */
  64322. ShaderMaterial.prototype.getClassName = function () {
  64323. return "ShaderMaterial";
  64324. };
  64325. /**
  64326. * Specifies if the material will require alpha blending
  64327. * @returns a boolean specifying if alpha blending is needed
  64328. */
  64329. ShaderMaterial.prototype.needAlphaBlending = function () {
  64330. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64331. };
  64332. /**
  64333. * Specifies if this material should be rendered in alpha test mode
  64334. * @returns a boolean specifying if an alpha test is needed.
  64335. */
  64336. ShaderMaterial.prototype.needAlphaTesting = function () {
  64337. return this._options.needAlphaTesting;
  64338. };
  64339. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64340. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64341. this._options.uniforms.push(uniformName);
  64342. }
  64343. };
  64344. /**
  64345. * Set a texture in the shader.
  64346. * @param name Define the name of the uniform samplers as defined in the shader
  64347. * @param texture Define the texture to bind to this sampler
  64348. * @return the material itself allowing "fluent" like uniform updates
  64349. */
  64350. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64351. if (this._options.samplers.indexOf(name) === -1) {
  64352. this._options.samplers.push(name);
  64353. }
  64354. this._textures[name] = texture;
  64355. return this;
  64356. };
  64357. /**
  64358. * Set a texture array in the shader.
  64359. * @param name Define the name of the uniform sampler array as defined in the shader
  64360. * @param textures Define the list of textures to bind to this sampler
  64361. * @return the material itself allowing "fluent" like uniform updates
  64362. */
  64363. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64364. if (this._options.samplers.indexOf(name) === -1) {
  64365. this._options.samplers.push(name);
  64366. }
  64367. this._checkUniform(name);
  64368. this._textureArrays[name] = textures;
  64369. return this;
  64370. };
  64371. /**
  64372. * Set a float in the shader.
  64373. * @param name Define the name of the uniform as defined in the shader
  64374. * @param value Define the value to give to the uniform
  64375. * @return the material itself allowing "fluent" like uniform updates
  64376. */
  64377. ShaderMaterial.prototype.setFloat = function (name, value) {
  64378. this._checkUniform(name);
  64379. this._floats[name] = value;
  64380. return this;
  64381. };
  64382. /**
  64383. * Set a int in the shader.
  64384. * @param name Define the name of the uniform as defined in the shader
  64385. * @param value Define the value to give to the uniform
  64386. * @return the material itself allowing "fluent" like uniform updates
  64387. */
  64388. ShaderMaterial.prototype.setInt = function (name, value) {
  64389. this._checkUniform(name);
  64390. this._ints[name] = value;
  64391. return this;
  64392. };
  64393. /**
  64394. * Set an array of floats in the shader.
  64395. * @param name Define the name of the uniform as defined in the shader
  64396. * @param value Define the value to give to the uniform
  64397. * @return the material itself allowing "fluent" like uniform updates
  64398. */
  64399. ShaderMaterial.prototype.setFloats = function (name, value) {
  64400. this._checkUniform(name);
  64401. this._floatsArrays[name] = value;
  64402. return this;
  64403. };
  64404. /**
  64405. * Set a vec3 in the shader from a Color3.
  64406. * @param name Define the name of the uniform as defined in the shader
  64407. * @param value Define the value to give to the uniform
  64408. * @return the material itself allowing "fluent" like uniform updates
  64409. */
  64410. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64411. this._checkUniform(name);
  64412. this._colors3[name] = value;
  64413. return this;
  64414. };
  64415. /**
  64416. * Set a vec3 array in the shader from a Color3 array.
  64417. * @param name Define the name of the uniform as defined in the shader
  64418. * @param value Define the value to give to the uniform
  64419. * @return the material itself allowing "fluent" like uniform updates
  64420. */
  64421. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64422. this._checkUniform(name);
  64423. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64424. color.toArray(arr, arr.length);
  64425. return arr;
  64426. }, []);
  64427. return this;
  64428. };
  64429. /**
  64430. * Set a vec4 in the shader from a Color4.
  64431. * @param name Define the name of the uniform as defined in the shader
  64432. * @param value Define the value to give to the uniform
  64433. * @return the material itself allowing "fluent" like uniform updates
  64434. */
  64435. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64436. this._checkUniform(name);
  64437. this._colors4[name] = value;
  64438. return this;
  64439. };
  64440. /**
  64441. * Set a vec2 in the shader from a Vector2.
  64442. * @param name Define the name of the uniform as defined in the shader
  64443. * @param value Define the value to give to the uniform
  64444. * @return the material itself allowing "fluent" like uniform updates
  64445. */
  64446. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64447. this._checkUniform(name);
  64448. this._vectors2[name] = value;
  64449. return this;
  64450. };
  64451. /**
  64452. * Set a vec3 in the shader from a Vector3.
  64453. * @param name Define the name of the uniform as defined in the shader
  64454. * @param value Define the value to give to the uniform
  64455. * @return the material itself allowing "fluent" like uniform updates
  64456. */
  64457. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64458. this._checkUniform(name);
  64459. this._vectors3[name] = value;
  64460. return this;
  64461. };
  64462. /**
  64463. * Set a vec4 in the shader from a Vector4.
  64464. * @param name Define the name of the uniform as defined in the shader
  64465. * @param value Define the value to give to the uniform
  64466. * @return the material itself allowing "fluent" like uniform updates
  64467. */
  64468. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64469. this._checkUniform(name);
  64470. this._vectors4[name] = value;
  64471. return this;
  64472. };
  64473. /**
  64474. * Set a mat4 in the shader from a Matrix.
  64475. * @param name Define the name of the uniform as defined in the shader
  64476. * @param value Define the value to give to the uniform
  64477. * @return the material itself allowing "fluent" like uniform updates
  64478. */
  64479. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64480. this._checkUniform(name);
  64481. this._matrices[name] = value;
  64482. return this;
  64483. };
  64484. /**
  64485. * Set a mat3 in the shader from a Float32Array.
  64486. * @param name Define the name of the uniform as defined in the shader
  64487. * @param value Define the value to give to the uniform
  64488. * @return the material itself allowing "fluent" like uniform updates
  64489. */
  64490. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64491. this._checkUniform(name);
  64492. this._matrices3x3[name] = value;
  64493. return this;
  64494. };
  64495. /**
  64496. * Set a mat2 in the shader from a Float32Array.
  64497. * @param name Define the name of the uniform as defined in the shader
  64498. * @param value Define the value to give to the uniform
  64499. * @return the material itself allowing "fluent" like uniform updates
  64500. */
  64501. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64502. this._checkUniform(name);
  64503. this._matrices2x2[name] = value;
  64504. return this;
  64505. };
  64506. /**
  64507. * Set a vec2 array in the shader from a number array.
  64508. * @param name Define the name of the uniform as defined in the shader
  64509. * @param value Define the value to give to the uniform
  64510. * @return the material itself allowing "fluent" like uniform updates
  64511. */
  64512. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64513. this._checkUniform(name);
  64514. this._vectors2Arrays[name] = value;
  64515. return this;
  64516. };
  64517. /**
  64518. * Set a vec3 array in the shader from a number array.
  64519. * @param name Define the name of the uniform as defined in the shader
  64520. * @param value Define the value to give to the uniform
  64521. * @return the material itself allowing "fluent" like uniform updates
  64522. */
  64523. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64524. this._checkUniform(name);
  64525. this._vectors3Arrays[name] = value;
  64526. return this;
  64527. };
  64528. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64529. if (!mesh) {
  64530. return true;
  64531. }
  64532. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64533. return false;
  64534. }
  64535. return false;
  64536. };
  64537. /**
  64538. * Checks if the material is ready to render the requested mesh
  64539. * @param mesh Define the mesh to render
  64540. * @param useInstances Define whether or not the material is used with instances
  64541. * @returns true if ready, otherwise false
  64542. */
  64543. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64544. var scene = this.getScene();
  64545. var engine = scene.getEngine();
  64546. if (!this.checkReadyOnEveryCall) {
  64547. if (this._renderId === scene.getRenderId()) {
  64548. if (this._checkCache(scene, mesh, useInstances)) {
  64549. return true;
  64550. }
  64551. }
  64552. }
  64553. // Instances
  64554. var defines = [];
  64555. var attribs = [];
  64556. var fallbacks = new BABYLON.EffectFallbacks();
  64557. for (var index = 0; index < this._options.defines.length; index++) {
  64558. defines.push(this._options.defines[index]);
  64559. }
  64560. for (var index = 0; index < this._options.attributes.length; index++) {
  64561. attribs.push(this._options.attributes[index]);
  64562. }
  64563. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64564. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64565. defines.push("#define VERTEXCOLOR");
  64566. }
  64567. if (useInstances) {
  64568. defines.push("#define INSTANCES");
  64569. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64570. }
  64571. // Bones
  64572. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64573. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64574. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64575. if (mesh.numBoneInfluencers > 4) {
  64576. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64577. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64578. }
  64579. var skeleton = mesh.skeleton;
  64580. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64581. fallbacks.addCPUSkinningFallback(0, mesh);
  64582. if (skeleton.isUsingTextureForMatrices) {
  64583. defines.push("#define BONETEXTURE");
  64584. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64585. this._options.uniforms.push("boneTextureWidth");
  64586. }
  64587. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64588. this._options.samplers.push("boneSampler");
  64589. }
  64590. }
  64591. else {
  64592. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64593. if (this._options.uniforms.indexOf("mBones") === -1) {
  64594. this._options.uniforms.push("mBones");
  64595. }
  64596. }
  64597. }
  64598. else {
  64599. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64600. }
  64601. // Textures
  64602. for (var name in this._textures) {
  64603. if (!this._textures[name].isReady()) {
  64604. return false;
  64605. }
  64606. }
  64607. // Alpha test
  64608. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64609. defines.push("#define ALPHATEST");
  64610. }
  64611. var previousEffect = this._effect;
  64612. var join = defines.join("\n");
  64613. this._effect = engine.createEffect(this._shaderPath, {
  64614. attributes: attribs,
  64615. uniformsNames: this._options.uniforms,
  64616. uniformBuffersNames: this._options.uniformBuffers,
  64617. samplers: this._options.samplers,
  64618. defines: join,
  64619. fallbacks: fallbacks,
  64620. onCompiled: this.onCompiled,
  64621. onError: this.onError
  64622. }, engine);
  64623. if (!this._effect.isReady()) {
  64624. return false;
  64625. }
  64626. if (previousEffect !== this._effect) {
  64627. scene.resetCachedMaterial();
  64628. }
  64629. this._renderId = scene.getRenderId();
  64630. return true;
  64631. };
  64632. /**
  64633. * Binds the world matrix to the material
  64634. * @param world defines the world transformation matrix
  64635. */
  64636. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64637. var scene = this.getScene();
  64638. if (!this._effect) {
  64639. return;
  64640. }
  64641. if (this._options.uniforms.indexOf("world") !== -1) {
  64642. this._effect.setMatrix("world", world);
  64643. }
  64644. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64645. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64646. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64647. }
  64648. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64649. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64650. }
  64651. };
  64652. /**
  64653. * Binds the material to the mesh
  64654. * @param world defines the world transformation matrix
  64655. * @param mesh defines the mesh to bind the material to
  64656. */
  64657. ShaderMaterial.prototype.bind = function (world, mesh) {
  64658. // Std values
  64659. this.bindOnlyWorldMatrix(world);
  64660. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64661. if (this._options.uniforms.indexOf("view") !== -1) {
  64662. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64663. }
  64664. if (this._options.uniforms.indexOf("projection") !== -1) {
  64665. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64666. }
  64667. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64668. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64669. }
  64670. // Bones
  64671. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64672. var name;
  64673. // Texture
  64674. for (name in this._textures) {
  64675. this._effect.setTexture(name, this._textures[name]);
  64676. }
  64677. // Texture arrays
  64678. for (name in this._textureArrays) {
  64679. this._effect.setTextureArray(name, this._textureArrays[name]);
  64680. }
  64681. // Int
  64682. for (name in this._ints) {
  64683. this._effect.setInt(name, this._ints[name]);
  64684. }
  64685. // Float
  64686. for (name in this._floats) {
  64687. this._effect.setFloat(name, this._floats[name]);
  64688. }
  64689. // Floats
  64690. for (name in this._floatsArrays) {
  64691. this._effect.setArray(name, this._floatsArrays[name]);
  64692. }
  64693. // Color3
  64694. for (name in this._colors3) {
  64695. this._effect.setColor3(name, this._colors3[name]);
  64696. }
  64697. for (name in this._colors3Arrays) {
  64698. this._effect.setArray3(name, this._colors3Arrays[name]);
  64699. }
  64700. // Color4
  64701. for (name in this._colors4) {
  64702. var color = this._colors4[name];
  64703. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64704. }
  64705. // Vector2
  64706. for (name in this._vectors2) {
  64707. this._effect.setVector2(name, this._vectors2[name]);
  64708. }
  64709. // Vector3
  64710. for (name in this._vectors3) {
  64711. this._effect.setVector3(name, this._vectors3[name]);
  64712. }
  64713. // Vector4
  64714. for (name in this._vectors4) {
  64715. this._effect.setVector4(name, this._vectors4[name]);
  64716. }
  64717. // Matrix
  64718. for (name in this._matrices) {
  64719. this._effect.setMatrix(name, this._matrices[name]);
  64720. }
  64721. // Matrix 3x3
  64722. for (name in this._matrices3x3) {
  64723. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64724. }
  64725. // Matrix 2x2
  64726. for (name in this._matrices2x2) {
  64727. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64728. }
  64729. // Vector2Array
  64730. for (name in this._vectors2Arrays) {
  64731. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64732. }
  64733. // Vector3Array
  64734. for (name in this._vectors3Arrays) {
  64735. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64736. }
  64737. }
  64738. this._afterBind(mesh);
  64739. };
  64740. /**
  64741. * Gets the active textures from the material
  64742. * @returns an array of textures
  64743. */
  64744. ShaderMaterial.prototype.getActiveTextures = function () {
  64745. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64746. for (var name in this._textures) {
  64747. activeTextures.push(this._textures[name]);
  64748. }
  64749. for (var name in this._textureArrays) {
  64750. var array = this._textureArrays[name];
  64751. for (var index = 0; index < array.length; index++) {
  64752. activeTextures.push(array[index]);
  64753. }
  64754. }
  64755. return activeTextures;
  64756. };
  64757. /**
  64758. * Specifies if the material uses a texture
  64759. * @param texture defines the texture to check against the material
  64760. * @returns a boolean specifying if the material uses the texture
  64761. */
  64762. ShaderMaterial.prototype.hasTexture = function (texture) {
  64763. if (_super.prototype.hasTexture.call(this, texture)) {
  64764. return true;
  64765. }
  64766. for (var name in this._textures) {
  64767. if (this._textures[name] === texture) {
  64768. return true;
  64769. }
  64770. }
  64771. for (var name in this._textureArrays) {
  64772. var array = this._textureArrays[name];
  64773. for (var index = 0; index < array.length; index++) {
  64774. if (array[index] === texture) {
  64775. return true;
  64776. }
  64777. }
  64778. }
  64779. return false;
  64780. };
  64781. /**
  64782. * Makes a duplicate of the material, and gives it a new name
  64783. * @param name defines the new name for the duplicated material
  64784. * @returns the cloned material
  64785. */
  64786. ShaderMaterial.prototype.clone = function (name) {
  64787. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64788. return newShaderMaterial;
  64789. };
  64790. /**
  64791. * Disposes the material
  64792. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64793. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64794. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64795. */
  64796. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64797. if (forceDisposeTextures) {
  64798. var name;
  64799. for (name in this._textures) {
  64800. this._textures[name].dispose();
  64801. }
  64802. for (name in this._textureArrays) {
  64803. var array = this._textureArrays[name];
  64804. for (var index = 0; index < array.length; index++) {
  64805. array[index].dispose();
  64806. }
  64807. }
  64808. }
  64809. this._textures = {};
  64810. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64811. };
  64812. /**
  64813. * Serializes this material in a JSON representation
  64814. * @returns the serialized material object
  64815. */
  64816. ShaderMaterial.prototype.serialize = function () {
  64817. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64818. serializationObject.customType = "BABYLON.ShaderMaterial";
  64819. serializationObject.options = this._options;
  64820. serializationObject.shaderPath = this._shaderPath;
  64821. var name;
  64822. // Texture
  64823. serializationObject.textures = {};
  64824. for (name in this._textures) {
  64825. serializationObject.textures[name] = this._textures[name].serialize();
  64826. }
  64827. // Texture arrays
  64828. serializationObject.textureArrays = {};
  64829. for (name in this._textureArrays) {
  64830. serializationObject.textureArrays[name] = [];
  64831. var array = this._textureArrays[name];
  64832. for (var index = 0; index < array.length; index++) {
  64833. serializationObject.textureArrays[name].push(array[index].serialize());
  64834. }
  64835. }
  64836. // Float
  64837. serializationObject.floats = {};
  64838. for (name in this._floats) {
  64839. serializationObject.floats[name] = this._floats[name];
  64840. }
  64841. // Float s
  64842. serializationObject.FloatArrays = {};
  64843. for (name in this._floatsArrays) {
  64844. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64845. }
  64846. // Color3
  64847. serializationObject.colors3 = {};
  64848. for (name in this._colors3) {
  64849. serializationObject.colors3[name] = this._colors3[name].asArray();
  64850. }
  64851. // Color3 array
  64852. serializationObject.colors3Arrays = {};
  64853. for (name in this._colors3Arrays) {
  64854. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64855. }
  64856. // Color4
  64857. serializationObject.colors4 = {};
  64858. for (name in this._colors4) {
  64859. serializationObject.colors4[name] = this._colors4[name].asArray();
  64860. }
  64861. // Vector2
  64862. serializationObject.vectors2 = {};
  64863. for (name in this._vectors2) {
  64864. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64865. }
  64866. // Vector3
  64867. serializationObject.vectors3 = {};
  64868. for (name in this._vectors3) {
  64869. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64870. }
  64871. // Vector4
  64872. serializationObject.vectors4 = {};
  64873. for (name in this._vectors4) {
  64874. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64875. }
  64876. // Matrix
  64877. serializationObject.matrices = {};
  64878. for (name in this._matrices) {
  64879. serializationObject.matrices[name] = this._matrices[name].asArray();
  64880. }
  64881. // Matrix 3x3
  64882. serializationObject.matrices3x3 = {};
  64883. for (name in this._matrices3x3) {
  64884. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64885. }
  64886. // Matrix 2x2
  64887. serializationObject.matrices2x2 = {};
  64888. for (name in this._matrices2x2) {
  64889. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64890. }
  64891. // Vector2Array
  64892. serializationObject.vectors2Arrays = {};
  64893. for (name in this._vectors2Arrays) {
  64894. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64895. }
  64896. // Vector3Array
  64897. serializationObject.vectors3Arrays = {};
  64898. for (name in this._vectors3Arrays) {
  64899. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64900. }
  64901. return serializationObject;
  64902. };
  64903. /**
  64904. * Creates a shader material from parsed shader material data
  64905. * @param source defines the JSON represnetation of the material
  64906. * @param scene defines the hosting scene
  64907. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64908. * @returns a new material
  64909. */
  64910. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64911. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64912. var name;
  64913. // Texture
  64914. for (name in source.textures) {
  64915. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64916. }
  64917. // Texture arrays
  64918. for (name in source.textureArrays) {
  64919. var array = source.textureArrays[name];
  64920. var textureArray = new Array();
  64921. for (var index = 0; index < array.length; index++) {
  64922. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64923. }
  64924. material.setTextureArray(name, textureArray);
  64925. }
  64926. // Float
  64927. for (name in source.floats) {
  64928. material.setFloat(name, source.floats[name]);
  64929. }
  64930. // Float s
  64931. for (name in source.floatsArrays) {
  64932. material.setFloats(name, source.floatsArrays[name]);
  64933. }
  64934. // Color3
  64935. for (name in source.colors3) {
  64936. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64937. }
  64938. // Color3 arrays
  64939. for (name in source.colors3Arrays) {
  64940. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64941. if (i % 3 === 0) {
  64942. arr.push([num]);
  64943. }
  64944. else {
  64945. arr[arr.length - 1].push(num);
  64946. }
  64947. return arr;
  64948. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64949. material.setColor3Array(name, colors);
  64950. }
  64951. // Color4
  64952. for (name in source.colors4) {
  64953. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64954. }
  64955. // Vector2
  64956. for (name in source.vectors2) {
  64957. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64958. }
  64959. // Vector3
  64960. for (name in source.vectors3) {
  64961. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64962. }
  64963. // Vector4
  64964. for (name in source.vectors4) {
  64965. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64966. }
  64967. // Matrix
  64968. for (name in source.matrices) {
  64969. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64970. }
  64971. // Matrix 3x3
  64972. for (name in source.matrices3x3) {
  64973. material.setMatrix3x3(name, source.matrices3x3[name]);
  64974. }
  64975. // Matrix 2x2
  64976. for (name in source.matrices2x2) {
  64977. material.setMatrix2x2(name, source.matrices2x2[name]);
  64978. }
  64979. // Vector2Array
  64980. for (name in source.vectors2Arrays) {
  64981. material.setArray2(name, source.vectors2Arrays[name]);
  64982. }
  64983. // Vector3Array
  64984. for (name in source.vectors3Arrays) {
  64985. material.setArray3(name, source.vectors3Arrays[name]);
  64986. }
  64987. return material;
  64988. };
  64989. return ShaderMaterial;
  64990. }(BABYLON.Material));
  64991. BABYLON.ShaderMaterial = ShaderMaterial;
  64992. })(BABYLON || (BABYLON = {}));
  64993. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64994. var BABYLON;
  64995. (function (BABYLON) {
  64996. /**
  64997. * Mesh representing the gorund
  64998. */
  64999. var GroundMesh = /** @class */ (function (_super) {
  65000. __extends(GroundMesh, _super);
  65001. function GroundMesh(name, scene) {
  65002. var _this = _super.call(this, name, scene) || this;
  65003. /** If octree should be generated */
  65004. _this.generateOctree = false;
  65005. return _this;
  65006. }
  65007. /**
  65008. * "GroundMesh"
  65009. * @returns "GroundMesh"
  65010. */
  65011. GroundMesh.prototype.getClassName = function () {
  65012. return "GroundMesh";
  65013. };
  65014. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65015. /**
  65016. * The minimum of x and y subdivisions
  65017. */
  65018. get: function () {
  65019. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65020. },
  65021. enumerable: true,
  65022. configurable: true
  65023. });
  65024. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65025. /**
  65026. * X subdivisions
  65027. */
  65028. get: function () {
  65029. return this._subdivisionsX;
  65030. },
  65031. enumerable: true,
  65032. configurable: true
  65033. });
  65034. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65035. /**
  65036. * Y subdivisions
  65037. */
  65038. get: function () {
  65039. return this._subdivisionsY;
  65040. },
  65041. enumerable: true,
  65042. configurable: true
  65043. });
  65044. /**
  65045. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65046. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65047. * @param chunksCount the number of subdivisions for x and y
  65048. * @param octreeBlocksSize (Default: 32)
  65049. */
  65050. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65051. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65052. this._subdivisionsX = chunksCount;
  65053. this._subdivisionsY = chunksCount;
  65054. this.subdivide(chunksCount);
  65055. // Call the octree system optimization if it is defined.
  65056. var thisAsAny = this;
  65057. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65058. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65059. }
  65060. };
  65061. /**
  65062. * Returns a height (y) value in the Worl system :
  65063. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65064. * @param x x coordinate
  65065. * @param z z coordinate
  65066. * @returns the ground y position if (x, z) are outside the ground surface.
  65067. */
  65068. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65069. var world = this.getWorldMatrix();
  65070. var invMat = BABYLON.Tmp.Matrix[5];
  65071. world.invertToRef(invMat);
  65072. var tmpVect = BABYLON.Tmp.Vector3[8];
  65073. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65074. x = tmpVect.x;
  65075. z = tmpVect.z;
  65076. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65077. return this.position.y;
  65078. }
  65079. if (!this._heightQuads || this._heightQuads.length == 0) {
  65080. this._initHeightQuads();
  65081. this._computeHeightQuads();
  65082. }
  65083. var facet = this._getFacetAt(x, z);
  65084. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65085. // return y in the World system
  65086. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65087. return tmpVect.y;
  65088. };
  65089. /**
  65090. * Returns a normalized vector (Vector3) orthogonal to the ground
  65091. * at the ground coordinates (x, z) expressed in the World system.
  65092. * @param x x coordinate
  65093. * @param z z coordinate
  65094. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65095. */
  65096. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65097. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65098. this.getNormalAtCoordinatesToRef(x, z, normal);
  65099. return normal;
  65100. };
  65101. /**
  65102. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65103. * at the ground coordinates (x, z) expressed in the World system.
  65104. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65105. * @param x x coordinate
  65106. * @param z z coordinate
  65107. * @param ref vector to store the result
  65108. * @returns the GroundMesh.
  65109. */
  65110. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65111. var world = this.getWorldMatrix();
  65112. var tmpMat = BABYLON.Tmp.Matrix[5];
  65113. world.invertToRef(tmpMat);
  65114. var tmpVect = BABYLON.Tmp.Vector3[8];
  65115. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65116. x = tmpVect.x;
  65117. z = tmpVect.z;
  65118. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65119. return this;
  65120. }
  65121. if (!this._heightQuads || this._heightQuads.length == 0) {
  65122. this._initHeightQuads();
  65123. this._computeHeightQuads();
  65124. }
  65125. var facet = this._getFacetAt(x, z);
  65126. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65127. return this;
  65128. };
  65129. /**
  65130. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65131. * if the ground has been updated.
  65132. * This can be used in the render loop.
  65133. * @returns the GroundMesh.
  65134. */
  65135. GroundMesh.prototype.updateCoordinateHeights = function () {
  65136. if (!this._heightQuads || this._heightQuads.length == 0) {
  65137. this._initHeightQuads();
  65138. }
  65139. this._computeHeightQuads();
  65140. return this;
  65141. };
  65142. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65143. GroundMesh.prototype._getFacetAt = function (x, z) {
  65144. // retrieve col and row from x, z coordinates in the ground local system
  65145. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65146. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65147. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65148. var facet;
  65149. if (z < quad.slope.x * x + quad.slope.y) {
  65150. facet = quad.facet1;
  65151. }
  65152. else {
  65153. facet = quad.facet2;
  65154. }
  65155. return facet;
  65156. };
  65157. // Creates and populates the heightMap array with "facet" elements :
  65158. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65159. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65160. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65161. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65162. // Returns the GroundMesh.
  65163. GroundMesh.prototype._initHeightQuads = function () {
  65164. var subdivisionsX = this._subdivisionsX;
  65165. var subdivisionsY = this._subdivisionsY;
  65166. this._heightQuads = new Array();
  65167. for (var row = 0; row < subdivisionsY; row++) {
  65168. for (var col = 0; col < subdivisionsX; col++) {
  65169. 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) };
  65170. this._heightQuads[row * subdivisionsX + col] = quad;
  65171. }
  65172. }
  65173. return this;
  65174. };
  65175. // Compute each quad element values and update the the heightMap array :
  65176. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65177. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65178. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65179. // Returns the GroundMesh.
  65180. GroundMesh.prototype._computeHeightQuads = function () {
  65181. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65182. if (!positions) {
  65183. return this;
  65184. }
  65185. var v1 = BABYLON.Tmp.Vector3[3];
  65186. var v2 = BABYLON.Tmp.Vector3[2];
  65187. var v3 = BABYLON.Tmp.Vector3[1];
  65188. var v4 = BABYLON.Tmp.Vector3[0];
  65189. var v1v2 = BABYLON.Tmp.Vector3[4];
  65190. var v1v3 = BABYLON.Tmp.Vector3[5];
  65191. var v1v4 = BABYLON.Tmp.Vector3[6];
  65192. var norm1 = BABYLON.Tmp.Vector3[7];
  65193. var norm2 = BABYLON.Tmp.Vector3[8];
  65194. var i = 0;
  65195. var j = 0;
  65196. var k = 0;
  65197. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65198. var h = 0;
  65199. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65200. var d2 = 0;
  65201. var subdivisionsX = this._subdivisionsX;
  65202. var subdivisionsY = this._subdivisionsY;
  65203. for (var row = 0; row < subdivisionsY; row++) {
  65204. for (var col = 0; col < subdivisionsX; col++) {
  65205. i = col * 3;
  65206. j = row * (subdivisionsX + 1) * 3;
  65207. k = (row + 1) * (subdivisionsX + 1) * 3;
  65208. v1.x = positions[j + i];
  65209. v1.y = positions[j + i + 1];
  65210. v1.z = positions[j + i + 2];
  65211. v2.x = positions[j + i + 3];
  65212. v2.y = positions[j + i + 4];
  65213. v2.z = positions[j + i + 5];
  65214. v3.x = positions[k + i];
  65215. v3.y = positions[k + i + 1];
  65216. v3.z = positions[k + i + 2];
  65217. v4.x = positions[k + i + 3];
  65218. v4.y = positions[k + i + 4];
  65219. v4.z = positions[k + i + 5];
  65220. // 2D slope V1V4
  65221. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65222. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65223. // facet equations :
  65224. // we compute each facet normal vector
  65225. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65226. // we compute the value d by applying the equation to v1 which belongs to the plane
  65227. // then we store the facet equation in a Vector4
  65228. v2.subtractToRef(v1, v1v2);
  65229. v3.subtractToRef(v1, v1v3);
  65230. v4.subtractToRef(v1, v1v4);
  65231. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65232. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65233. norm1.normalize();
  65234. norm2.normalize();
  65235. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65236. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65237. var quad = this._heightQuads[row * subdivisionsX + col];
  65238. quad.slope.copyFromFloats(cd, h);
  65239. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65240. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65241. }
  65242. }
  65243. return this;
  65244. };
  65245. /**
  65246. * Serializes this ground mesh
  65247. * @param serializationObject object to write serialization to
  65248. */
  65249. GroundMesh.prototype.serialize = function (serializationObject) {
  65250. _super.prototype.serialize.call(this, serializationObject);
  65251. serializationObject.subdivisionsX = this._subdivisionsX;
  65252. serializationObject.subdivisionsY = this._subdivisionsY;
  65253. serializationObject.minX = this._minX;
  65254. serializationObject.maxX = this._maxX;
  65255. serializationObject.minZ = this._minZ;
  65256. serializationObject.maxZ = this._maxZ;
  65257. serializationObject.width = this._width;
  65258. serializationObject.height = this._height;
  65259. };
  65260. /**
  65261. * Parses a serialized ground mesh
  65262. * @param parsedMesh the serialized mesh
  65263. * @param scene the scene to create the ground mesh in
  65264. * @returns the created ground mesh
  65265. */
  65266. GroundMesh.Parse = function (parsedMesh, scene) {
  65267. var result = new GroundMesh(parsedMesh.name, scene);
  65268. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65269. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65270. result._minX = parsedMesh.minX;
  65271. result._maxX = parsedMesh.maxX;
  65272. result._minZ = parsedMesh.minZ;
  65273. result._maxZ = parsedMesh.maxZ;
  65274. result._width = parsedMesh.width;
  65275. result._height = parsedMesh.height;
  65276. return result;
  65277. };
  65278. return GroundMesh;
  65279. }(BABYLON.Mesh));
  65280. BABYLON.GroundMesh = GroundMesh;
  65281. })(BABYLON || (BABYLON = {}));
  65282. //# sourceMappingURL=babylon.groundMesh.js.map
  65283. var BABYLON;
  65284. (function (BABYLON) {
  65285. /**
  65286. * Creates an instance based on a source mesh.
  65287. */
  65288. var InstancedMesh = /** @class */ (function (_super) {
  65289. __extends(InstancedMesh, _super);
  65290. function InstancedMesh(name, source) {
  65291. var _this = _super.call(this, name, source.getScene()) || this;
  65292. /** @hidden */
  65293. _this._indexInSourceMeshInstanceArray = -1;
  65294. source.addInstance(_this);
  65295. _this._sourceMesh = source;
  65296. _this.position.copyFrom(source.position);
  65297. _this.rotation.copyFrom(source.rotation);
  65298. _this.scaling.copyFrom(source.scaling);
  65299. if (source.rotationQuaternion) {
  65300. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65301. }
  65302. _this.infiniteDistance = source.infiniteDistance;
  65303. _this.setPivotMatrix(source.getPivotMatrix());
  65304. _this.refreshBoundingInfo();
  65305. _this._syncSubMeshes();
  65306. return _this;
  65307. }
  65308. /**
  65309. * Returns the string "InstancedMesh".
  65310. */
  65311. InstancedMesh.prototype.getClassName = function () {
  65312. return "InstancedMesh";
  65313. };
  65314. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65315. // Methods
  65316. /**
  65317. * If the source mesh receives shadows
  65318. */
  65319. get: function () {
  65320. return this._sourceMesh.receiveShadows;
  65321. },
  65322. enumerable: true,
  65323. configurable: true
  65324. });
  65325. Object.defineProperty(InstancedMesh.prototype, "material", {
  65326. /**
  65327. * The material of the source mesh
  65328. */
  65329. get: function () {
  65330. return this._sourceMesh.material;
  65331. },
  65332. enumerable: true,
  65333. configurable: true
  65334. });
  65335. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65336. /**
  65337. * Visibility of the source mesh
  65338. */
  65339. get: function () {
  65340. return this._sourceMesh.visibility;
  65341. },
  65342. enumerable: true,
  65343. configurable: true
  65344. });
  65345. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65346. /**
  65347. * Skeleton of the source mesh
  65348. */
  65349. get: function () {
  65350. return this._sourceMesh.skeleton;
  65351. },
  65352. enumerable: true,
  65353. configurable: true
  65354. });
  65355. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65356. /**
  65357. * Rendering ground id of the source mesh
  65358. */
  65359. get: function () {
  65360. return this._sourceMesh.renderingGroupId;
  65361. },
  65362. set: function (value) {
  65363. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65364. return;
  65365. }
  65366. //no-op with warning
  65367. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65368. },
  65369. enumerable: true,
  65370. configurable: true
  65371. });
  65372. /**
  65373. * Returns the total number of vertices (integer).
  65374. */
  65375. InstancedMesh.prototype.getTotalVertices = function () {
  65376. return this._sourceMesh.getTotalVertices();
  65377. };
  65378. /**
  65379. * Returns a positive integer : the total number of indices in this mesh geometry.
  65380. * @returns the numner of indices or zero if the mesh has no geometry.
  65381. */
  65382. InstancedMesh.prototype.getTotalIndices = function () {
  65383. return this._sourceMesh.getTotalIndices();
  65384. };
  65385. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65386. /**
  65387. * The source mesh of the instance
  65388. */
  65389. get: function () {
  65390. return this._sourceMesh;
  65391. },
  65392. enumerable: true,
  65393. configurable: true
  65394. });
  65395. /**
  65396. * Is this node ready to be used/rendered
  65397. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65398. * @return {boolean} is it ready
  65399. */
  65400. InstancedMesh.prototype.isReady = function (completeCheck) {
  65401. if (completeCheck === void 0) { completeCheck = false; }
  65402. return this._sourceMesh.isReady(completeCheck, true);
  65403. };
  65404. /**
  65405. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65406. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65407. * @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.
  65408. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65409. */
  65410. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65411. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65412. };
  65413. /**
  65414. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65415. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65416. * The `data` are either a numeric array either a Float32Array.
  65417. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65418. * 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).
  65419. * Note that a new underlying VertexBuffer object is created each call.
  65420. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65421. *
  65422. * Possible `kind` values :
  65423. * - BABYLON.VertexBuffer.PositionKind
  65424. * - BABYLON.VertexBuffer.UVKind
  65425. * - BABYLON.VertexBuffer.UV2Kind
  65426. * - BABYLON.VertexBuffer.UV3Kind
  65427. * - BABYLON.VertexBuffer.UV4Kind
  65428. * - BABYLON.VertexBuffer.UV5Kind
  65429. * - BABYLON.VertexBuffer.UV6Kind
  65430. * - BABYLON.VertexBuffer.ColorKind
  65431. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65432. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65433. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65434. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65435. *
  65436. * Returns the Mesh.
  65437. */
  65438. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65439. if (this.sourceMesh) {
  65440. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65441. }
  65442. return this.sourceMesh;
  65443. };
  65444. /**
  65445. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65446. * If the mesh has no geometry, it is simply returned as it is.
  65447. * The `data` are either a numeric array either a Float32Array.
  65448. * No new underlying VertexBuffer object is created.
  65449. * 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.
  65450. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65451. *
  65452. * Possible `kind` values :
  65453. * - BABYLON.VertexBuffer.PositionKind
  65454. * - BABYLON.VertexBuffer.UVKind
  65455. * - BABYLON.VertexBuffer.UV2Kind
  65456. * - BABYLON.VertexBuffer.UV3Kind
  65457. * - BABYLON.VertexBuffer.UV4Kind
  65458. * - BABYLON.VertexBuffer.UV5Kind
  65459. * - BABYLON.VertexBuffer.UV6Kind
  65460. * - BABYLON.VertexBuffer.ColorKind
  65461. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65462. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65463. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65464. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65465. *
  65466. * Returns the Mesh.
  65467. */
  65468. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65469. if (this.sourceMesh) {
  65470. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65471. }
  65472. return this.sourceMesh;
  65473. };
  65474. /**
  65475. * Sets the mesh indices.
  65476. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65477. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65478. * This method creates a new index buffer each call.
  65479. * Returns the Mesh.
  65480. */
  65481. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65482. if (totalVertices === void 0) { totalVertices = null; }
  65483. if (this.sourceMesh) {
  65484. this.sourceMesh.setIndices(indices, totalVertices);
  65485. }
  65486. return this.sourceMesh;
  65487. };
  65488. /**
  65489. * Boolean : True if the mesh owns the requested kind of data.
  65490. */
  65491. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65492. return this._sourceMesh.isVerticesDataPresent(kind);
  65493. };
  65494. /**
  65495. * Returns an array of indices (IndicesArray).
  65496. */
  65497. InstancedMesh.prototype.getIndices = function () {
  65498. return this._sourceMesh.getIndices();
  65499. };
  65500. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65501. get: function () {
  65502. return this._sourceMesh._positions;
  65503. },
  65504. enumerable: true,
  65505. configurable: true
  65506. });
  65507. /**
  65508. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65509. * This means the mesh underlying bounding box and sphere are recomputed.
  65510. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65511. * @returns the current mesh
  65512. */
  65513. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65514. if (applySkeleton === void 0) { applySkeleton = false; }
  65515. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65516. return this;
  65517. }
  65518. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65519. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65520. return this;
  65521. };
  65522. /** @hidden */
  65523. InstancedMesh.prototype._preActivate = function () {
  65524. if (this._currentLOD) {
  65525. this._currentLOD._preActivate();
  65526. }
  65527. return this;
  65528. };
  65529. /** @hidden */
  65530. InstancedMesh.prototype._activate = function (renderId) {
  65531. if (this._currentLOD) {
  65532. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65533. }
  65534. return this;
  65535. };
  65536. /**
  65537. * Returns the current associated LOD AbstractMesh.
  65538. */
  65539. InstancedMesh.prototype.getLOD = function (camera) {
  65540. if (!camera) {
  65541. return this;
  65542. }
  65543. var boundingInfo = this.getBoundingInfo();
  65544. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65545. if (this._currentLOD === this.sourceMesh) {
  65546. return this;
  65547. }
  65548. return this._currentLOD;
  65549. };
  65550. /** @hidden */
  65551. InstancedMesh.prototype._syncSubMeshes = function () {
  65552. this.releaseSubMeshes();
  65553. if (this._sourceMesh.subMeshes) {
  65554. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65555. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65556. }
  65557. }
  65558. return this;
  65559. };
  65560. /** @hidden */
  65561. InstancedMesh.prototype._generatePointsArray = function () {
  65562. return this._sourceMesh._generatePointsArray();
  65563. };
  65564. /**
  65565. * Creates a new InstancedMesh from the current mesh.
  65566. * - name (string) : the cloned mesh name
  65567. * - newParent (optional Node) : the optional Node to parent the clone to.
  65568. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65569. *
  65570. * Returns the clone.
  65571. */
  65572. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65573. var result = this._sourceMesh.createInstance(name);
  65574. // Deep copy
  65575. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65576. // Bounding info
  65577. this.refreshBoundingInfo();
  65578. // Parent
  65579. if (newParent) {
  65580. result.parent = newParent;
  65581. }
  65582. if (!doNotCloneChildren) {
  65583. // Children
  65584. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65585. var mesh = this.getScene().meshes[index];
  65586. if (mesh.parent === this) {
  65587. mesh.clone(mesh.name, result);
  65588. }
  65589. }
  65590. }
  65591. result.computeWorldMatrix(true);
  65592. return result;
  65593. };
  65594. /**
  65595. * Disposes the InstancedMesh.
  65596. * Returns nothing.
  65597. */
  65598. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65599. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65600. // Remove from mesh
  65601. this._sourceMesh.removeInstance(this);
  65602. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65603. };
  65604. return InstancedMesh;
  65605. }(BABYLON.AbstractMesh));
  65606. BABYLON.InstancedMesh = InstancedMesh;
  65607. })(BABYLON || (BABYLON = {}));
  65608. //# sourceMappingURL=babylon.instancedMesh.js.map
  65609. var BABYLON;
  65610. (function (BABYLON) {
  65611. /**
  65612. * Line mesh
  65613. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65614. */
  65615. var LinesMesh = /** @class */ (function (_super) {
  65616. __extends(LinesMesh, _super);
  65617. /**
  65618. * Creates a new LinesMesh
  65619. * @param name defines the name
  65620. * @param scene defines the hosting scene
  65621. * @param parent defines the parent mesh if any
  65622. * @param source defines the optional source LinesMesh used to clone data from
  65623. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65624. * When false, achieved by calling a clone(), also passing False.
  65625. * This will make creation of children, recursive.
  65626. * @param useVertexColor defines if this LinesMesh supports vertex color
  65627. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65628. */
  65629. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65630. /**
  65631. * If vertex color should be applied to the mesh
  65632. */
  65633. useVertexColor,
  65634. /**
  65635. * If vertex alpha should be applied to the mesh
  65636. */
  65637. useVertexAlpha) {
  65638. if (scene === void 0) { scene = null; }
  65639. if (parent === void 0) { parent = null; }
  65640. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65641. _this.useVertexColor = useVertexColor;
  65642. _this.useVertexAlpha = useVertexAlpha;
  65643. /**
  65644. * Color of the line (Default: White)
  65645. */
  65646. _this.color = new BABYLON.Color3(1, 1, 1);
  65647. /**
  65648. * Alpha of the line (Default: 1)
  65649. */
  65650. _this.alpha = 1;
  65651. if (source) {
  65652. _this.color = source.color.clone();
  65653. _this.alpha = source.alpha;
  65654. _this.useVertexColor = source.useVertexColor;
  65655. _this.useVertexAlpha = source.useVertexAlpha;
  65656. }
  65657. _this.intersectionThreshold = 0.1;
  65658. var defines = [];
  65659. var options = {
  65660. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65661. uniforms: ["world", "viewProjection"],
  65662. needAlphaBlending: true,
  65663. defines: defines
  65664. };
  65665. if (useVertexAlpha === false) {
  65666. options.needAlphaBlending = false;
  65667. }
  65668. if (!useVertexColor) {
  65669. options.uniforms.push("color");
  65670. }
  65671. else {
  65672. options.defines.push("#define VERTEXCOLOR");
  65673. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65674. }
  65675. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65676. return _this;
  65677. }
  65678. /**
  65679. * Returns the string "LineMesh"
  65680. */
  65681. LinesMesh.prototype.getClassName = function () {
  65682. return "LinesMesh";
  65683. };
  65684. Object.defineProperty(LinesMesh.prototype, "material", {
  65685. /**
  65686. * @hidden
  65687. */
  65688. get: function () {
  65689. return this._colorShader;
  65690. },
  65691. /**
  65692. * @hidden
  65693. */
  65694. set: function (value) {
  65695. // Do nothing
  65696. },
  65697. enumerable: true,
  65698. configurable: true
  65699. });
  65700. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65701. /**
  65702. * @hidden
  65703. */
  65704. get: function () {
  65705. return false;
  65706. },
  65707. enumerable: true,
  65708. configurable: true
  65709. });
  65710. /** @hidden */
  65711. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65712. if (!this._geometry) {
  65713. return this;
  65714. }
  65715. // VBOs
  65716. this._geometry._bind(this._colorShader.getEffect());
  65717. // Color
  65718. if (!this.useVertexColor) {
  65719. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65720. }
  65721. return this;
  65722. };
  65723. /** @hidden */
  65724. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65725. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65726. return this;
  65727. }
  65728. var engine = this.getScene().getEngine();
  65729. // Draw order
  65730. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65731. return this;
  65732. };
  65733. /**
  65734. * Disposes of the line mesh
  65735. * @param doNotRecurse If children should be disposed
  65736. */
  65737. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65738. this._colorShader.dispose(false, false, true);
  65739. _super.prototype.dispose.call(this, doNotRecurse);
  65740. };
  65741. /**
  65742. * Returns a new LineMesh object cloned from the current one.
  65743. */
  65744. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65745. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65746. };
  65747. /**
  65748. * Creates a new InstancedLinesMesh object from the mesh model.
  65749. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65750. * @param name defines the name of the new instance
  65751. * @returns a new InstancedLinesMesh
  65752. */
  65753. LinesMesh.prototype.createInstance = function (name) {
  65754. return new InstancedLinesMesh(name, this);
  65755. };
  65756. return LinesMesh;
  65757. }(BABYLON.Mesh));
  65758. BABYLON.LinesMesh = LinesMesh;
  65759. /**
  65760. * Creates an instance based on a source LinesMesh
  65761. */
  65762. var InstancedLinesMesh = /** @class */ (function (_super) {
  65763. __extends(InstancedLinesMesh, _super);
  65764. function InstancedLinesMesh(name, source) {
  65765. var _this = _super.call(this, name, source) || this;
  65766. _this.intersectionThreshold = source.intersectionThreshold;
  65767. return _this;
  65768. }
  65769. /**
  65770. * Returns the string "InstancedLinesMesh".
  65771. */
  65772. InstancedLinesMesh.prototype.getClassName = function () {
  65773. return "InstancedLinesMesh";
  65774. };
  65775. return InstancedLinesMesh;
  65776. }(BABYLON.InstancedMesh));
  65777. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65778. })(BABYLON || (BABYLON = {}));
  65779. //# sourceMappingURL=babylon.linesMesh.js.map
  65780. var BABYLON;
  65781. (function (BABYLON) {
  65782. /**
  65783. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65784. * The underlying implementation relies on an associative array to ensure the best performances.
  65785. * The value can be anything including 'null' but except 'undefined'
  65786. */
  65787. var StringDictionary = /** @class */ (function () {
  65788. function StringDictionary() {
  65789. this._count = 0;
  65790. this._data = {};
  65791. }
  65792. /**
  65793. * This will clear this dictionary and copy the content from the 'source' one.
  65794. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65795. * @param source the dictionary to take the content from and copy to this dictionary
  65796. */
  65797. StringDictionary.prototype.copyFrom = function (source) {
  65798. var _this = this;
  65799. this.clear();
  65800. source.forEach(function (t, v) { return _this.add(t, v); });
  65801. };
  65802. /**
  65803. * Get a value based from its key
  65804. * @param key the given key to get the matching value from
  65805. * @return the value if found, otherwise undefined is returned
  65806. */
  65807. StringDictionary.prototype.get = function (key) {
  65808. var val = this._data[key];
  65809. if (val !== undefined) {
  65810. return val;
  65811. }
  65812. return undefined;
  65813. };
  65814. /**
  65815. * Get a value from its key or add it if it doesn't exist.
  65816. * This method will ensure you that a given key/data will be present in the dictionary.
  65817. * @param key the given key to get the matching value from
  65818. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65819. * The factory will only be invoked if there's no data for the given key.
  65820. * @return the value corresponding to the key.
  65821. */
  65822. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65823. var val = this.get(key);
  65824. if (val !== undefined) {
  65825. return val;
  65826. }
  65827. val = factory(key);
  65828. if (val) {
  65829. this.add(key, val);
  65830. }
  65831. return val;
  65832. };
  65833. /**
  65834. * Get a value from its key if present in the dictionary otherwise add it
  65835. * @param key the key to get the value from
  65836. * @param val if there's no such key/value pair in the dictionary add it with this value
  65837. * @return the value corresponding to the key
  65838. */
  65839. StringDictionary.prototype.getOrAdd = function (key, val) {
  65840. var curVal = this.get(key);
  65841. if (curVal !== undefined) {
  65842. return curVal;
  65843. }
  65844. this.add(key, val);
  65845. return val;
  65846. };
  65847. /**
  65848. * Check if there's a given key in the dictionary
  65849. * @param key the key to check for
  65850. * @return true if the key is present, false otherwise
  65851. */
  65852. StringDictionary.prototype.contains = function (key) {
  65853. return this._data[key] !== undefined;
  65854. };
  65855. /**
  65856. * Add a new key and its corresponding value
  65857. * @param key the key to add
  65858. * @param value the value corresponding to the key
  65859. * @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
  65860. */
  65861. StringDictionary.prototype.add = function (key, value) {
  65862. if (this._data[key] !== undefined) {
  65863. return false;
  65864. }
  65865. this._data[key] = value;
  65866. ++this._count;
  65867. return true;
  65868. };
  65869. /**
  65870. * Update a specific value associated to a key
  65871. * @param key defines the key to use
  65872. * @param value defines the value to store
  65873. * @returns true if the value was updated (or false if the key was not found)
  65874. */
  65875. StringDictionary.prototype.set = function (key, value) {
  65876. if (this._data[key] === undefined) {
  65877. return false;
  65878. }
  65879. this._data[key] = value;
  65880. return true;
  65881. };
  65882. /**
  65883. * Get the element of the given key and remove it from the dictionary
  65884. * @param key defines the key to search
  65885. * @returns the value associated with the key or null if not found
  65886. */
  65887. StringDictionary.prototype.getAndRemove = function (key) {
  65888. var val = this.get(key);
  65889. if (val !== undefined) {
  65890. delete this._data[key];
  65891. --this._count;
  65892. return val;
  65893. }
  65894. return null;
  65895. };
  65896. /**
  65897. * Remove a key/value from the dictionary.
  65898. * @param key the key to remove
  65899. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65900. */
  65901. StringDictionary.prototype.remove = function (key) {
  65902. if (this.contains(key)) {
  65903. delete this._data[key];
  65904. --this._count;
  65905. return true;
  65906. }
  65907. return false;
  65908. };
  65909. /**
  65910. * Clear the whole content of the dictionary
  65911. */
  65912. StringDictionary.prototype.clear = function () {
  65913. this._data = {};
  65914. this._count = 0;
  65915. };
  65916. Object.defineProperty(StringDictionary.prototype, "count", {
  65917. /**
  65918. * Gets the current count
  65919. */
  65920. get: function () {
  65921. return this._count;
  65922. },
  65923. enumerable: true,
  65924. configurable: true
  65925. });
  65926. /**
  65927. * Execute a callback on each key/val of the dictionary.
  65928. * Note that you can remove any element in this dictionary in the callback implementation
  65929. * @param callback the callback to execute on a given key/value pair
  65930. */
  65931. StringDictionary.prototype.forEach = function (callback) {
  65932. for (var cur in this._data) {
  65933. var val = this._data[cur];
  65934. callback(cur, val);
  65935. }
  65936. };
  65937. /**
  65938. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65939. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65940. * Note that you can remove any element in this dictionary in the callback implementation
  65941. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65942. * @returns the first item
  65943. */
  65944. StringDictionary.prototype.first = function (callback) {
  65945. for (var cur in this._data) {
  65946. var val = this._data[cur];
  65947. var res = callback(cur, val);
  65948. if (res) {
  65949. return res;
  65950. }
  65951. }
  65952. return null;
  65953. };
  65954. return StringDictionary;
  65955. }());
  65956. BABYLON.StringDictionary = StringDictionary;
  65957. })(BABYLON || (BABYLON = {}));
  65958. //# sourceMappingURL=babylon.stringDictionary.js.map
  65959. var BABYLON;
  65960. (function (BABYLON) {
  65961. var Debug;
  65962. (function (Debug) {
  65963. /**
  65964. * Class used to render a debug view of a given skeleton
  65965. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65966. */
  65967. var SkeletonViewer = /** @class */ (function () {
  65968. /**
  65969. * Creates a new SkeletonViewer
  65970. * @param skeleton defines the skeleton to render
  65971. * @param mesh defines the mesh attached to the skeleton
  65972. * @param scene defines the hosting scene
  65973. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65974. * @param renderingGroupId defines the rendering group id to use with the viewer
  65975. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65976. */
  65977. function SkeletonViewer(
  65978. /** defines the skeleton to render */
  65979. skeleton,
  65980. /** defines the mesh attached to the skeleton */
  65981. mesh, scene,
  65982. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65983. autoUpdateBonesMatrices,
  65984. /** defines the rendering group id to use with the viewer */
  65985. renderingGroupId,
  65986. /** defines an optional utility layer to render the helper on */
  65987. utilityLayerRenderer) {
  65988. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65989. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65990. this.skeleton = skeleton;
  65991. this.mesh = mesh;
  65992. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65993. this.renderingGroupId = renderingGroupId;
  65994. this.utilityLayerRenderer = utilityLayerRenderer;
  65995. /** Gets or sets the color used to render the skeleton */
  65996. this.color = BABYLON.Color3.White();
  65997. this._debugLines = new Array();
  65998. this._isEnabled = false;
  65999. this._scene = scene;
  66000. this.update();
  66001. this._renderFunction = this.update.bind(this);
  66002. }
  66003. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66004. /**
  66005. * Returns the mesh used to render the bones
  66006. */
  66007. get: function () {
  66008. return this._debugMesh;
  66009. },
  66010. enumerable: true,
  66011. configurable: true
  66012. });
  66013. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66014. get: function () {
  66015. return this._isEnabled;
  66016. },
  66017. /** Gets or sets a boolean indicating if the viewer is enabled */
  66018. set: function (value) {
  66019. if (this._isEnabled === value) {
  66020. return;
  66021. }
  66022. this._isEnabled = value;
  66023. if (value) {
  66024. this._scene.registerBeforeRender(this._renderFunction);
  66025. }
  66026. else {
  66027. this._scene.unregisterBeforeRender(this._renderFunction);
  66028. }
  66029. },
  66030. enumerable: true,
  66031. configurable: true
  66032. });
  66033. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66034. if (x === void 0) { x = 0; }
  66035. if (y === void 0) { y = 0; }
  66036. if (z === void 0) { z = 0; }
  66037. var tmat = BABYLON.Tmp.Matrix[0];
  66038. var parentBone = bone.getParent();
  66039. tmat.copyFrom(bone.getLocalMatrix());
  66040. if (x !== 0 || y !== 0 || z !== 0) {
  66041. var tmat2 = BABYLON.Tmp.Matrix[1];
  66042. BABYLON.Matrix.IdentityToRef(tmat2);
  66043. tmat2.setTranslationFromFloats(x, y, z);
  66044. tmat2.multiplyToRef(tmat, tmat);
  66045. }
  66046. if (parentBone) {
  66047. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66048. }
  66049. tmat.multiplyToRef(meshMat, tmat);
  66050. position.x = tmat.m[12];
  66051. position.y = tmat.m[13];
  66052. position.z = tmat.m[14];
  66053. };
  66054. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66055. var len = bones.length;
  66056. var meshPos = this.mesh.position;
  66057. for (var i = 0; i < len; i++) {
  66058. var bone = bones[i];
  66059. var points = this._debugLines[i];
  66060. if (!points) {
  66061. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66062. this._debugLines[i] = points;
  66063. }
  66064. this._getBonePosition(points[0], bone, meshMat);
  66065. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66066. points[0].subtractInPlace(meshPos);
  66067. points[1].subtractInPlace(meshPos);
  66068. }
  66069. };
  66070. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66071. var len = bones.length;
  66072. var boneNum = 0;
  66073. var meshPos = this.mesh.position;
  66074. for (var i = len - 1; i >= 0; i--) {
  66075. var childBone = bones[i];
  66076. var parentBone = childBone.getParent();
  66077. if (!parentBone) {
  66078. continue;
  66079. }
  66080. var points = this._debugLines[boneNum];
  66081. if (!points) {
  66082. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66083. this._debugLines[boneNum] = points;
  66084. }
  66085. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66086. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66087. points[0].subtractInPlace(meshPos);
  66088. points[1].subtractInPlace(meshPos);
  66089. boneNum++;
  66090. }
  66091. };
  66092. /** Update the viewer to sync with current skeleton state */
  66093. SkeletonViewer.prototype.update = function () {
  66094. if (this.autoUpdateBonesMatrices) {
  66095. this.skeleton.computeAbsoluteTransforms();
  66096. }
  66097. if (this.skeleton.bones[0].length === undefined) {
  66098. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66099. }
  66100. else {
  66101. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66102. }
  66103. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  66104. if (!this._debugMesh) {
  66105. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66106. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66107. }
  66108. else {
  66109. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66110. }
  66111. this._debugMesh.position.copyFrom(this.mesh.position);
  66112. this._debugMesh.color = this.color;
  66113. };
  66114. /** Release associated resources */
  66115. SkeletonViewer.prototype.dispose = function () {
  66116. if (this._debugMesh) {
  66117. this.isEnabled = false;
  66118. this._debugMesh.dispose();
  66119. this._debugMesh = null;
  66120. }
  66121. };
  66122. return SkeletonViewer;
  66123. }());
  66124. Debug.SkeletonViewer = SkeletonViewer;
  66125. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66126. })(BABYLON || (BABYLON = {}));
  66127. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66128. /**
  66129. * Module Debug contains the (visual) components to debug a scene correctly
  66130. */
  66131. var BABYLON;
  66132. (function (BABYLON) {
  66133. var Debug;
  66134. (function (Debug) {
  66135. /**
  66136. * The Axes viewer will show 3 axes in a specific point in space
  66137. */
  66138. var AxesViewer = /** @class */ (function () {
  66139. /**
  66140. * Creates a new AxesViewer
  66141. * @param scene defines the hosting scene
  66142. * @param scaleLines defines a number used to scale line length (1 by default)
  66143. */
  66144. function AxesViewer(scene, scaleLines) {
  66145. if (scaleLines === void 0) { scaleLines = 1; }
  66146. /**
  66147. * Gets or sets a number used to scale line length
  66148. */
  66149. this.scaleLines = 1;
  66150. this.scaleLines = scaleLines;
  66151. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66152. greenColoredMaterial.disableLighting = true;
  66153. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66154. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66155. redColoredMaterial.disableLighting = true;
  66156. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66157. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66158. blueColoredMaterial.disableLighting = true;
  66159. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66160. this._xmesh = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66161. this._ymesh = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66162. this._zmesh = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66163. this._xmesh.rotationQuaternion = new BABYLON.Quaternion();
  66164. this._xmesh.scaling.scaleInPlace(4);
  66165. this._ymesh.rotationQuaternion = new BABYLON.Quaternion();
  66166. this._ymesh.scaling.scaleInPlace(4);
  66167. this._zmesh.rotationQuaternion = new BABYLON.Quaternion();
  66168. this._zmesh.scaling.scaleInPlace(4);
  66169. AxesViewer._recursiveChangeRenderingGroupId(this._xmesh, 2);
  66170. AxesViewer._recursiveChangeRenderingGroupId(this._ymesh, 2);
  66171. AxesViewer._recursiveChangeRenderingGroupId(this._zmesh, 2);
  66172. this.scene = scene;
  66173. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66174. }
  66175. Object.defineProperty(AxesViewer.prototype, "xAxisMesh", {
  66176. /** Gets the mesh used to render x-axis */
  66177. get: function () {
  66178. return this._xmesh;
  66179. },
  66180. enumerable: true,
  66181. configurable: true
  66182. });
  66183. Object.defineProperty(AxesViewer.prototype, "yAxisMesh", {
  66184. /** Gets the mesh used to render x-axis */
  66185. get: function () {
  66186. return this._ymesh;
  66187. },
  66188. enumerable: true,
  66189. configurable: true
  66190. });
  66191. Object.defineProperty(AxesViewer.prototype, "zAxisMesh", {
  66192. /** Gets the mesh used to render x-axis */
  66193. get: function () {
  66194. return this._zmesh;
  66195. },
  66196. enumerable: true,
  66197. configurable: true
  66198. });
  66199. AxesViewer._recursiveChangeRenderingGroupId = function (mesh, id) {
  66200. mesh.renderingGroupId = id;
  66201. mesh.getChildMeshes().forEach(function (m) {
  66202. AxesViewer._recursiveChangeRenderingGroupId(m, id);
  66203. });
  66204. };
  66205. /**
  66206. * Force the viewer to update
  66207. * @param position defines the position of the viewer
  66208. * @param xaxis defines the x axis of the viewer
  66209. * @param yaxis defines the y axis of the viewer
  66210. * @param zaxis defines the z axis of the viewer
  66211. */
  66212. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66213. if (this._xmesh) {
  66214. this._xmesh.position.copyFrom(position);
  66215. var cross = BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), xaxis);
  66216. this._xmesh.rotationQuaternion.set(cross.x, cross.y, cross.z, 1 + BABYLON.Vector3.Dot(BABYLON.Vector3.Forward(), xaxis));
  66217. this._xmesh.rotationQuaternion.normalize();
  66218. }
  66219. if (this._ymesh) {
  66220. this._ymesh.position.copyFrom(position);
  66221. var cross = BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), yaxis);
  66222. this._ymesh.rotationQuaternion.set(cross.x, cross.y, cross.z, 1 + BABYLON.Vector3.Dot(BABYLON.Vector3.Forward(), yaxis));
  66223. this._ymesh.rotationQuaternion.normalize();
  66224. }
  66225. if (this._zmesh) {
  66226. this._zmesh.position.copyFrom(position);
  66227. var cross = BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), zaxis);
  66228. this._zmesh.rotationQuaternion.set(cross.x, cross.y, cross.z, 1 + BABYLON.Vector3.Dot(BABYLON.Vector3.Forward(), zaxis));
  66229. this._zmesh.rotationQuaternion.normalize();
  66230. }
  66231. };
  66232. /** Releases resources */
  66233. AxesViewer.prototype.dispose = function () {
  66234. if (this._xmesh) {
  66235. this._xmesh.dispose();
  66236. }
  66237. if (this._ymesh) {
  66238. this._ymesh.dispose();
  66239. }
  66240. if (this._zmesh) {
  66241. this._zmesh.dispose();
  66242. }
  66243. this._xmesh = null;
  66244. this._ymesh = null;
  66245. this._zmesh = null;
  66246. this.scene = null;
  66247. };
  66248. return AxesViewer;
  66249. }());
  66250. Debug.AxesViewer = AxesViewer;
  66251. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66252. })(BABYLON || (BABYLON = {}));
  66253. //# sourceMappingURL=babylon.axesViewer.js.map
  66254. var BABYLON;
  66255. (function (BABYLON) {
  66256. var Debug;
  66257. (function (Debug) {
  66258. /**
  66259. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66260. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66261. */
  66262. var BoneAxesViewer = /** @class */ (function (_super) {
  66263. __extends(BoneAxesViewer, _super);
  66264. /**
  66265. * Creates a new BoneAxesViewer
  66266. * @param scene defines the hosting scene
  66267. * @param bone defines the target bone
  66268. * @param mesh defines the target mesh
  66269. * @param scaleLines defines a scaling factor for line length (1 by default)
  66270. */
  66271. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66272. if (scaleLines === void 0) { scaleLines = 1; }
  66273. var _this = _super.call(this, scene, scaleLines) || this;
  66274. /** Gets current position */
  66275. _this.pos = BABYLON.Vector3.Zero();
  66276. /** Gets direction of X axis */
  66277. _this.xaxis = BABYLON.Vector3.Zero();
  66278. /** Gets direction of Y axis */
  66279. _this.yaxis = BABYLON.Vector3.Zero();
  66280. /** Gets direction of Z axis */
  66281. _this.zaxis = BABYLON.Vector3.Zero();
  66282. _this.mesh = mesh;
  66283. _this.bone = bone;
  66284. return _this;
  66285. }
  66286. /**
  66287. * Force the viewer to update
  66288. */
  66289. BoneAxesViewer.prototype.update = function () {
  66290. if (!this.mesh || !this.bone) {
  66291. return;
  66292. }
  66293. var bone = this.bone;
  66294. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66295. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66296. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66297. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66298. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66299. };
  66300. /** Releases resources */
  66301. BoneAxesViewer.prototype.dispose = function () {
  66302. if (this.mesh) {
  66303. this.mesh = null;
  66304. this.bone = null;
  66305. _super.prototype.dispose.call(this);
  66306. }
  66307. };
  66308. return BoneAxesViewer;
  66309. }(Debug.AxesViewer));
  66310. Debug.BoneAxesViewer = BoneAxesViewer;
  66311. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66312. })(BABYLON || (BABYLON = {}));
  66313. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66314. var BABYLON;
  66315. (function (BABYLON) {
  66316. /**
  66317. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66318. * in order to better appreciate the issue one might have.
  66319. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66320. */
  66321. var RayHelper = /** @class */ (function () {
  66322. /**
  66323. * Instantiate a new ray helper.
  66324. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66325. * in order to better appreciate the issue one might have.
  66326. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66327. * @param ray Defines the ray we are currently tryin to visualize
  66328. */
  66329. function RayHelper(ray) {
  66330. this.ray = ray;
  66331. }
  66332. /**
  66333. * Helper function to create a colored helper in a scene in one line.
  66334. * @param ray Defines the ray we are currently tryin to visualize
  66335. * @param scene Defines the scene the ray is used in
  66336. * @param color Defines the color we want to see the ray in
  66337. * @returns The newly created ray helper.
  66338. */
  66339. RayHelper.CreateAndShow = function (ray, scene, color) {
  66340. var helper = new RayHelper(ray);
  66341. helper.show(scene, color);
  66342. return helper;
  66343. };
  66344. /**
  66345. * Shows the ray we are willing to debug.
  66346. * @param scene Defines the scene the ray needs to be rendered in
  66347. * @param color Defines the color the ray needs to be rendered in
  66348. */
  66349. RayHelper.prototype.show = function (scene, color) {
  66350. if (!this._renderFunction && this.ray) {
  66351. var ray = this.ray;
  66352. this._renderFunction = this._render.bind(this);
  66353. this._scene = scene;
  66354. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66355. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66356. if (this._renderFunction) {
  66357. this._scene.registerBeforeRender(this._renderFunction);
  66358. }
  66359. }
  66360. if (color && this._renderLine) {
  66361. this._renderLine.color.copyFrom(color);
  66362. }
  66363. };
  66364. /**
  66365. * Hides the ray we are debugging.
  66366. */
  66367. RayHelper.prototype.hide = function () {
  66368. if (this._renderFunction && this._scene) {
  66369. this._scene.unregisterBeforeRender(this._renderFunction);
  66370. this._scene = null;
  66371. this._renderFunction = null;
  66372. if (this._renderLine) {
  66373. this._renderLine.dispose();
  66374. this._renderLine = null;
  66375. }
  66376. this._renderPoints = [];
  66377. }
  66378. };
  66379. RayHelper.prototype._render = function () {
  66380. var ray = this.ray;
  66381. if (!ray) {
  66382. return;
  66383. }
  66384. var point = this._renderPoints[1];
  66385. var len = Math.min(ray.length, 1000000);
  66386. point.copyFrom(ray.direction);
  66387. point.scaleInPlace(len);
  66388. point.addInPlace(ray.origin);
  66389. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66390. };
  66391. /**
  66392. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66393. * @param mesh Defines the mesh we want the helper attached to
  66394. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66395. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66396. * @param length Defines the length of the ray
  66397. */
  66398. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66399. this._attachedToMesh = mesh;
  66400. var ray = this.ray;
  66401. if (!ray) {
  66402. return;
  66403. }
  66404. if (!ray.direction) {
  66405. ray.direction = BABYLON.Vector3.Zero();
  66406. }
  66407. if (!ray.origin) {
  66408. ray.origin = BABYLON.Vector3.Zero();
  66409. }
  66410. if (length) {
  66411. ray.length = length;
  66412. }
  66413. if (!meshSpaceOrigin) {
  66414. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66415. }
  66416. if (!meshSpaceDirection) {
  66417. // -1 so that this will work with Mesh.lookAt
  66418. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66419. }
  66420. if (!this._meshSpaceDirection) {
  66421. this._meshSpaceDirection = meshSpaceDirection.clone();
  66422. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66423. }
  66424. else {
  66425. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66426. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66427. }
  66428. if (!this._updateToMeshFunction) {
  66429. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66430. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66431. }
  66432. this._updateToMesh();
  66433. };
  66434. /**
  66435. * Detach the ray helper from the mesh it has previously been attached to.
  66436. */
  66437. RayHelper.prototype.detachFromMesh = function () {
  66438. if (this._attachedToMesh) {
  66439. if (this._updateToMeshFunction) {
  66440. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66441. }
  66442. this._attachedToMesh = null;
  66443. this._updateToMeshFunction = null;
  66444. }
  66445. };
  66446. RayHelper.prototype._updateToMesh = function () {
  66447. var ray = this.ray;
  66448. if (!this._attachedToMesh || !ray) {
  66449. return;
  66450. }
  66451. if (this._attachedToMesh._isDisposed) {
  66452. this.detachFromMesh();
  66453. return;
  66454. }
  66455. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66456. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66457. };
  66458. /**
  66459. * Dispose the helper and release its associated resources.
  66460. */
  66461. RayHelper.prototype.dispose = function () {
  66462. this.hide();
  66463. this.detachFromMesh();
  66464. this.ray = null;
  66465. };
  66466. return RayHelper;
  66467. }());
  66468. BABYLON.RayHelper = RayHelper;
  66469. })(BABYLON || (BABYLON = {}));
  66470. //# sourceMappingURL=babylon.rayHelper.js.map
  66471. var __assign = (this && this.__assign) || function () {
  66472. __assign = Object.assign || function(t) {
  66473. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66474. s = arguments[i];
  66475. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66476. t[p] = s[p];
  66477. }
  66478. return t;
  66479. };
  66480. return __assign.apply(this, arguments);
  66481. };
  66482. var BABYLON;
  66483. (function (BABYLON) {
  66484. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66485. get: function () {
  66486. if (!this._debugLayer) {
  66487. this._debugLayer = new DebugLayer(this);
  66488. }
  66489. return this._debugLayer;
  66490. },
  66491. enumerable: true,
  66492. configurable: true
  66493. });
  66494. /**
  66495. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66496. * what is happening in your scene
  66497. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66498. */
  66499. var DebugLayer = /** @class */ (function () {
  66500. /**
  66501. * Instantiates a new debug layer.
  66502. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66503. * what is happening in your scene
  66504. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66505. * @param scene Defines the scene to inspect
  66506. */
  66507. function DebugLayer(scene) {
  66508. var _this = this;
  66509. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66510. /**
  66511. * Observable triggered when a property is changed through the inspector.
  66512. */
  66513. this.onPropertyChangedObservable = new BABYLON.Observable();
  66514. this._scene = scene;
  66515. this._scene.onDisposeObservable.add(function () {
  66516. // Debug layer
  66517. if (_this._scene._debugLayer) {
  66518. _this._scene._debugLayer.hide();
  66519. }
  66520. });
  66521. }
  66522. /** Creates the inspector window. */
  66523. DebugLayer.prototype._createInspector = function (config) {
  66524. if (this.isVisible()) {
  66525. return;
  66526. }
  66527. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66528. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66529. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66530. };
  66531. /**
  66532. * Get if the inspector is visible or not.
  66533. * @returns true if visible otherwise, false
  66534. */
  66535. DebugLayer.prototype.isVisible = function () {
  66536. return this.BJSINSPECTOR.Inspector.IsVisible;
  66537. };
  66538. /**
  66539. * Hide the inspector and close its window.
  66540. */
  66541. DebugLayer.prototype.hide = function () {
  66542. this.BJSINSPECTOR.Inspector.Hide();
  66543. };
  66544. /**
  66545. * Launch the debugLayer.
  66546. * @param config Define the configuration of the inspector
  66547. */
  66548. DebugLayer.prototype.show = function (config) {
  66549. if (typeof this.BJSINSPECTOR == 'undefined') {
  66550. // Load inspector and add it to the DOM
  66551. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66552. }
  66553. else {
  66554. // Otherwise creates the inspector
  66555. this._createInspector(config);
  66556. }
  66557. };
  66558. /**
  66559. * Define the url to get the inspector script from.
  66560. * By default it uses the babylonjs CDN.
  66561. * @ignoreNaming
  66562. */
  66563. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66564. return DebugLayer;
  66565. }());
  66566. BABYLON.DebugLayer = DebugLayer;
  66567. })(BABYLON || (BABYLON = {}));
  66568. //# sourceMappingURL=babylon.debugLayer.js.map
  66569. var BABYLON;
  66570. (function (BABYLON) {
  66571. var Debug;
  66572. (function (Debug) {
  66573. /**
  66574. * Used to show the physics impostor around the specific mesh
  66575. */
  66576. var PhysicsViewer = /** @class */ (function () {
  66577. /**
  66578. * Creates a new PhysicsViewer
  66579. * @param scene defines the hosting scene
  66580. */
  66581. function PhysicsViewer(scene) {
  66582. /** @hidden */
  66583. this._impostors = [];
  66584. /** @hidden */
  66585. this._meshes = [];
  66586. /** @hidden */
  66587. this._numMeshes = 0;
  66588. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66589. var physicEngine = this._scene.getPhysicsEngine();
  66590. if (physicEngine) {
  66591. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66592. }
  66593. }
  66594. /** @hidden */
  66595. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66596. var plugin = this._physicsEnginePlugin;
  66597. for (var i = 0; i < this._numMeshes; i++) {
  66598. var impostor = this._impostors[i];
  66599. if (!impostor) {
  66600. continue;
  66601. }
  66602. if (impostor.isDisposed) {
  66603. this.hideImpostor(this._impostors[i--]);
  66604. }
  66605. else {
  66606. var mesh = this._meshes[i];
  66607. if (mesh && plugin) {
  66608. plugin.syncMeshWithImpostor(mesh, impostor);
  66609. }
  66610. }
  66611. }
  66612. };
  66613. /**
  66614. * Renders a specified physic impostor
  66615. * @param impostor defines the impostor to render
  66616. */
  66617. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66618. if (!this._scene) {
  66619. return;
  66620. }
  66621. for (var i = 0; i < this._numMeshes; i++) {
  66622. if (this._impostors[i] == impostor) {
  66623. return;
  66624. }
  66625. }
  66626. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66627. if (debugMesh) {
  66628. this._impostors[this._numMeshes] = impostor;
  66629. this._meshes[this._numMeshes] = debugMesh;
  66630. if (this._numMeshes === 0) {
  66631. this._renderFunction = this._updateDebugMeshes.bind(this);
  66632. this._scene.registerBeforeRender(this._renderFunction);
  66633. }
  66634. this._numMeshes++;
  66635. }
  66636. };
  66637. /**
  66638. * Hides a specified physic impostor
  66639. * @param impostor defines the impostor to hide
  66640. */
  66641. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66642. if (!impostor || !this._scene) {
  66643. return;
  66644. }
  66645. var removed = false;
  66646. for (var i = 0; i < this._numMeshes; i++) {
  66647. if (this._impostors[i] == impostor) {
  66648. var mesh = this._meshes[i];
  66649. if (!mesh) {
  66650. continue;
  66651. }
  66652. this._scene.removeMesh(mesh);
  66653. mesh.dispose();
  66654. this._numMeshes--;
  66655. if (this._numMeshes > 0) {
  66656. this._meshes[i] = this._meshes[this._numMeshes];
  66657. this._impostors[i] = this._impostors[this._numMeshes];
  66658. this._meshes[this._numMeshes] = null;
  66659. this._impostors[this._numMeshes] = null;
  66660. }
  66661. else {
  66662. this._meshes[0] = null;
  66663. this._impostors[0] = null;
  66664. }
  66665. removed = true;
  66666. break;
  66667. }
  66668. }
  66669. if (removed && this._numMeshes === 0) {
  66670. this._scene.unregisterBeforeRender(this._renderFunction);
  66671. }
  66672. };
  66673. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66674. if (!this._debugMaterial) {
  66675. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66676. this._debugMaterial.wireframe = true;
  66677. }
  66678. return this._debugMaterial;
  66679. };
  66680. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66681. if (!this._debugBoxMesh) {
  66682. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66683. this._debugBoxMesh.renderingGroupId = 1;
  66684. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66685. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66686. scene.removeMesh(this._debugBoxMesh);
  66687. }
  66688. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66689. };
  66690. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66691. if (!this._debugSphereMesh) {
  66692. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66693. this._debugSphereMesh.renderingGroupId = 1;
  66694. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66695. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66696. scene.removeMesh(this._debugSphereMesh);
  66697. }
  66698. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66699. };
  66700. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66701. var mesh = null;
  66702. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66703. mesh = this._getDebugBoxMesh(scene);
  66704. impostor.getBoxSizeToRef(mesh.scaling);
  66705. }
  66706. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66707. mesh = this._getDebugSphereMesh(scene);
  66708. var radius = impostor.getRadius();
  66709. mesh.scaling.x = radius * 2;
  66710. mesh.scaling.y = radius * 2;
  66711. mesh.scaling.z = radius * 2;
  66712. }
  66713. return mesh;
  66714. };
  66715. /** Releases all resources */
  66716. PhysicsViewer.prototype.dispose = function () {
  66717. for (var i = 0; i < this._numMeshes; i++) {
  66718. this.hideImpostor(this._impostors[i]);
  66719. }
  66720. if (this._debugBoxMesh) {
  66721. this._debugBoxMesh.dispose();
  66722. }
  66723. if (this._debugSphereMesh) {
  66724. this._debugSphereMesh.dispose();
  66725. }
  66726. if (this._debugMaterial) {
  66727. this._debugMaterial.dispose();
  66728. }
  66729. this._impostors.length = 0;
  66730. this._scene = null;
  66731. this._physicsEnginePlugin = null;
  66732. };
  66733. return PhysicsViewer;
  66734. }());
  66735. Debug.PhysicsViewer = PhysicsViewer;
  66736. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66737. })(BABYLON || (BABYLON = {}));
  66738. //# sourceMappingURL=babylon.physicsViewer.js.map
  66739. var BABYLON;
  66740. (function (BABYLON) {
  66741. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66742. get: function () {
  66743. return this._forceShowBoundingBoxes || false;
  66744. },
  66745. set: function (value) {
  66746. this._forceShowBoundingBoxes = value;
  66747. // Lazyly creates a BB renderer if needed.
  66748. if (value) {
  66749. this.getBoundingBoxRenderer();
  66750. }
  66751. },
  66752. enumerable: true,
  66753. configurable: true
  66754. });
  66755. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66756. if (!this._boundingBoxRenderer) {
  66757. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66758. }
  66759. return this._boundingBoxRenderer;
  66760. };
  66761. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66762. get: function () {
  66763. return this._showBoundingBox || false;
  66764. },
  66765. set: function (value) {
  66766. this._showBoundingBox = value;
  66767. // Lazyly creates a BB renderer if needed.
  66768. if (value) {
  66769. this.getScene().getBoundingBoxRenderer();
  66770. }
  66771. },
  66772. enumerable: true,
  66773. configurable: true
  66774. });
  66775. /**
  66776. * Component responsible of rendering the bounding box of the meshes in a scene.
  66777. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66778. */
  66779. var BoundingBoxRenderer = /** @class */ (function () {
  66780. /**
  66781. * Instantiates a new bounding box renderer in a scene.
  66782. * @param scene the scene the renderer renders in
  66783. */
  66784. function BoundingBoxRenderer(scene) {
  66785. /**
  66786. * The component name helpfull to identify the component in the list of scene components.
  66787. */
  66788. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66789. /**
  66790. * Color of the bounding box lines placed in front of an object
  66791. */
  66792. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66793. /**
  66794. * Color of the bounding box lines placed behind an object
  66795. */
  66796. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66797. /**
  66798. * Defines if the renderer should show the back lines or not
  66799. */
  66800. this.showBackLines = true;
  66801. /**
  66802. * @hidden
  66803. */
  66804. this.renderList = new BABYLON.SmartArray(32);
  66805. this._vertexBuffers = {};
  66806. this.scene = scene;
  66807. scene._addComponent(this);
  66808. }
  66809. /**
  66810. * Registers the component in a given scene
  66811. */
  66812. BoundingBoxRenderer.prototype.register = function () {
  66813. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66814. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66815. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66816. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66817. };
  66818. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66819. if (mesh.showSubMeshesBoundingBox) {
  66820. var boundingInfo = subMesh.getBoundingInfo();
  66821. if (boundingInfo !== null && boundingInfo !== undefined) {
  66822. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66823. this.renderList.push(boundingInfo.boundingBox);
  66824. }
  66825. }
  66826. };
  66827. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66828. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66829. var boundingInfo = sourceMesh.getBoundingInfo();
  66830. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66831. this.renderList.push(boundingInfo.boundingBox);
  66832. }
  66833. };
  66834. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66835. if (this._colorShader) {
  66836. return;
  66837. }
  66838. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66839. attributes: [BABYLON.VertexBuffer.PositionKind],
  66840. uniforms: ["world", "viewProjection", "color"]
  66841. });
  66842. var engine = this.scene.getEngine();
  66843. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66844. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66845. this._createIndexBuffer();
  66846. };
  66847. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66848. var engine = this.scene.getEngine();
  66849. 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]);
  66850. };
  66851. /**
  66852. * Rebuilds the elements related to this component in case of
  66853. * context lost for instance.
  66854. */
  66855. BoundingBoxRenderer.prototype.rebuild = function () {
  66856. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66857. if (vb) {
  66858. vb._rebuild();
  66859. }
  66860. this._createIndexBuffer();
  66861. };
  66862. /**
  66863. * @hidden
  66864. */
  66865. BoundingBoxRenderer.prototype.reset = function () {
  66866. this.renderList.reset();
  66867. };
  66868. /**
  66869. * Render the bounding boxes of a specific rendering group
  66870. * @param renderingGroupId defines the rendering group to render
  66871. */
  66872. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66873. if (this.renderList.length === 0) {
  66874. return;
  66875. }
  66876. this._prepareRessources();
  66877. if (!this._colorShader.isReady()) {
  66878. return;
  66879. }
  66880. var engine = this.scene.getEngine();
  66881. engine.setDepthWrite(false);
  66882. this._colorShader._preBind();
  66883. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66884. var boundingBox = this.renderList.data[boundingBoxIndex];
  66885. if (boundingBox._tag !== renderingGroupId) {
  66886. continue;
  66887. }
  66888. var min = boundingBox.minimum;
  66889. var max = boundingBox.maximum;
  66890. var diff = max.subtract(min);
  66891. var median = min.add(diff.scale(0.5));
  66892. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66893. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66894. .multiply(boundingBox.getWorldMatrix());
  66895. // VBOs
  66896. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66897. if (this.showBackLines) {
  66898. // Back
  66899. engine.setDepthFunctionToGreaterOrEqual();
  66900. this.scene.resetCachedMaterial();
  66901. this._colorShader.setColor4("color", this.backColor.toColor4());
  66902. this._colorShader.bind(worldMatrix);
  66903. // Draw order
  66904. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66905. }
  66906. // Front
  66907. engine.setDepthFunctionToLess();
  66908. this.scene.resetCachedMaterial();
  66909. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66910. this._colorShader.bind(worldMatrix);
  66911. // Draw order
  66912. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66913. }
  66914. this._colorShader.unbind();
  66915. engine.setDepthFunctionToLessOrEqual();
  66916. engine.setDepthWrite(true);
  66917. };
  66918. /**
  66919. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66920. * @param mesh Define the mesh to render the occlusion bounding box for
  66921. */
  66922. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66923. this._prepareRessources();
  66924. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66925. return;
  66926. }
  66927. var engine = this.scene.getEngine();
  66928. engine.setDepthWrite(false);
  66929. engine.setColorWrite(false);
  66930. this._colorShader._preBind();
  66931. var boundingBox = mesh._boundingInfo.boundingBox;
  66932. var min = boundingBox.minimum;
  66933. var max = boundingBox.maximum;
  66934. var diff = max.subtract(min);
  66935. var median = min.add(diff.scale(0.5));
  66936. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66937. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66938. .multiply(boundingBox.getWorldMatrix());
  66939. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66940. engine.setDepthFunctionToLess();
  66941. this.scene.resetCachedMaterial();
  66942. this._colorShader.bind(worldMatrix);
  66943. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66944. this._colorShader.unbind();
  66945. engine.setDepthFunctionToLessOrEqual();
  66946. engine.setDepthWrite(true);
  66947. engine.setColorWrite(true);
  66948. };
  66949. /**
  66950. * Dispose and release the resources attached to this renderer.
  66951. */
  66952. BoundingBoxRenderer.prototype.dispose = function () {
  66953. if (!this._colorShader) {
  66954. return;
  66955. }
  66956. this.renderList.dispose();
  66957. this._colorShader.dispose();
  66958. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66959. if (buffer) {
  66960. buffer.dispose();
  66961. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66962. }
  66963. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66964. };
  66965. return BoundingBoxRenderer;
  66966. }());
  66967. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66968. })(BABYLON || (BABYLON = {}));
  66969. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66970. var BABYLON;
  66971. (function (BABYLON) {
  66972. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66973. return this._gl.createTransformFeedback();
  66974. };
  66975. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66976. this._gl.deleteTransformFeedback(value);
  66977. };
  66978. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66979. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66980. };
  66981. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66982. if (usePoints === void 0) { usePoints = true; }
  66983. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66984. };
  66985. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66986. this._gl.endTransformFeedback();
  66987. };
  66988. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66989. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66990. };
  66991. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66992. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66993. };
  66994. })(BABYLON || (BABYLON = {}));
  66995. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66996. var BABYLON;
  66997. (function (BABYLON) {
  66998. /**
  66999. * This represents a GPU particle system in Babylon
  67000. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67001. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67002. */
  67003. var GPUParticleSystem = /** @class */ (function (_super) {
  67004. __extends(GPUParticleSystem, _super);
  67005. /**
  67006. * Instantiates a GPU particle system.
  67007. * 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.
  67008. * @param name The name of the particle system
  67009. * @param options The options used to create the system
  67010. * @param scene The scene the particle system belongs to
  67011. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67012. */
  67013. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67014. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67015. var _this = _super.call(this, name) || this;
  67016. /**
  67017. * The layer mask we are rendering the particles through.
  67018. */
  67019. _this.layerMask = 0x0FFFFFFF;
  67020. _this._accumulatedCount = 0;
  67021. _this._targetIndex = 0;
  67022. _this._currentRenderId = -1;
  67023. _this._started = false;
  67024. _this._stopped = false;
  67025. _this._timeDelta = 0;
  67026. _this._actualFrame = 0;
  67027. _this._rawTextureWidth = 256;
  67028. /**
  67029. * An event triggered when the system is disposed.
  67030. */
  67031. _this.onDisposeObservable = new BABYLON.Observable();
  67032. /**
  67033. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67034. * to override the particles.
  67035. */
  67036. _this.forceDepthWrite = false;
  67037. _this._preWarmDone = false;
  67038. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67039. // Setup the default processing configuration to the scene.
  67040. _this._attachImageProcessingConfiguration(null);
  67041. _this._engine = _this._scene.getEngine();
  67042. if (!options.randomTextureSize) {
  67043. delete options.randomTextureSize;
  67044. }
  67045. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67046. var optionsAsNumber = options;
  67047. if (isFinite(optionsAsNumber)) {
  67048. fullOptions.capacity = optionsAsNumber;
  67049. }
  67050. _this._capacity = fullOptions.capacity;
  67051. _this._activeCount = fullOptions.capacity;
  67052. _this._currentActiveCount = 0;
  67053. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67054. _this._scene.particleSystems.push(_this);
  67055. _this._updateEffectOptions = {
  67056. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67057. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67058. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67059. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67060. uniformBuffersNames: [],
  67061. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67062. defines: "",
  67063. fallbacks: null,
  67064. onCompiled: null,
  67065. onError: null,
  67066. indexParameters: null,
  67067. maxSimultaneousLights: 0,
  67068. transformFeedbackVaryings: []
  67069. };
  67070. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67071. // Random data
  67072. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67073. var d = [];
  67074. for (var i = 0; i < maxTextureSize; ++i) {
  67075. d.push(Math.random());
  67076. d.push(Math.random());
  67077. d.push(Math.random());
  67078. d.push(Math.random());
  67079. }
  67080. _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);
  67081. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67082. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67083. d = [];
  67084. for (var i = 0; i < maxTextureSize; ++i) {
  67085. d.push(Math.random());
  67086. d.push(Math.random());
  67087. d.push(Math.random());
  67088. d.push(Math.random());
  67089. }
  67090. _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);
  67091. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67092. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67093. _this._randomTextureSize = maxTextureSize;
  67094. return _this;
  67095. }
  67096. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67097. /**
  67098. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67099. */
  67100. get: function () {
  67101. if (!BABYLON.Engine.LastCreatedEngine) {
  67102. return false;
  67103. }
  67104. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67105. },
  67106. enumerable: true,
  67107. configurable: true
  67108. });
  67109. /**
  67110. * Gets the maximum number of particles active at the same time.
  67111. * @returns The max number of active particles.
  67112. */
  67113. GPUParticleSystem.prototype.getCapacity = function () {
  67114. return this._capacity;
  67115. };
  67116. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67117. /**
  67118. * Gets or set the number of active particles
  67119. */
  67120. get: function () {
  67121. return this._activeCount;
  67122. },
  67123. set: function (value) {
  67124. this._activeCount = Math.min(value, this._capacity);
  67125. },
  67126. enumerable: true,
  67127. configurable: true
  67128. });
  67129. /**
  67130. * Is this system ready to be used/rendered
  67131. * @return true if the system is ready
  67132. */
  67133. GPUParticleSystem.prototype.isReady = function () {
  67134. if (!this._updateEffect) {
  67135. this._recreateUpdateEffect();
  67136. this._recreateRenderEffect();
  67137. return false;
  67138. }
  67139. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67140. return false;
  67141. }
  67142. return true;
  67143. };
  67144. /**
  67145. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67146. * @returns True if it has been started, otherwise false.
  67147. */
  67148. GPUParticleSystem.prototype.isStarted = function () {
  67149. return this._started;
  67150. };
  67151. /**
  67152. * Starts the particle system and begins to emit
  67153. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67154. */
  67155. GPUParticleSystem.prototype.start = function (delay) {
  67156. var _this = this;
  67157. if (delay === void 0) { delay = this.startDelay; }
  67158. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67159. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67160. }
  67161. if (delay) {
  67162. setTimeout(function () {
  67163. _this.start(0);
  67164. }, delay);
  67165. return;
  67166. }
  67167. this._started = true;
  67168. this._stopped = false;
  67169. this._preWarmDone = false;
  67170. // Animations
  67171. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67172. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67173. }
  67174. };
  67175. /**
  67176. * Stops the particle system.
  67177. */
  67178. GPUParticleSystem.prototype.stop = function () {
  67179. this._stopped = true;
  67180. };
  67181. /**
  67182. * Remove all active particles
  67183. */
  67184. GPUParticleSystem.prototype.reset = function () {
  67185. this._releaseBuffers();
  67186. this._releaseVAOs();
  67187. this._currentActiveCount = 0;
  67188. this._targetIndex = 0;
  67189. };
  67190. /**
  67191. * Returns the string "GPUParticleSystem"
  67192. * @returns a string containing the class name
  67193. */
  67194. GPUParticleSystem.prototype.getClassName = function () {
  67195. return "GPUParticleSystem";
  67196. };
  67197. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67198. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67199. this._releaseBuffers();
  67200. return this;
  67201. };
  67202. /**
  67203. * Adds a new color gradient
  67204. * @param gradient defines the gradient to use (between 0 and 1)
  67205. * @param color1 defines the color to affect to the specified gradient
  67206. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67207. * @returns the current particle system
  67208. */
  67209. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67210. if (!this._colorGradients) {
  67211. this._colorGradients = [];
  67212. }
  67213. var colorGradient = new BABYLON.ColorGradient();
  67214. colorGradient.gradient = gradient;
  67215. colorGradient.color1 = color1;
  67216. this._colorGradients.push(colorGradient);
  67217. this._colorGradients.sort(function (a, b) {
  67218. if (a.gradient < b.gradient) {
  67219. return -1;
  67220. }
  67221. else if (a.gradient > b.gradient) {
  67222. return 1;
  67223. }
  67224. return 0;
  67225. });
  67226. if (this._colorGradientsTexture) {
  67227. this._colorGradientsTexture.dispose();
  67228. this._colorGradientsTexture = null;
  67229. }
  67230. this._releaseBuffers();
  67231. return this;
  67232. };
  67233. /**
  67234. * Remove a specific color gradient
  67235. * @param gradient defines the gradient to remove
  67236. * @returns the current particle system
  67237. */
  67238. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67239. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67240. this._colorGradientsTexture = null;
  67241. return this;
  67242. };
  67243. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67244. var valueGradient = new BABYLON.FactorGradient();
  67245. valueGradient.gradient = gradient;
  67246. valueGradient.factor1 = factor;
  67247. factorGradients.push(valueGradient);
  67248. factorGradients.sort(function (a, b) {
  67249. if (a.gradient < b.gradient) {
  67250. return -1;
  67251. }
  67252. else if (a.gradient > b.gradient) {
  67253. return 1;
  67254. }
  67255. return 0;
  67256. });
  67257. this._releaseBuffers();
  67258. };
  67259. /**
  67260. * Adds a new size gradient
  67261. * @param gradient defines the gradient to use (between 0 and 1)
  67262. * @param factor defines the size factor to affect to the specified gradient
  67263. * @returns the current particle system
  67264. */
  67265. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67266. if (!this._sizeGradients) {
  67267. this._sizeGradients = [];
  67268. }
  67269. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67270. if (this._sizeGradientsTexture) {
  67271. this._sizeGradientsTexture.dispose();
  67272. this._sizeGradientsTexture = null;
  67273. }
  67274. this._releaseBuffers();
  67275. return this;
  67276. };
  67277. /**
  67278. * Remove a specific size gradient
  67279. * @param gradient defines the gradient to remove
  67280. * @returns the current particle system
  67281. */
  67282. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67283. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67284. this._sizeGradientsTexture = null;
  67285. return this;
  67286. };
  67287. /**
  67288. * Adds a new angular speed gradient
  67289. * @param gradient defines the gradient to use (between 0 and 1)
  67290. * @param factor defines the angular speed to affect to the specified gradient
  67291. * @returns the current particle system
  67292. */
  67293. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67294. if (!this._angularSpeedGradients) {
  67295. this._angularSpeedGradients = [];
  67296. }
  67297. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67298. if (this._angularSpeedGradientsTexture) {
  67299. this._angularSpeedGradientsTexture.dispose();
  67300. this._angularSpeedGradientsTexture = null;
  67301. }
  67302. this._releaseBuffers();
  67303. return this;
  67304. };
  67305. /**
  67306. * Remove a specific angular speed gradient
  67307. * @param gradient defines the gradient to remove
  67308. * @returns the current particle system
  67309. */
  67310. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67311. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67312. this._angularSpeedGradientsTexture = null;
  67313. return this;
  67314. };
  67315. /**
  67316. * Adds a new velocity gradient
  67317. * @param gradient defines the gradient to use (between 0 and 1)
  67318. * @param factor defines the velocity to affect to the specified gradient
  67319. * @returns the current particle system
  67320. */
  67321. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67322. if (!this._velocityGradients) {
  67323. this._velocityGradients = [];
  67324. }
  67325. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67326. if (this._velocityGradientsTexture) {
  67327. this._velocityGradientsTexture.dispose();
  67328. this._velocityGradientsTexture = null;
  67329. }
  67330. this._releaseBuffers();
  67331. return this;
  67332. };
  67333. /**
  67334. * Remove a specific velocity gradient
  67335. * @param gradient defines the gradient to remove
  67336. * @returns the current particle system
  67337. */
  67338. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67339. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67340. this._velocityGradientsTexture = null;
  67341. return this;
  67342. };
  67343. /**
  67344. * Adds a new limit velocity gradient
  67345. * @param gradient defines the gradient to use (between 0 and 1)
  67346. * @param factor defines the limit velocity value to affect to the specified gradient
  67347. * @returns the current particle system
  67348. */
  67349. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67350. if (!this._limitVelocityGradients) {
  67351. this._limitVelocityGradients = [];
  67352. }
  67353. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67354. if (this._limitVelocityGradientsTexture) {
  67355. this._limitVelocityGradientsTexture.dispose();
  67356. this._limitVelocityGradientsTexture = null;
  67357. }
  67358. this._releaseBuffers();
  67359. return this;
  67360. };
  67361. /**
  67362. * Remove a specific limit velocity gradient
  67363. * @param gradient defines the gradient to remove
  67364. * @returns the current particle system
  67365. */
  67366. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67367. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67368. this._limitVelocityGradientsTexture = null;
  67369. return this;
  67370. };
  67371. /**
  67372. * Adds a new drag gradient
  67373. * @param gradient defines the gradient to use (between 0 and 1)
  67374. * @param factor defines the drag value to affect to the specified gradient
  67375. * @returns the current particle system
  67376. */
  67377. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67378. if (!this._dragGradients) {
  67379. this._dragGradients = [];
  67380. }
  67381. this._addFactorGradient(this._dragGradients, gradient, factor);
  67382. if (this._dragGradientsTexture) {
  67383. this._dragGradientsTexture.dispose();
  67384. this._dragGradientsTexture = null;
  67385. }
  67386. this._releaseBuffers();
  67387. return this;
  67388. };
  67389. /**
  67390. * Remove a specific drag gradient
  67391. * @param gradient defines the gradient to remove
  67392. * @returns the current particle system
  67393. */
  67394. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67395. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67396. this._dragGradientsTexture = null;
  67397. return this;
  67398. };
  67399. /**
  67400. * Not supported by GPUParticleSystem
  67401. * @param gradient defines the gradient to use (between 0 and 1)
  67402. * @param factor defines the emit rate value to affect to the specified gradient
  67403. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67404. * @returns the current particle system
  67405. */
  67406. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67407. // Do nothing as emit rate is not supported by GPUParticleSystem
  67408. return this;
  67409. };
  67410. /**
  67411. * Not supported by GPUParticleSystem
  67412. * @param gradient defines the gradient to remove
  67413. * @returns the current particle system
  67414. */
  67415. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67416. // Do nothing as emit rate is not supported by GPUParticleSystem
  67417. return this;
  67418. };
  67419. /**
  67420. * Not supported by GPUParticleSystem
  67421. * @param gradient defines the gradient to use (between 0 and 1)
  67422. * @param factor defines the start size value to affect to the specified gradient
  67423. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67424. * @returns the current particle system
  67425. */
  67426. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67427. // Do nothing as start size is not supported by GPUParticleSystem
  67428. return this;
  67429. };
  67430. /**
  67431. * Not supported by GPUParticleSystem
  67432. * @param gradient defines the gradient to remove
  67433. * @returns the current particle system
  67434. */
  67435. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67436. // Do nothing as start size is not supported by GPUParticleSystem
  67437. return this;
  67438. };
  67439. /**
  67440. * Not supported by GPUParticleSystem
  67441. * @param gradient defines the gradient to use (between 0 and 1)
  67442. * @param min defines the color remap minimal range
  67443. * @param max defines the color remap maximal range
  67444. * @returns the current particle system
  67445. */
  67446. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67447. // Do nothing as start size is not supported by GPUParticleSystem
  67448. return this;
  67449. };
  67450. /**
  67451. * Not supported by GPUParticleSystem
  67452. * @param gradient defines the gradient to remove
  67453. * @returns the current particle system
  67454. */
  67455. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67456. // Do nothing as start size is not supported by GPUParticleSystem
  67457. return this;
  67458. };
  67459. /**
  67460. * Not supported by GPUParticleSystem
  67461. * @param gradient defines the gradient to use (between 0 and 1)
  67462. * @param min defines the alpha remap minimal range
  67463. * @param max defines the alpha remap maximal range
  67464. * @returns the current particle system
  67465. */
  67466. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67467. // Do nothing as start size is not supported by GPUParticleSystem
  67468. return this;
  67469. };
  67470. /**
  67471. * Not supported by GPUParticleSystem
  67472. * @param gradient defines the gradient to remove
  67473. * @returns the current particle system
  67474. */
  67475. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67476. // Do nothing as start size is not supported by GPUParticleSystem
  67477. return this;
  67478. };
  67479. /**
  67480. * Not supported by GPUParticleSystem
  67481. * @param gradient defines the gradient to use (between 0 and 1)
  67482. * @param color defines the color to affect to the specified gradient
  67483. * @returns the current particle system
  67484. */
  67485. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67486. //Not supported by GPUParticleSystem
  67487. return this;
  67488. };
  67489. /**
  67490. * Not supported by GPUParticleSystem
  67491. * @param gradient defines the gradient to remove
  67492. * @returns the current particle system
  67493. */
  67494. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67495. //Not supported by GPUParticleSystem
  67496. return this;
  67497. };
  67498. /**
  67499. * Not supported by GPUParticleSystem
  67500. * @returns the list of ramp gradients
  67501. */
  67502. GPUParticleSystem.prototype.getRampGradients = function () {
  67503. return null;
  67504. };
  67505. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67506. /**
  67507. * Not supported by GPUParticleSystem
  67508. * Gets or sets a boolean indicating that ramp gradients must be used
  67509. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67510. */
  67511. get: function () {
  67512. //Not supported by GPUParticleSystem
  67513. return false;
  67514. },
  67515. set: function (value) {
  67516. //Not supported by GPUParticleSystem
  67517. },
  67518. enumerable: true,
  67519. configurable: true
  67520. });
  67521. /**
  67522. * Not supported by GPUParticleSystem
  67523. * @param gradient defines the gradient to use (between 0 and 1)
  67524. * @param factor defines the life time factor to affect to the specified gradient
  67525. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67526. * @returns the current particle system
  67527. */
  67528. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67529. //Not supported by GPUParticleSystem
  67530. return this;
  67531. };
  67532. /**
  67533. * Not supported by GPUParticleSystem
  67534. * @param gradient defines the gradient to remove
  67535. * @returns the current particle system
  67536. */
  67537. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67538. //Not supported by GPUParticleSystem
  67539. return this;
  67540. };
  67541. GPUParticleSystem.prototype._reset = function () {
  67542. this._releaseBuffers();
  67543. };
  67544. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67545. var updateVertexBuffers = {};
  67546. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67547. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67548. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67549. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67550. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67551. var offset = 12;
  67552. if (!this._colorGradientsTexture) {
  67553. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67554. offset += 4;
  67555. }
  67556. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67557. offset += 3;
  67558. if (!this._isBillboardBased) {
  67559. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67560. offset += 3;
  67561. }
  67562. if (this._angularSpeedGradientsTexture) {
  67563. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67564. offset += 1;
  67565. }
  67566. else {
  67567. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67568. offset += 2;
  67569. }
  67570. if (this._isAnimationSheetEnabled) {
  67571. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67572. offset += 1;
  67573. if (this.spriteRandomStartCell) {
  67574. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67575. offset += 1;
  67576. }
  67577. }
  67578. if (this.noiseTexture) {
  67579. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67580. offset += 3;
  67581. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67582. offset += 3;
  67583. }
  67584. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67585. this._engine.bindArrayBuffer(null);
  67586. return vao;
  67587. };
  67588. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67589. var renderVertexBuffers = {};
  67590. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67591. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67592. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67593. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67594. var offset = 12;
  67595. if (!this._colorGradientsTexture) {
  67596. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67597. offset += 4;
  67598. }
  67599. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67600. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67601. }
  67602. offset += 3; // Direction
  67603. if (!this._isBillboardBased) {
  67604. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67605. offset += 3;
  67606. }
  67607. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67608. if (this._angularSpeedGradientsTexture) {
  67609. offset++;
  67610. }
  67611. else {
  67612. offset += 2;
  67613. }
  67614. if (this._isAnimationSheetEnabled) {
  67615. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67616. offset += 1;
  67617. if (this.spriteRandomStartCell) {
  67618. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67619. offset += 1;
  67620. }
  67621. }
  67622. if (this.noiseTexture) {
  67623. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67624. offset += 3;
  67625. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67626. offset += 3;
  67627. }
  67628. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67629. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67630. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67631. this._engine.bindArrayBuffer(null);
  67632. return vao;
  67633. };
  67634. GPUParticleSystem.prototype._initialize = function (force) {
  67635. if (force === void 0) { force = false; }
  67636. if (this._buffer0 && !force) {
  67637. return;
  67638. }
  67639. var engine = this._scene.getEngine();
  67640. var data = new Array();
  67641. this._attributesStrideSize = 21;
  67642. this._targetIndex = 0;
  67643. if (!this.isBillboardBased) {
  67644. this._attributesStrideSize += 3;
  67645. }
  67646. if (this._colorGradientsTexture) {
  67647. this._attributesStrideSize -= 4;
  67648. }
  67649. if (this._angularSpeedGradientsTexture) {
  67650. this._attributesStrideSize -= 1;
  67651. }
  67652. if (this._isAnimationSheetEnabled) {
  67653. this._attributesStrideSize += 1;
  67654. if (this.spriteRandomStartCell) {
  67655. this._attributesStrideSize += 1;
  67656. }
  67657. }
  67658. if (this.noiseTexture) {
  67659. this._attributesStrideSize += 6;
  67660. }
  67661. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67662. // position
  67663. data.push(0.0);
  67664. data.push(0.0);
  67665. data.push(0.0);
  67666. // Age and life
  67667. data.push(0.0); // create the particle as a dead one to create a new one at start
  67668. data.push(0.0);
  67669. // Seed
  67670. data.push(Math.random());
  67671. data.push(Math.random());
  67672. data.push(Math.random());
  67673. data.push(Math.random());
  67674. // Size
  67675. data.push(0.0);
  67676. data.push(0.0);
  67677. data.push(0.0);
  67678. if (!this._colorGradientsTexture) {
  67679. // color
  67680. data.push(0.0);
  67681. data.push(0.0);
  67682. data.push(0.0);
  67683. data.push(0.0);
  67684. }
  67685. // direction
  67686. data.push(0.0);
  67687. data.push(0.0);
  67688. data.push(0.0);
  67689. if (!this.isBillboardBased) {
  67690. // initialDirection
  67691. data.push(0.0);
  67692. data.push(0.0);
  67693. data.push(0.0);
  67694. }
  67695. // angle
  67696. data.push(0.0);
  67697. if (!this._angularSpeedGradientsTexture) {
  67698. data.push(0.0);
  67699. }
  67700. if (this._isAnimationSheetEnabled) {
  67701. data.push(0.0);
  67702. if (this.spriteRandomStartCell) {
  67703. data.push(0.0);
  67704. }
  67705. }
  67706. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67707. data.push(Math.random());
  67708. data.push(Math.random());
  67709. data.push(Math.random());
  67710. data.push(Math.random());
  67711. data.push(Math.random());
  67712. data.push(Math.random());
  67713. }
  67714. }
  67715. // Sprite data
  67716. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67717. -0.5, 0.5, 0, 1,
  67718. -0.5, -0.5, 0, 0,
  67719. 0.5, -0.5, 1, 0]);
  67720. // Buffers
  67721. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67722. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67723. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67724. // Update VAO
  67725. this._updateVAO = [];
  67726. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67727. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67728. // Render VAO
  67729. this._renderVAO = [];
  67730. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67731. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67732. // Links
  67733. this._sourceBuffer = this._buffer0;
  67734. this._targetBuffer = this._buffer1;
  67735. };
  67736. /** @hidden */
  67737. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67738. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67739. if (this._isBillboardBased) {
  67740. defines += "\n#define BILLBOARD";
  67741. }
  67742. if (this._colorGradientsTexture) {
  67743. defines += "\n#define COLORGRADIENTS";
  67744. }
  67745. if (this._sizeGradientsTexture) {
  67746. defines += "\n#define SIZEGRADIENTS";
  67747. }
  67748. if (this._angularSpeedGradientsTexture) {
  67749. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67750. }
  67751. if (this._velocityGradientsTexture) {
  67752. defines += "\n#define VELOCITYGRADIENTS";
  67753. }
  67754. if (this._limitVelocityGradientsTexture) {
  67755. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67756. }
  67757. if (this._dragGradientsTexture) {
  67758. defines += "\n#define DRAGGRADIENTS";
  67759. }
  67760. if (this.isAnimationSheetEnabled) {
  67761. defines += "\n#define ANIMATESHEET";
  67762. if (this.spriteRandomStartCell) {
  67763. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67764. }
  67765. }
  67766. if (this.noiseTexture) {
  67767. defines += "\n#define NOISE";
  67768. }
  67769. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67770. return;
  67771. }
  67772. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67773. if (!this._colorGradientsTexture) {
  67774. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67775. }
  67776. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67777. if (!this._isBillboardBased) {
  67778. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67779. }
  67780. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67781. if (this.isAnimationSheetEnabled) {
  67782. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67783. if (this.spriteRandomStartCell) {
  67784. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67785. }
  67786. }
  67787. if (this.noiseTexture) {
  67788. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67789. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67790. }
  67791. this._updateEffectOptions.defines = defines;
  67792. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67793. };
  67794. /** @hidden */
  67795. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67796. var defines = "";
  67797. if (this._scene.clipPlane) {
  67798. defines = "\n#define CLIPPLANE";
  67799. }
  67800. if (this._scene.clipPlane2) {
  67801. defines = "\n#define CLIPPLANE2";
  67802. }
  67803. if (this._scene.clipPlane3) {
  67804. defines = "\n#define CLIPPLANE3";
  67805. }
  67806. if (this._scene.clipPlane4) {
  67807. defines = "\n#define CLIPPLANE4";
  67808. }
  67809. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67810. defines = "\n#define BLENDMULTIPLYMODE";
  67811. }
  67812. if (this._isBillboardBased) {
  67813. defines += "\n#define BILLBOARD";
  67814. switch (this.billboardMode) {
  67815. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67816. defines += "\n#define BILLBOARDY";
  67817. break;
  67818. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67819. defines += "\n#define BILLBOARDSTRETCHED";
  67820. break;
  67821. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67822. default:
  67823. break;
  67824. }
  67825. }
  67826. if (this._colorGradientsTexture) {
  67827. defines += "\n#define COLORGRADIENTS";
  67828. }
  67829. if (this.isAnimationSheetEnabled) {
  67830. defines += "\n#define ANIMATESHEET";
  67831. }
  67832. if (this._imageProcessingConfiguration) {
  67833. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67834. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67835. }
  67836. if (this._renderEffect && this._renderEffect.defines === defines) {
  67837. return;
  67838. }
  67839. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67840. var samplers = ["textureSampler", "colorGradientSampler"];
  67841. if (BABYLON.ImageProcessingConfiguration) {
  67842. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67843. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67844. }
  67845. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67846. };
  67847. /**
  67848. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67849. * @param preWarm defines if we are in the pre-warmimg phase
  67850. */
  67851. GPUParticleSystem.prototype.animate = function (preWarm) {
  67852. if (preWarm === void 0) { preWarm = false; }
  67853. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67854. this._actualFrame += this._timeDelta;
  67855. if (!this._stopped) {
  67856. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67857. this.stop();
  67858. }
  67859. }
  67860. };
  67861. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67862. var texture = this[textureName];
  67863. if (!factorGradients || !factorGradients.length || texture) {
  67864. return;
  67865. }
  67866. var data = new Float32Array(this._rawTextureWidth);
  67867. for (var x = 0; x < this._rawTextureWidth; x++) {
  67868. var ratio = x / this._rawTextureWidth;
  67869. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67870. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67871. });
  67872. }
  67873. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67874. };
  67875. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67876. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67877. };
  67878. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67879. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67880. };
  67881. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67882. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67883. };
  67884. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67885. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67886. };
  67887. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67888. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67889. };
  67890. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67891. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67892. return;
  67893. }
  67894. var data = new Uint8Array(this._rawTextureWidth * 4);
  67895. var tmpColor = BABYLON.Tmp.Color4[0];
  67896. for (var x = 0; x < this._rawTextureWidth; x++) {
  67897. var ratio = x / this._rawTextureWidth;
  67898. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67899. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67900. data[x * 4] = tmpColor.r * 255;
  67901. data[x * 4 + 1] = tmpColor.g * 255;
  67902. data[x * 4 + 2] = tmpColor.b * 255;
  67903. data[x * 4 + 3] = tmpColor.a * 255;
  67904. });
  67905. }
  67906. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67907. };
  67908. /**
  67909. * Renders the particle system in its current state
  67910. * @param preWarm defines if the system should only update the particles but not render them
  67911. * @returns the current number of particles
  67912. */
  67913. GPUParticleSystem.prototype.render = function (preWarm) {
  67914. if (preWarm === void 0) { preWarm = false; }
  67915. if (!this._started) {
  67916. return 0;
  67917. }
  67918. this._createColorGradientTexture();
  67919. this._createSizeGradientTexture();
  67920. this._createAngularSpeedGradientTexture();
  67921. this._createVelocityGradientTexture();
  67922. this._createLimitVelocityGradientTexture();
  67923. this._createDragGradientTexture();
  67924. this._recreateUpdateEffect();
  67925. this._recreateRenderEffect();
  67926. if (!this.isReady()) {
  67927. return 0;
  67928. }
  67929. if (!preWarm) {
  67930. if (!this._preWarmDone && this.preWarmCycles) {
  67931. for (var index = 0; index < this.preWarmCycles; index++) {
  67932. this.animate(true);
  67933. this.render(true);
  67934. }
  67935. this._preWarmDone = true;
  67936. }
  67937. if (this._currentRenderId === this._scene.getFrameId()) {
  67938. return 0;
  67939. }
  67940. this._currentRenderId = this._scene.getFrameId();
  67941. }
  67942. // Get everything ready to render
  67943. this._initialize();
  67944. this._accumulatedCount += this.emitRate * this._timeDelta;
  67945. if (this._accumulatedCount > 1) {
  67946. var intPart = this._accumulatedCount | 0;
  67947. this._accumulatedCount -= intPart;
  67948. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67949. }
  67950. if (!this._currentActiveCount) {
  67951. return 0;
  67952. }
  67953. // Enable update effect
  67954. this._engine.enableEffect(this._updateEffect);
  67955. this._engine.setState(false);
  67956. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67957. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67958. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67959. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67960. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67961. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67962. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67963. if (!this._colorGradientsTexture) {
  67964. this._updateEffect.setDirectColor4("color1", this.color1);
  67965. this._updateEffect.setDirectColor4("color2", this.color2);
  67966. }
  67967. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67968. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67969. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67970. this._updateEffect.setVector3("gravity", this.gravity);
  67971. if (this._sizeGradientsTexture) {
  67972. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67973. }
  67974. if (this._angularSpeedGradientsTexture) {
  67975. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67976. }
  67977. if (this._velocityGradientsTexture) {
  67978. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67979. }
  67980. if (this._limitVelocityGradientsTexture) {
  67981. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67982. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67983. }
  67984. if (this._dragGradientsTexture) {
  67985. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67986. }
  67987. if (this.particleEmitterType) {
  67988. this.particleEmitterType.applyToShader(this._updateEffect);
  67989. }
  67990. if (this._isAnimationSheetEnabled) {
  67991. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67992. }
  67993. if (this.noiseTexture) {
  67994. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67995. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67996. }
  67997. var emitterWM;
  67998. if (this.emitter.position) {
  67999. var emitterMesh = this.emitter;
  68000. emitterWM = emitterMesh.getWorldMatrix();
  68001. }
  68002. else {
  68003. var emitterPosition = this.emitter;
  68004. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68005. }
  68006. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68007. // Bind source VAO
  68008. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68009. // Update
  68010. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68011. this._engine.setRasterizerState(false);
  68012. this._engine.beginTransformFeedback(true);
  68013. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68014. this._engine.endTransformFeedback();
  68015. this._engine.setRasterizerState(true);
  68016. this._engine.bindTransformFeedbackBuffer(null);
  68017. if (!preWarm) {
  68018. // Enable render effect
  68019. this._engine.enableEffect(this._renderEffect);
  68020. var viewMatrix = this._scene.getViewMatrix();
  68021. this._renderEffect.setMatrix("view", viewMatrix);
  68022. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68023. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68024. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68025. if (this._colorGradientsTexture) {
  68026. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68027. }
  68028. else {
  68029. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68030. }
  68031. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68032. var baseSize = this.particleTexture.getBaseSize();
  68033. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68034. }
  68035. if (this._isBillboardBased) {
  68036. var camera = this._scene.activeCamera;
  68037. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68038. }
  68039. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68040. var invView = viewMatrix.clone();
  68041. invView.invert();
  68042. this._renderEffect.setMatrix("invView", invView);
  68043. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68044. }
  68045. // image processing
  68046. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68047. this._imageProcessingConfiguration.bind(this._renderEffect);
  68048. }
  68049. // Draw order
  68050. switch (this.blendMode) {
  68051. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68052. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68053. break;
  68054. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68055. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68056. break;
  68057. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68058. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68059. break;
  68060. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68061. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68062. break;
  68063. }
  68064. if (this.forceDepthWrite) {
  68065. this._engine.setDepthWrite(true);
  68066. }
  68067. // Bind source VAO
  68068. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68069. // Render
  68070. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68071. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68072. }
  68073. // Switch VAOs
  68074. this._targetIndex++;
  68075. if (this._targetIndex === 2) {
  68076. this._targetIndex = 0;
  68077. }
  68078. // Switch buffers
  68079. var tmpBuffer = this._sourceBuffer;
  68080. this._sourceBuffer = this._targetBuffer;
  68081. this._targetBuffer = tmpBuffer;
  68082. return this._currentActiveCount;
  68083. };
  68084. /**
  68085. * Rebuilds the particle system
  68086. */
  68087. GPUParticleSystem.prototype.rebuild = function () {
  68088. this._initialize(true);
  68089. };
  68090. GPUParticleSystem.prototype._releaseBuffers = function () {
  68091. if (this._buffer0) {
  68092. this._buffer0.dispose();
  68093. this._buffer0 = null;
  68094. }
  68095. if (this._buffer1) {
  68096. this._buffer1.dispose();
  68097. this._buffer1 = null;
  68098. }
  68099. if (this._spriteBuffer) {
  68100. this._spriteBuffer.dispose();
  68101. this._spriteBuffer = null;
  68102. }
  68103. };
  68104. GPUParticleSystem.prototype._releaseVAOs = function () {
  68105. if (!this._updateVAO) {
  68106. return;
  68107. }
  68108. for (var index = 0; index < this._updateVAO.length; index++) {
  68109. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68110. }
  68111. this._updateVAO = [];
  68112. for (var index = 0; index < this._renderVAO.length; index++) {
  68113. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68114. }
  68115. this._renderVAO = [];
  68116. };
  68117. /**
  68118. * Disposes the particle system and free the associated resources
  68119. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68120. */
  68121. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68122. if (disposeTexture === void 0) { disposeTexture = true; }
  68123. var index = this._scene.particleSystems.indexOf(this);
  68124. if (index > -1) {
  68125. this._scene.particleSystems.splice(index, 1);
  68126. }
  68127. this._releaseBuffers();
  68128. this._releaseVAOs();
  68129. if (this._colorGradientsTexture) {
  68130. this._colorGradientsTexture.dispose();
  68131. this._colorGradientsTexture = null;
  68132. }
  68133. if (this._sizeGradientsTexture) {
  68134. this._sizeGradientsTexture.dispose();
  68135. this._sizeGradientsTexture = null;
  68136. }
  68137. if (this._angularSpeedGradientsTexture) {
  68138. this._angularSpeedGradientsTexture.dispose();
  68139. this._angularSpeedGradientsTexture = null;
  68140. }
  68141. if (this._velocityGradientsTexture) {
  68142. this._velocityGradientsTexture.dispose();
  68143. this._velocityGradientsTexture = null;
  68144. }
  68145. if (this._limitVelocityGradientsTexture) {
  68146. this._limitVelocityGradientsTexture.dispose();
  68147. this._limitVelocityGradientsTexture = null;
  68148. }
  68149. if (this._dragGradientsTexture) {
  68150. this._dragGradientsTexture.dispose();
  68151. this._dragGradientsTexture = null;
  68152. }
  68153. if (this._randomTexture) {
  68154. this._randomTexture.dispose();
  68155. this._randomTexture = null;
  68156. }
  68157. if (this._randomTexture2) {
  68158. this._randomTexture2.dispose();
  68159. this._randomTexture2 = null;
  68160. }
  68161. if (disposeTexture && this.particleTexture) {
  68162. this.particleTexture.dispose();
  68163. this.particleTexture = null;
  68164. }
  68165. if (disposeTexture && this.noiseTexture) {
  68166. this.noiseTexture.dispose();
  68167. this.noiseTexture = null;
  68168. }
  68169. // Callback
  68170. this.onDisposeObservable.notifyObservers(this);
  68171. this.onDisposeObservable.clear();
  68172. };
  68173. /**
  68174. * Clones the particle system.
  68175. * @param name The name of the cloned object
  68176. * @param newEmitter The new emitter to use
  68177. * @returns the cloned particle system
  68178. */
  68179. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68180. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68181. BABYLON.Tools.DeepCopy(this, result);
  68182. if (newEmitter === undefined) {
  68183. newEmitter = this.emitter;
  68184. }
  68185. result.emitter = newEmitter;
  68186. if (this.particleTexture) {
  68187. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68188. }
  68189. return result;
  68190. };
  68191. /**
  68192. * Serializes the particle system to a JSON object.
  68193. * @returns the JSON object
  68194. */
  68195. GPUParticleSystem.prototype.serialize = function () {
  68196. var serializationObject = {};
  68197. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68198. serializationObject.activeParticleCount = this.activeParticleCount;
  68199. return serializationObject;
  68200. };
  68201. /**
  68202. * Parses a JSON object to create a GPU particle system.
  68203. * @param parsedParticleSystem The JSON object to parse
  68204. * @param scene The scene to create the particle system in
  68205. * @param rootUrl The root url to use to load external dependencies like texture
  68206. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68207. * @returns the parsed GPU particle system
  68208. */
  68209. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68210. if (doNotStart === void 0) { doNotStart = false; }
  68211. var name = parsedParticleSystem.name;
  68212. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68213. if (parsedParticleSystem.activeParticleCount) {
  68214. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68215. }
  68216. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68217. // Auto start
  68218. if (parsedParticleSystem.preventAutoStart) {
  68219. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68220. }
  68221. if (!doNotStart && !particleSystem.preventAutoStart) {
  68222. particleSystem.start();
  68223. }
  68224. return particleSystem;
  68225. };
  68226. return GPUParticleSystem;
  68227. }(BABYLON.BaseParticleSystem));
  68228. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68229. })(BABYLON || (BABYLON = {}));
  68230. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68231. var BABYLON;
  68232. (function (BABYLON) {
  68233. /**
  68234. * Represents one particle of a solid particle system.
  68235. */
  68236. var SolidParticle = /** @class */ (function () {
  68237. /**
  68238. * Creates a Solid Particle object.
  68239. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68240. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68241. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68242. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68243. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68244. * @param shapeId (integer) is the model shape identifier in the SPS.
  68245. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68246. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68247. */
  68248. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68249. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68250. /**
  68251. * particle global index
  68252. */
  68253. this.idx = 0;
  68254. /**
  68255. * The color of the particle
  68256. */
  68257. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68258. /**
  68259. * The world space position of the particle.
  68260. */
  68261. this.position = BABYLON.Vector3.Zero();
  68262. /**
  68263. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68264. */
  68265. this.rotation = BABYLON.Vector3.Zero();
  68266. /**
  68267. * The scaling of the particle.
  68268. */
  68269. this.scaling = BABYLON.Vector3.One();
  68270. /**
  68271. * The uvs of the particle.
  68272. */
  68273. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68274. /**
  68275. * The current speed of the particle.
  68276. */
  68277. this.velocity = BABYLON.Vector3.Zero();
  68278. /**
  68279. * The pivot point in the particle local space.
  68280. */
  68281. this.pivot = BABYLON.Vector3.Zero();
  68282. /**
  68283. * Must the particle be translated from its pivot point in its local space ?
  68284. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68285. * Default : false
  68286. */
  68287. this.translateFromPivot = false;
  68288. /**
  68289. * Is the particle active or not ?
  68290. */
  68291. this.alive = true;
  68292. /**
  68293. * Is the particle visible or not ?
  68294. */
  68295. this.isVisible = true;
  68296. /**
  68297. * Index of this particle in the global "positions" array (Internal use)
  68298. * @hidden
  68299. */
  68300. this._pos = 0;
  68301. /**
  68302. * @hidden Index of this particle in the global "indices" array (Internal use)
  68303. */
  68304. this._ind = 0;
  68305. /**
  68306. * ModelShape id of this particle
  68307. */
  68308. this.shapeId = 0;
  68309. /**
  68310. * Index of the particle in its shape id (Internal use)
  68311. */
  68312. this.idxInShape = 0;
  68313. /**
  68314. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68315. */
  68316. this._stillInvisible = false;
  68317. /**
  68318. * @hidden Last computed particle rotation matrix
  68319. */
  68320. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68321. /**
  68322. * Parent particle Id, if any.
  68323. * Default null.
  68324. */
  68325. this.parentId = null;
  68326. /**
  68327. * @hidden Internal global position in the SPS.
  68328. */
  68329. this._globalPosition = BABYLON.Vector3.Zero();
  68330. this.idx = particleIndex;
  68331. this._pos = positionIndex;
  68332. this._ind = indiceIndex;
  68333. this._model = model;
  68334. this.shapeId = shapeId;
  68335. this.idxInShape = idxInShape;
  68336. this._sps = sps;
  68337. if (modelBoundingInfo) {
  68338. this._modelBoundingInfo = modelBoundingInfo;
  68339. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68340. }
  68341. }
  68342. Object.defineProperty(SolidParticle.prototype, "scale", {
  68343. /**
  68344. * Legacy support, changed scale to scaling
  68345. */
  68346. get: function () {
  68347. return this.scaling;
  68348. },
  68349. /**
  68350. * Legacy support, changed scale to scaling
  68351. */
  68352. set: function (scale) {
  68353. this.scaling = scale;
  68354. },
  68355. enumerable: true,
  68356. configurable: true
  68357. });
  68358. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68359. /**
  68360. * Legacy support, changed quaternion to rotationQuaternion
  68361. */
  68362. get: function () {
  68363. return this.rotationQuaternion;
  68364. },
  68365. /**
  68366. * Legacy support, changed quaternion to rotationQuaternion
  68367. */
  68368. set: function (q) {
  68369. this.rotationQuaternion = q;
  68370. },
  68371. enumerable: true,
  68372. configurable: true
  68373. });
  68374. /**
  68375. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68376. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68377. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68378. * @returns true if it intersects
  68379. */
  68380. SolidParticle.prototype.intersectsMesh = function (target) {
  68381. if (!this._boundingInfo || !target._boundingInfo) {
  68382. return false;
  68383. }
  68384. if (this._sps._bSphereOnly) {
  68385. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68386. }
  68387. return this._boundingInfo.intersects(target._boundingInfo, false);
  68388. };
  68389. /**
  68390. * get the rotation matrix of the particle
  68391. * @hidden
  68392. */
  68393. SolidParticle.prototype.getRotationMatrix = function (m) {
  68394. var quaternion;
  68395. if (this.rotationQuaternion) {
  68396. quaternion = this.rotationQuaternion;
  68397. }
  68398. else {
  68399. quaternion = BABYLON.Tmp.Quaternion[0];
  68400. var rotation = this.rotation;
  68401. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68402. }
  68403. quaternion.toRotationMatrix(m);
  68404. };
  68405. return SolidParticle;
  68406. }());
  68407. BABYLON.SolidParticle = SolidParticle;
  68408. /**
  68409. * Represents the shape of the model used by one particle of a solid particle system.
  68410. * SPS internal tool, don't use it manually.
  68411. */
  68412. var ModelShape = /** @class */ (function () {
  68413. /**
  68414. * 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.
  68415. * SPS internal tool, don't use it manually.
  68416. * @hidden
  68417. */
  68418. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68419. /**
  68420. * length of the shape in the model indices array (internal use)
  68421. * @hidden
  68422. */
  68423. this._indicesLength = 0;
  68424. this.shapeID = id;
  68425. this._shape = shape;
  68426. this._indicesLength = indicesLength;
  68427. this._shapeUV = shapeUV;
  68428. this._positionFunction = posFunction;
  68429. this._vertexFunction = vtxFunction;
  68430. }
  68431. return ModelShape;
  68432. }());
  68433. BABYLON.ModelShape = ModelShape;
  68434. /**
  68435. * Represents a Depth Sorted Particle in the solid particle system.
  68436. */
  68437. var DepthSortedParticle = /** @class */ (function () {
  68438. function DepthSortedParticle() {
  68439. /**
  68440. * Index of the particle in the "indices" array
  68441. */
  68442. this.ind = 0;
  68443. /**
  68444. * Length of the particle shape in the "indices" array
  68445. */
  68446. this.indicesLength = 0;
  68447. /**
  68448. * Squared distance from the particle to the camera
  68449. */
  68450. this.sqDistance = 0.0;
  68451. }
  68452. return DepthSortedParticle;
  68453. }());
  68454. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68455. })(BABYLON || (BABYLON = {}));
  68456. //# sourceMappingURL=babylon.solidParticle.js.map
  68457. var BABYLON;
  68458. (function (BABYLON) {
  68459. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68460. /**
  68461. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68462. *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.
  68463. * The SPS is also a particle system. It provides some methods to manage the particles.
  68464. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68465. *
  68466. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68467. */
  68468. var SolidParticleSystem = /** @class */ (function () {
  68469. /**
  68470. * Creates a SPS (Solid Particle System) object.
  68471. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68472. * @param scene (Scene) is the scene in which the SPS is added.
  68473. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68474. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68475. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68476. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68477. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68478. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68479. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68480. */
  68481. function SolidParticleSystem(name, scene, options) {
  68482. /**
  68483. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68484. * Example : var p = SPS.particles[i];
  68485. */
  68486. this.particles = new Array();
  68487. /**
  68488. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68489. */
  68490. this.nbParticles = 0;
  68491. /**
  68492. * If the particles must ever face the camera (default false). Useful for planar particles.
  68493. */
  68494. this.billboard = false;
  68495. /**
  68496. * Recompute normals when adding a shape
  68497. */
  68498. this.recomputeNormals = true;
  68499. /**
  68500. * This a counter ofr your own usage. It's not set by any SPS functions.
  68501. */
  68502. this.counter = 0;
  68503. /**
  68504. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68505. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68506. */
  68507. this.vars = {};
  68508. /**
  68509. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68510. * @hidden
  68511. */
  68512. this._bSphereOnly = false;
  68513. /**
  68514. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68515. * @hidden
  68516. */
  68517. this._bSphereRadiusFactor = 1.0;
  68518. this._positions = new Array();
  68519. this._indices = new Array();
  68520. this._normals = new Array();
  68521. this._colors = new Array();
  68522. this._uvs = new Array();
  68523. this._index = 0; // indices index
  68524. this._updatable = true;
  68525. this._pickable = false;
  68526. this._isVisibilityBoxLocked = false;
  68527. this._alwaysVisible = false;
  68528. this._depthSort = false;
  68529. this._shapeCounter = 0;
  68530. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68531. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68532. this._computeParticleColor = true;
  68533. this._computeParticleTexture = true;
  68534. this._computeParticleRotation = true;
  68535. this._computeParticleVertex = false;
  68536. this._computeBoundingBox = false;
  68537. this._depthSortParticles = true;
  68538. this._mustUnrotateFixedNormals = false;
  68539. this._particlesIntersect = false;
  68540. this._needs32Bits = false;
  68541. this.name = name;
  68542. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68543. this._camera = scene.activeCamera;
  68544. this._pickable = options ? options.isPickable : false;
  68545. this._depthSort = options ? options.enableDepthSort : false;
  68546. this._particlesIntersect = options ? options.particleIntersection : false;
  68547. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68548. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68549. if (options && options.updatable !== undefined) {
  68550. this._updatable = options.updatable;
  68551. }
  68552. else {
  68553. this._updatable = true;
  68554. }
  68555. if (this._pickable) {
  68556. this.pickedParticles = [];
  68557. }
  68558. if (this._depthSort) {
  68559. this.depthSortedParticles = [];
  68560. }
  68561. }
  68562. /**
  68563. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68564. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68565. * @returns the created mesh
  68566. */
  68567. SolidParticleSystem.prototype.buildMesh = function () {
  68568. if (this.nbParticles === 0) {
  68569. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68570. this.addShape(triangle, 1);
  68571. triangle.dispose();
  68572. }
  68573. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68574. this._positions32 = new Float32Array(this._positions);
  68575. this._uvs32 = new Float32Array(this._uvs);
  68576. this._colors32 = new Float32Array(this._colors);
  68577. if (this.recomputeNormals) {
  68578. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68579. }
  68580. this._normals32 = new Float32Array(this._normals);
  68581. this._fixedNormal32 = new Float32Array(this._normals);
  68582. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68583. this._unrotateFixedNormals();
  68584. }
  68585. var vertexData = new BABYLON.VertexData();
  68586. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68587. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68588. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68589. if (this._uvs32.length > 0) {
  68590. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68591. }
  68592. if (this._colors32.length > 0) {
  68593. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68594. }
  68595. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68596. vertexData.applyToMesh(mesh, this._updatable);
  68597. this.mesh = mesh;
  68598. this.mesh.isPickable = this._pickable;
  68599. // free memory
  68600. if (!this._depthSort) {
  68601. this._indices = null;
  68602. }
  68603. this._positions = null;
  68604. this._normals = null;
  68605. this._uvs = null;
  68606. this._colors = null;
  68607. if (!this._updatable) {
  68608. this.particles.length = 0;
  68609. }
  68610. return mesh;
  68611. };
  68612. /**
  68613. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68614. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68615. * Thus the particles generated from `digest()` have their property `position` set yet.
  68616. * @param mesh ( Mesh ) is the mesh to be digested
  68617. * @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
  68618. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68619. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68620. * @returns the current SPS
  68621. */
  68622. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68623. var size = (options && options.facetNb) || 1;
  68624. var number = (options && options.number) || 0;
  68625. var delta = (options && options.delta) || 0;
  68626. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68627. var meshInd = mesh.getIndices();
  68628. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68629. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68630. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68631. var f = 0; // facet counter
  68632. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68633. // compute size from number
  68634. if (number) {
  68635. number = (number > totalFacets) ? totalFacets : number;
  68636. size = Math.round(totalFacets / number);
  68637. delta = 0;
  68638. }
  68639. else {
  68640. size = (size > totalFacets) ? totalFacets : size;
  68641. }
  68642. var facetPos = []; // submesh positions
  68643. var facetInd = []; // submesh indices
  68644. var facetUV = []; // submesh UV
  68645. var facetCol = []; // submesh colors
  68646. var barycenter = BABYLON.Vector3.Zero();
  68647. var sizeO = size;
  68648. while (f < totalFacets) {
  68649. size = sizeO + Math.floor((1 + delta) * Math.random());
  68650. if (f > totalFacets - size) {
  68651. size = totalFacets - f;
  68652. }
  68653. // reset temp arrays
  68654. facetPos.length = 0;
  68655. facetInd.length = 0;
  68656. facetUV.length = 0;
  68657. facetCol.length = 0;
  68658. // iterate over "size" facets
  68659. var fi = 0;
  68660. for (var j = f * 3; j < (f + size) * 3; j++) {
  68661. facetInd.push(fi);
  68662. var i = meshInd[j];
  68663. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68664. if (meshUV) {
  68665. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68666. }
  68667. if (meshCol) {
  68668. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68669. }
  68670. fi++;
  68671. }
  68672. // create a model shape for each single particle
  68673. var idx = this.nbParticles;
  68674. var shape = this._posToShape(facetPos);
  68675. var shapeUV = this._uvsToShapeUV(facetUV);
  68676. // compute the barycenter of the shape
  68677. var v;
  68678. for (v = 0; v < shape.length; v++) {
  68679. barycenter.addInPlace(shape[v]);
  68680. }
  68681. barycenter.scaleInPlace(1 / shape.length);
  68682. // shift the shape from its barycenter to the origin
  68683. for (v = 0; v < shape.length; v++) {
  68684. shape[v].subtractInPlace(barycenter);
  68685. }
  68686. var bInfo;
  68687. if (this._particlesIntersect) {
  68688. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68689. }
  68690. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68691. // add the particle in the SPS
  68692. var currentPos = this._positions.length;
  68693. var currentInd = this._indices.length;
  68694. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68695. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68696. // initialize the particle position
  68697. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68698. this._index += shape.length;
  68699. idx++;
  68700. this.nbParticles++;
  68701. this._shapeCounter++;
  68702. f += size;
  68703. }
  68704. return this;
  68705. };
  68706. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68707. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68708. var index = 0;
  68709. var idx = 0;
  68710. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68711. var quaternion = BABYLON.Tmp.Quaternion[0];
  68712. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68713. for (var p = 0; p < this.particles.length; p++) {
  68714. var particle = this.particles[p];
  68715. var shape = particle._model._shape;
  68716. // computing the inverse of the rotation matrix from the quaternion
  68717. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68718. if (particle.rotationQuaternion) {
  68719. particle.rotationQuaternion.conjugateToRef(quaternion);
  68720. }
  68721. else {
  68722. var rotation = particle.rotation;
  68723. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68724. quaternion.conjugateInPlace();
  68725. }
  68726. quaternion.toRotationMatrix(invertedRotMatrix);
  68727. for (var pt = 0; pt < shape.length; pt++) {
  68728. idx = index + pt * 3;
  68729. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68730. tmpNormal.toArray(this._fixedNormal32, idx);
  68731. }
  68732. index = idx + 3;
  68733. }
  68734. };
  68735. //reset copy
  68736. SolidParticleSystem.prototype._resetCopy = function () {
  68737. var copy = this._copy;
  68738. copy.position.setAll(0);
  68739. copy.rotation.setAll(0);
  68740. copy.rotationQuaternion = null;
  68741. copy.scaling.setAll(1);
  68742. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68743. copy.color = null;
  68744. copy.translateFromPivot = false;
  68745. };
  68746. // _meshBuilder : inserts the shape model in the global SPS mesh
  68747. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68748. var i;
  68749. var u = 0;
  68750. var c = 0;
  68751. var n = 0;
  68752. this._resetCopy();
  68753. var copy = this._copy;
  68754. if (options && options.positionFunction) { // call to custom positionFunction
  68755. options.positionFunction(copy, idx, idxInShape);
  68756. this._mustUnrotateFixedNormals = true;
  68757. }
  68758. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68759. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68760. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68761. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68762. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68763. copy.getRotationMatrix(rotMatrix);
  68764. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68765. if (copy.translateFromPivot) {
  68766. pivotBackTranslation.setAll(0.0);
  68767. }
  68768. else {
  68769. pivotBackTranslation.copyFrom(scaledPivot);
  68770. }
  68771. for (i = 0; i < shape.length; i++) {
  68772. tmpVertex.copyFrom(shape[i]);
  68773. if (options && options.vertexFunction) {
  68774. options.vertexFunction(copy, tmpVertex, i);
  68775. }
  68776. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68777. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68778. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68779. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68780. if (meshUV) {
  68781. var copyUvs = copy.uvs;
  68782. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68783. u += 2;
  68784. }
  68785. if (copy.color) {
  68786. this._color = copy.color;
  68787. }
  68788. else {
  68789. var color = this._color;
  68790. if (meshCol && meshCol[c] !== undefined) {
  68791. color.r = meshCol[c];
  68792. color.g = meshCol[c + 1];
  68793. color.b = meshCol[c + 2];
  68794. color.a = meshCol[c + 3];
  68795. }
  68796. else {
  68797. color.r = 1.0;
  68798. color.g = 1.0;
  68799. color.b = 1.0;
  68800. color.a = 1.0;
  68801. }
  68802. }
  68803. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68804. c += 4;
  68805. if (!this.recomputeNormals && meshNor) {
  68806. tmpVertex.x = meshNor[n];
  68807. tmpVertex.y = meshNor[n + 1];
  68808. tmpVertex.z = meshNor[n + 2];
  68809. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68810. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68811. n += 3;
  68812. }
  68813. }
  68814. for (i = 0; i < meshInd.length; i++) {
  68815. var current_ind = p + meshInd[i];
  68816. indices.push(current_ind);
  68817. if (current_ind > 65535) {
  68818. this._needs32Bits = true;
  68819. }
  68820. }
  68821. if (this._pickable) {
  68822. var nbfaces = meshInd.length / 3;
  68823. for (i = 0; i < nbfaces; i++) {
  68824. this.pickedParticles.push({ idx: idx, faceId: i });
  68825. }
  68826. }
  68827. if (this._depthSort) {
  68828. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68829. }
  68830. return copy;
  68831. };
  68832. // returns a shape array from positions array
  68833. SolidParticleSystem.prototype._posToShape = function (positions) {
  68834. var shape = [];
  68835. for (var i = 0; i < positions.length; i += 3) {
  68836. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68837. }
  68838. return shape;
  68839. };
  68840. // returns a shapeUV array from a Vector4 uvs
  68841. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68842. var shapeUV = [];
  68843. if (uvs) {
  68844. for (var i = 0; i < uvs.length; i++) {
  68845. shapeUV.push(uvs[i]);
  68846. }
  68847. }
  68848. return shapeUV;
  68849. };
  68850. // adds a new particle object in the particles array
  68851. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68852. if (bInfo === void 0) { bInfo = null; }
  68853. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68854. this.particles.push(sp);
  68855. return sp;
  68856. };
  68857. /**
  68858. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68859. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68860. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68861. * @param nb (positive integer) the number of particles to be created from this model
  68862. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68863. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68864. * @returns the number of shapes in the system
  68865. */
  68866. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68867. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68868. var meshInd = mesh.getIndices();
  68869. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68870. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68871. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68872. var bbInfo;
  68873. if (this._particlesIntersect) {
  68874. bbInfo = mesh.getBoundingInfo();
  68875. }
  68876. var shape = this._posToShape(meshPos);
  68877. var shapeUV = this._uvsToShapeUV(meshUV);
  68878. var posfunc = options ? options.positionFunction : null;
  68879. var vtxfunc = options ? options.vertexFunction : null;
  68880. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68881. // particles
  68882. var sp;
  68883. var currentCopy;
  68884. var idx = this.nbParticles;
  68885. for (var i = 0; i < nb; i++) {
  68886. var currentPos = this._positions.length;
  68887. var currentInd = this._indices.length;
  68888. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68889. if (this._updatable) {
  68890. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68891. sp.position.copyFrom(currentCopy.position);
  68892. sp.rotation.copyFrom(currentCopy.rotation);
  68893. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68894. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68895. }
  68896. if (currentCopy.color && sp.color) {
  68897. sp.color.copyFrom(currentCopy.color);
  68898. }
  68899. sp.scaling.copyFrom(currentCopy.scaling);
  68900. sp.uvs.copyFrom(currentCopy.uvs);
  68901. }
  68902. this._index += shape.length;
  68903. idx++;
  68904. }
  68905. this.nbParticles += nb;
  68906. this._shapeCounter++;
  68907. return this._shapeCounter - 1;
  68908. };
  68909. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68910. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68911. this._resetCopy();
  68912. var copy = this._copy;
  68913. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68914. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68915. }
  68916. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68917. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68918. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68919. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68920. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68921. copy.getRotationMatrix(rotMatrix);
  68922. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68923. if (copy.translateFromPivot) {
  68924. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68925. }
  68926. else {
  68927. pivotBackTranslation.copyFrom(scaledPivot);
  68928. }
  68929. var shape = particle._model._shape;
  68930. for (var pt = 0; pt < shape.length; pt++) {
  68931. tmpVertex.copyFrom(shape[pt]);
  68932. if (particle._model._vertexFunction) {
  68933. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68934. }
  68935. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68936. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68937. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68938. }
  68939. particle.position.setAll(0.0);
  68940. particle.rotation.setAll(0.0);
  68941. particle.rotationQuaternion = null;
  68942. particle.scaling.setAll(1.0);
  68943. particle.uvs.setAll(0.0);
  68944. particle.pivot.setAll(0.0);
  68945. particle.translateFromPivot = false;
  68946. particle.parentId = null;
  68947. };
  68948. /**
  68949. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68950. * @returns the SPS.
  68951. */
  68952. SolidParticleSystem.prototype.rebuildMesh = function () {
  68953. for (var p = 0; p < this.particles.length; p++) {
  68954. this._rebuildParticle(this.particles[p]);
  68955. }
  68956. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68957. return this;
  68958. };
  68959. /**
  68960. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68961. * This method calls `updateParticle()` for each particle of the SPS.
  68962. * For an animated SPS, it is usually called within the render loop.
  68963. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68964. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68965. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68966. * @returns the SPS.
  68967. */
  68968. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68969. if (start === void 0) { start = 0; }
  68970. if (end === void 0) { end = this.nbParticles - 1; }
  68971. if (update === void 0) { update = true; }
  68972. if (!this._updatable) {
  68973. return this;
  68974. }
  68975. // custom beforeUpdate
  68976. this.beforeUpdateParticles(start, end, update);
  68977. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68978. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68979. var mesh = this.mesh;
  68980. var colors32 = this._colors32;
  68981. var positions32 = this._positions32;
  68982. var normals32 = this._normals32;
  68983. var uvs32 = this._uvs32;
  68984. var indices32 = this._indices32;
  68985. var indices = this._indices;
  68986. var fixedNormal32 = this._fixedNormal32;
  68987. var tempVectors = BABYLON.Tmp.Vector3;
  68988. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68989. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68990. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68991. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68992. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68993. var camInvertedPosition = tempVectors[10].setAll(0);
  68994. // cases when the World Matrix is to be computed first
  68995. if (this.billboard || this._depthSort) {
  68996. this.mesh.computeWorldMatrix(true);
  68997. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68998. }
  68999. // if the particles will always face the camera
  69000. if (this.billboard) {
  69001. // compute the camera position and un-rotate it by the current mesh rotation
  69002. var tmpVertex = tempVectors[0];
  69003. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69004. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69005. camAxisZ.normalize();
  69006. // same for camera up vector extracted from the cam view matrix
  69007. var view = this._camera.getViewMatrix(true);
  69008. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69009. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69010. camAxisY.normalize();
  69011. camAxisX.normalize();
  69012. }
  69013. // if depthSort, compute the camera global position in the mesh local system
  69014. if (this._depthSort) {
  69015. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69016. }
  69017. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69018. var idx = 0; // current position index in the global array positions32
  69019. var index = 0; // position start index in the global array positions32 of the current particle
  69020. var colidx = 0; // current color index in the global array colors32
  69021. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69022. var uvidx = 0; // current uv index in the global array uvs32
  69023. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69024. var pt = 0; // current index in the particle model shape
  69025. if (this.mesh.isFacetDataEnabled) {
  69026. this._computeBoundingBox = true;
  69027. }
  69028. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69029. if (this._computeBoundingBox) {
  69030. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69031. var boundingInfo = this.mesh._boundingInfo;
  69032. if (boundingInfo) {
  69033. minimum.copyFrom(boundingInfo.minimum);
  69034. maximum.copyFrom(boundingInfo.maximum);
  69035. }
  69036. }
  69037. }
  69038. // particle loop
  69039. index = this.particles[start]._pos;
  69040. var vpos = (index / 3) | 0;
  69041. colorIndex = vpos * 4;
  69042. uvIndex = vpos * 2;
  69043. for (var p = start; p <= end; p++) {
  69044. var particle = this.particles[p];
  69045. // call to custom user function to update the particle properties
  69046. this.updateParticle(particle);
  69047. var shape = particle._model._shape;
  69048. var shapeUV = particle._model._shapeUV;
  69049. var particleRotationMatrix = particle._rotationMatrix;
  69050. var particlePosition = particle.position;
  69051. var particleRotation = particle.rotation;
  69052. var particleScaling = particle.scaling;
  69053. var particleGlobalPosition = particle._globalPosition;
  69054. // camera-particle distance for depth sorting
  69055. if (this._depthSort && this._depthSortParticles) {
  69056. var dsp = this.depthSortedParticles[p];
  69057. dsp.ind = particle._ind;
  69058. dsp.indicesLength = particle._model._indicesLength;
  69059. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69060. }
  69061. // skip the computations for inactive or already invisible particles
  69062. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69063. // increment indexes for the next particle
  69064. pt = shape.length;
  69065. index += pt * 3;
  69066. colorIndex += pt * 4;
  69067. uvIndex += pt * 2;
  69068. continue;
  69069. }
  69070. if (particle.isVisible) {
  69071. particle._stillInvisible = false; // un-mark permanent invisibility
  69072. var scaledPivot = tempVectors[12];
  69073. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69074. // particle rotation matrix
  69075. if (this.billboard) {
  69076. particleRotation.x = 0.0;
  69077. particleRotation.y = 0.0;
  69078. }
  69079. if (this._computeParticleRotation || this.billboard) {
  69080. particle.getRotationMatrix(rotMatrix);
  69081. }
  69082. var particleHasParent = (particle.parentId !== null);
  69083. if (particleHasParent) {
  69084. var parent_1 = this.particles[particle.parentId];
  69085. var parentRotationMatrix = parent_1._rotationMatrix;
  69086. var parentGlobalPosition = parent_1._globalPosition;
  69087. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69088. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69089. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69090. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69091. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69092. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69093. if (this._computeParticleRotation || this.billboard) {
  69094. var rotMatrixValues = rotMatrix.m;
  69095. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69096. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69097. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69098. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69099. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69100. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69101. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69102. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69103. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69104. }
  69105. }
  69106. else {
  69107. particleGlobalPosition.x = particlePosition.x;
  69108. particleGlobalPosition.y = particlePosition.y;
  69109. particleGlobalPosition.z = particlePosition.z;
  69110. if (this._computeParticleRotation || this.billboard) {
  69111. var rotMatrixValues = rotMatrix.m;
  69112. particleRotationMatrix[0] = rotMatrixValues[0];
  69113. particleRotationMatrix[1] = rotMatrixValues[1];
  69114. particleRotationMatrix[2] = rotMatrixValues[2];
  69115. particleRotationMatrix[3] = rotMatrixValues[4];
  69116. particleRotationMatrix[4] = rotMatrixValues[5];
  69117. particleRotationMatrix[5] = rotMatrixValues[6];
  69118. particleRotationMatrix[6] = rotMatrixValues[8];
  69119. particleRotationMatrix[7] = rotMatrixValues[9];
  69120. particleRotationMatrix[8] = rotMatrixValues[10];
  69121. }
  69122. }
  69123. var pivotBackTranslation = tempVectors[11];
  69124. if (particle.translateFromPivot) {
  69125. pivotBackTranslation.setAll(0.0);
  69126. }
  69127. else {
  69128. pivotBackTranslation.copyFrom(scaledPivot);
  69129. }
  69130. // particle vertex loop
  69131. for (pt = 0; pt < shape.length; pt++) {
  69132. idx = index + pt * 3;
  69133. colidx = colorIndex + pt * 4;
  69134. uvidx = uvIndex + pt * 2;
  69135. var tmpVertex = tempVectors[0];
  69136. tmpVertex.copyFrom(shape[pt]);
  69137. if (this._computeParticleVertex) {
  69138. this.updateParticleVertex(particle, tmpVertex, pt);
  69139. }
  69140. // positions
  69141. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69142. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69143. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69144. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69145. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69146. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69147. rotatedX += pivotBackTranslation.x;
  69148. rotatedY += pivotBackTranslation.y;
  69149. rotatedZ += pivotBackTranslation.z;
  69150. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69151. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69152. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69153. if (this._computeBoundingBox) {
  69154. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69155. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69156. }
  69157. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69158. if (!this._computeParticleVertex) {
  69159. var normalx = fixedNormal32[idx];
  69160. var normaly = fixedNormal32[idx + 1];
  69161. var normalz = fixedNormal32[idx + 2];
  69162. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69163. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69164. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69165. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69166. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69167. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69168. }
  69169. if (this._computeParticleColor && particle.color) {
  69170. var color = particle.color;
  69171. var colors32_1 = this._colors32;
  69172. colors32_1[colidx] = color.r;
  69173. colors32_1[colidx + 1] = color.g;
  69174. colors32_1[colidx + 2] = color.b;
  69175. colors32_1[colidx + 3] = color.a;
  69176. }
  69177. if (this._computeParticleTexture) {
  69178. var uvs = particle.uvs;
  69179. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69180. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69181. }
  69182. }
  69183. }
  69184. // particle just set invisible : scaled to zero and positioned at the origin
  69185. else {
  69186. particle._stillInvisible = true; // mark the particle as invisible
  69187. for (pt = 0; pt < shape.length; pt++) {
  69188. idx = index + pt * 3;
  69189. colidx = colorIndex + pt * 4;
  69190. uvidx = uvIndex + pt * 2;
  69191. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69192. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69193. if (this._computeParticleColor && particle.color) {
  69194. var color = particle.color;
  69195. colors32[colidx] = color.r;
  69196. colors32[colidx + 1] = color.g;
  69197. colors32[colidx + 2] = color.b;
  69198. colors32[colidx + 3] = color.a;
  69199. }
  69200. if (this._computeParticleTexture) {
  69201. var uvs = particle.uvs;
  69202. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69203. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69204. }
  69205. }
  69206. }
  69207. // if the particle intersections must be computed : update the bbInfo
  69208. if (this._particlesIntersect) {
  69209. var bInfo = particle._boundingInfo;
  69210. var bBox = bInfo.boundingBox;
  69211. var bSphere = bInfo.boundingSphere;
  69212. var modelBoundingInfo = particle._modelBoundingInfo;
  69213. if (!this._bSphereOnly) {
  69214. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69215. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69216. var tempMin = tempVectors[1];
  69217. var tempMax = tempVectors[2];
  69218. tempMin.setAll(Number.MAX_VALUE);
  69219. tempMax.setAll(-Number.MAX_VALUE);
  69220. for (var b = 0; b < 8; b++) {
  69221. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69222. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69223. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69224. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69225. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69226. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69227. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69228. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69229. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69230. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69231. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69232. }
  69233. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69234. }
  69235. // place and scale the particle bouding sphere in the SPS local system, then update it
  69236. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69237. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69238. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  69239. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69240. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69241. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69242. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69243. }
  69244. // increment indexes for the next particle
  69245. index = idx + 3;
  69246. colorIndex = colidx + 4;
  69247. uvIndex = uvidx + 2;
  69248. }
  69249. // if the VBO must be updated
  69250. if (update) {
  69251. if (this._computeParticleColor) {
  69252. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69253. }
  69254. if (this._computeParticleTexture) {
  69255. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69256. }
  69257. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69258. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69259. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69260. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69261. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69262. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69263. for (var i = 0; i < normals32.length; i++) {
  69264. fixedNormal32[i] = normals32[i];
  69265. }
  69266. }
  69267. if (!mesh.areNormalsFrozen) {
  69268. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69269. }
  69270. }
  69271. if (this._depthSort && this._depthSortParticles) {
  69272. var depthSortedParticles = this.depthSortedParticles;
  69273. depthSortedParticles.sort(depthSortFunction);
  69274. var dspl = depthSortedParticles.length;
  69275. var sid = 0;
  69276. for (var sorted = 0; sorted < dspl; sorted++) {
  69277. var lind = depthSortedParticles[sorted].indicesLength;
  69278. var sind = depthSortedParticles[sorted].ind;
  69279. for (var i = 0; i < lind; i++) {
  69280. indices32[sid] = indices[sind + i];
  69281. sid++;
  69282. }
  69283. }
  69284. mesh.updateIndices(indices32);
  69285. }
  69286. }
  69287. if (this._computeBoundingBox) {
  69288. if (mesh._boundingInfo) {
  69289. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69290. }
  69291. else {
  69292. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69293. }
  69294. }
  69295. this.afterUpdateParticles(start, end, update);
  69296. return this;
  69297. };
  69298. /**
  69299. * Disposes the SPS.
  69300. */
  69301. SolidParticleSystem.prototype.dispose = function () {
  69302. this.mesh.dispose();
  69303. this.vars = null;
  69304. // drop references to internal big arrays for the GC
  69305. this._positions = null;
  69306. this._indices = null;
  69307. this._normals = null;
  69308. this._uvs = null;
  69309. this._colors = null;
  69310. this._indices32 = null;
  69311. this._positions32 = null;
  69312. this._normals32 = null;
  69313. this._fixedNormal32 = null;
  69314. this._uvs32 = null;
  69315. this._colors32 = null;
  69316. this.pickedParticles = null;
  69317. };
  69318. /**
  69319. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69320. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69321. * @returns the SPS.
  69322. */
  69323. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69324. if (!this._isVisibilityBoxLocked) {
  69325. this.mesh.refreshBoundingInfo();
  69326. }
  69327. return this;
  69328. };
  69329. /**
  69330. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69331. * @param size the size (float) of the visibility box
  69332. * note : this doesn't lock the SPS mesh bounding box.
  69333. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69334. */
  69335. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69336. var vis = size / 2;
  69337. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69338. };
  69339. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69340. /**
  69341. * Gets whether the SPS as always visible or not
  69342. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69343. */
  69344. get: function () {
  69345. return this._alwaysVisible;
  69346. },
  69347. /**
  69348. * Sets the SPS as always visible or not
  69349. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69350. */
  69351. set: function (val) {
  69352. this._alwaysVisible = val;
  69353. this.mesh.alwaysSelectAsActiveMesh = val;
  69354. },
  69355. enumerable: true,
  69356. configurable: true
  69357. });
  69358. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69359. /**
  69360. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69361. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69362. */
  69363. get: function () {
  69364. return this._isVisibilityBoxLocked;
  69365. },
  69366. /**
  69367. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69368. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69369. */
  69370. set: function (val) {
  69371. this._isVisibilityBoxLocked = val;
  69372. var boundingInfo = this.mesh.getBoundingInfo();
  69373. boundingInfo.isLocked = val;
  69374. },
  69375. enumerable: true,
  69376. configurable: true
  69377. });
  69378. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69379. /**
  69380. * Gets if `setParticles()` computes the particle rotations or not.
  69381. * Default value : true. The SPS is faster when it's set to false.
  69382. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69383. */
  69384. get: function () {
  69385. return this._computeParticleRotation;
  69386. },
  69387. /**
  69388. * Tells to `setParticles()` to compute the particle rotations or not.
  69389. * Default value : true. The SPS is faster when it's set to false.
  69390. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69391. */
  69392. set: function (val) {
  69393. this._computeParticleRotation = val;
  69394. },
  69395. enumerable: true,
  69396. configurable: true
  69397. });
  69398. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69399. /**
  69400. * Gets if `setParticles()` computes the particle colors or not.
  69401. * Default value : true. The SPS is faster when it's set to false.
  69402. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69403. */
  69404. get: function () {
  69405. return this._computeParticleColor;
  69406. },
  69407. /**
  69408. * Tells to `setParticles()` to compute the particle colors or not.
  69409. * Default value : true. The SPS is faster when it's set to false.
  69410. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69411. */
  69412. set: function (val) {
  69413. this._computeParticleColor = val;
  69414. },
  69415. enumerable: true,
  69416. configurable: true
  69417. });
  69418. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69419. /**
  69420. * Gets if `setParticles()` computes the particle textures or not.
  69421. * Default value : true. The SPS is faster when it's set to false.
  69422. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69423. */
  69424. get: function () {
  69425. return this._computeParticleTexture;
  69426. },
  69427. set: function (val) {
  69428. this._computeParticleTexture = val;
  69429. },
  69430. enumerable: true,
  69431. configurable: true
  69432. });
  69433. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69434. /**
  69435. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69436. * Default value : false. The SPS is faster when it's set to false.
  69437. * Note : the particle custom vertex positions aren't stored values.
  69438. */
  69439. get: function () {
  69440. return this._computeParticleVertex;
  69441. },
  69442. /**
  69443. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69444. * Default value : false. The SPS is faster when it's set to false.
  69445. * Note : the particle custom vertex positions aren't stored values.
  69446. */
  69447. set: function (val) {
  69448. this._computeParticleVertex = val;
  69449. },
  69450. enumerable: true,
  69451. configurable: true
  69452. });
  69453. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69454. /**
  69455. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69456. */
  69457. get: function () {
  69458. return this._computeBoundingBox;
  69459. },
  69460. /**
  69461. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69462. */
  69463. set: function (val) {
  69464. this._computeBoundingBox = val;
  69465. },
  69466. enumerable: true,
  69467. configurable: true
  69468. });
  69469. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69470. /**
  69471. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69472. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69473. * Default : `true`
  69474. */
  69475. get: function () {
  69476. return this._depthSortParticles;
  69477. },
  69478. /**
  69479. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69480. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69481. * Default : `true`
  69482. */
  69483. set: function (val) {
  69484. this._depthSortParticles = val;
  69485. },
  69486. enumerable: true,
  69487. configurable: true
  69488. });
  69489. // =======================================================================
  69490. // Particle behavior logic
  69491. // these following methods may be overwritten by the user to fit his needs
  69492. /**
  69493. * This function does nothing. It may be overwritten to set all the particle first values.
  69494. * The SPS doesn't call this function, you may have to call it by your own.
  69495. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69496. */
  69497. SolidParticleSystem.prototype.initParticles = function () {
  69498. };
  69499. /**
  69500. * This function does nothing. It may be overwritten to recycle a particle.
  69501. * The SPS doesn't call this function, you may have to call it by your own.
  69502. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69503. * @param particle The particle to recycle
  69504. * @returns the recycled particle
  69505. */
  69506. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69507. return particle;
  69508. };
  69509. /**
  69510. * Updates a particle : this function should be overwritten by the user.
  69511. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69512. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69513. * @example : just set a particle position or velocity and recycle conditions
  69514. * @param particle The particle to update
  69515. * @returns the updated particle
  69516. */
  69517. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69518. return particle;
  69519. };
  69520. /**
  69521. * Updates a vertex of a particle : it can be overwritten by the user.
  69522. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69523. * @param particle the current particle
  69524. * @param vertex the current index of the current particle
  69525. * @param pt the index of the current vertex in the particle shape
  69526. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69527. * @example : just set a vertex particle position
  69528. * @returns the updated vertex
  69529. */
  69530. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69531. return vertex;
  69532. };
  69533. /**
  69534. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69535. * This does nothing and may be overwritten by the user.
  69536. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69537. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69538. * @param update the boolean update value actually passed to setParticles()
  69539. */
  69540. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69541. };
  69542. /**
  69543. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69544. * This will be passed three parameters.
  69545. * This does nothing and may be overwritten by the user.
  69546. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69547. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69548. * @param update the boolean update value actually passed to setParticles()
  69549. */
  69550. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69551. };
  69552. return SolidParticleSystem;
  69553. }());
  69554. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69555. })(BABYLON || (BABYLON = {}));
  69556. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69557. var BABYLON;
  69558. (function (BABYLON) {
  69559. /**
  69560. * Class containing static functions to help procedurally build meshes
  69561. */
  69562. var MeshBuilder = /** @class */ (function () {
  69563. function MeshBuilder() {
  69564. }
  69565. MeshBuilder.updateSideOrientation = function (orientation) {
  69566. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69567. return BABYLON.Mesh.DOUBLESIDE;
  69568. }
  69569. if (orientation === undefined || orientation === null) {
  69570. return BABYLON.Mesh.FRONTSIDE;
  69571. }
  69572. return orientation;
  69573. };
  69574. /**
  69575. * Creates a box mesh
  69576. * * The parameter `size` sets the size (float) of each box side (default 1)
  69577. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69578. * * 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)
  69579. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69580. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69581. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69582. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69583. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69584. * @param name defines the name of the mesh
  69585. * @param options defines the options used to create the mesh
  69586. * @param scene defines the hosting scene
  69587. * @returns the box mesh
  69588. */
  69589. MeshBuilder.CreateBox = function (name, options, scene) {
  69590. if (scene === void 0) { scene = null; }
  69591. var box = new BABYLON.Mesh(name, scene);
  69592. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69593. box._originalBuilderSideOrientation = options.sideOrientation;
  69594. var vertexData = BABYLON.VertexData.CreateBox(options);
  69595. vertexData.applyToMesh(box, options.updatable);
  69596. return box;
  69597. };
  69598. /**
  69599. * Creates a sphere mesh
  69600. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69601. * * 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`)
  69602. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69603. * * 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
  69604. * * 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)
  69605. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69606. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69607. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69608. * @param name defines the name of the mesh
  69609. * @param options defines the options used to create the mesh
  69610. * @param scene defines the hosting scene
  69611. * @returns the sphere mesh
  69612. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69613. */
  69614. MeshBuilder.CreateSphere = function (name, options, scene) {
  69615. var sphere = new BABYLON.Mesh(name, scene);
  69616. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69617. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69618. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69619. vertexData.applyToMesh(sphere, options.updatable);
  69620. return sphere;
  69621. };
  69622. /**
  69623. * Creates a plane polygonal mesh. By default, this is a disc
  69624. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69625. * * 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
  69626. * * 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
  69627. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69628. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69629. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69630. * @param name defines the name of the mesh
  69631. * @param options defines the options used to create the mesh
  69632. * @param scene defines the hosting scene
  69633. * @returns the plane polygonal mesh
  69634. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69635. */
  69636. MeshBuilder.CreateDisc = function (name, options, scene) {
  69637. if (scene === void 0) { scene = null; }
  69638. var disc = new BABYLON.Mesh(name, scene);
  69639. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69640. disc._originalBuilderSideOrientation = options.sideOrientation;
  69641. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69642. vertexData.applyToMesh(disc, options.updatable);
  69643. return disc;
  69644. };
  69645. /**
  69646. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69647. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69648. * * 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`)
  69649. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69650. * * 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
  69651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69652. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69653. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69654. * @param name defines the name of the mesh
  69655. * @param options defines the options used to create the mesh
  69656. * @param scene defines the hosting scene
  69657. * @returns the icosahedron mesh
  69658. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69659. */
  69660. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69661. var sphere = new BABYLON.Mesh(name, scene);
  69662. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69663. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69664. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69665. vertexData.applyToMesh(sphere, options.updatable);
  69666. return sphere;
  69667. };
  69668. /**
  69669. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69670. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69671. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69672. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69673. * * 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
  69674. * * 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
  69675. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  69676. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69677. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69678. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69679. * * 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
  69680. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69681. * * 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
  69682. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69683. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69684. * @param name defines the name of the mesh
  69685. * @param options defines the options used to create the mesh
  69686. * @param scene defines the hosting scene
  69687. * @returns the ribbon mesh
  69688. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69689. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69690. */
  69691. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69692. if (scene === void 0) { scene = null; }
  69693. var pathArray = options.pathArray;
  69694. var closeArray = options.closeArray;
  69695. var closePath = options.closePath;
  69696. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69697. var instance = options.instance;
  69698. var updatable = options.updatable;
  69699. if (instance) { // existing ribbon instance update
  69700. // positionFunction : ribbon case
  69701. // only pathArray and sideOrientation parameters are taken into account for positions update
  69702. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69703. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69704. var positionFunction = function (positions) {
  69705. var minlg = pathArray[0].length;
  69706. var mesh = instance;
  69707. var i = 0;
  69708. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69709. for (var si = 1; si <= ns; ++si) {
  69710. for (var p = 0; p < pathArray.length; ++p) {
  69711. var path = pathArray[p];
  69712. var l = path.length;
  69713. minlg = (minlg < l) ? minlg : l;
  69714. for (var j = 0; j < minlg; ++j) {
  69715. var pathPoint = path[j];
  69716. positions[i] = pathPoint.x;
  69717. positions[i + 1] = pathPoint.y;
  69718. positions[i + 2] = pathPoint.z;
  69719. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69720. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69721. i += 3;
  69722. }
  69723. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69724. var pathPoint = path[0];
  69725. positions[i] = pathPoint.x;
  69726. positions[i + 1] = pathPoint.y;
  69727. positions[i + 2] = pathPoint.z;
  69728. i += 3;
  69729. }
  69730. }
  69731. }
  69732. };
  69733. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69734. positionFunction(positions);
  69735. if (instance._boundingInfo) {
  69736. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69737. }
  69738. else {
  69739. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69740. }
  69741. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69742. if (options.colors) {
  69743. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69744. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69745. var color = options.colors[c];
  69746. colors[colorIndex] = color.r;
  69747. colors[colorIndex + 1] = color.g;
  69748. colors[colorIndex + 2] = color.b;
  69749. colors[colorIndex + 3] = color.a;
  69750. }
  69751. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69752. }
  69753. if (options.uvs) {
  69754. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69755. for (var i = 0; i < options.uvs.length; i++) {
  69756. uvs[i * 2] = options.uvs[i].x;
  69757. uvs[i * 2 + 1] = options.uvs[i].y;
  69758. }
  69759. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69760. }
  69761. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69762. var indices = instance.getIndices();
  69763. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69764. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69765. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69766. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69767. var indexFirst = 0;
  69768. var indexLast = 0;
  69769. for (var p = 0; p < pathArray.length; p++) {
  69770. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69771. if (p + 1 < pathArray.length) {
  69772. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69773. }
  69774. else {
  69775. indexLast = normals.length - 3;
  69776. }
  69777. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69778. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69779. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69780. normals[indexLast] = normals[indexFirst];
  69781. normals[indexLast + 1] = normals[indexFirst + 1];
  69782. normals[indexLast + 2] = normals[indexFirst + 2];
  69783. }
  69784. }
  69785. if (!(instance.areNormalsFrozen)) {
  69786. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69787. }
  69788. }
  69789. return instance;
  69790. }
  69791. else { // new ribbon creation
  69792. var ribbon = new BABYLON.Mesh(name, scene);
  69793. ribbon._originalBuilderSideOrientation = sideOrientation;
  69794. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69795. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69796. if (closePath) {
  69797. ribbon._creationDataStorage.idx = vertexData._idx;
  69798. }
  69799. ribbon._creationDataStorage.closePath = closePath;
  69800. ribbon._creationDataStorage.closeArray = closeArray;
  69801. vertexData.applyToMesh(ribbon, updatable);
  69802. return ribbon;
  69803. }
  69804. };
  69805. /**
  69806. * Creates a cylinder or a cone mesh
  69807. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69808. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69809. * * 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.
  69810. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69811. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69812. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69813. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69814. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69815. * * 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).
  69816. * * 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
  69817. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69818. * * 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
  69819. * * 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.
  69820. * * If `enclose` is false, a ring surface is one element.
  69821. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69822. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69823. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69824. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69825. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69826. * @param name defines the name of the mesh
  69827. * @param options defines the options used to create the mesh
  69828. * @param scene defines the hosting scene
  69829. * @returns the cylinder mesh
  69830. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69831. */
  69832. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69833. var cylinder = new BABYLON.Mesh(name, scene);
  69834. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69835. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69836. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69837. vertexData.applyToMesh(cylinder, options.updatable);
  69838. return cylinder;
  69839. };
  69840. /**
  69841. * Creates a torus mesh
  69842. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69843. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69844. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69845. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69846. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69847. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69848. * @param name defines the name of the mesh
  69849. * @param options defines the options used to create the mesh
  69850. * @param scene defines the hosting scene
  69851. * @returns the torus mesh
  69852. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  69853. */
  69854. MeshBuilder.CreateTorus = function (name, options, scene) {
  69855. var torus = new BABYLON.Mesh(name, scene);
  69856. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69857. torus._originalBuilderSideOrientation = options.sideOrientation;
  69858. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69859. vertexData.applyToMesh(torus, options.updatable);
  69860. return torus;
  69861. };
  69862. /**
  69863. * Creates a torus knot mesh
  69864. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69865. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69866. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69867. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69868. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69869. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69870. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69871. * @param name defines the name of the mesh
  69872. * @param options defines the options used to create the mesh
  69873. * @param scene defines the hosting scene
  69874. * @returns the torus knot mesh
  69875. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  69876. */
  69877. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69878. var torusKnot = new BABYLON.Mesh(name, scene);
  69879. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69880. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69881. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69882. vertexData.applyToMesh(torusKnot, options.updatable);
  69883. return torusKnot;
  69884. };
  69885. /**
  69886. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69887. * * 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
  69888. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69889. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69890. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69891. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69892. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69893. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69894. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69895. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69896. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69897. * @param name defines the name of the new line system
  69898. * @param options defines the options used to create the line system
  69899. * @param scene defines the hosting scene
  69900. * @returns a new line system mesh
  69901. */
  69902. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69903. var instance = options.instance;
  69904. var lines = options.lines;
  69905. var colors = options.colors;
  69906. if (instance) { // lines update
  69907. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69908. var vertexColor;
  69909. var lineColors;
  69910. if (colors) {
  69911. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69912. }
  69913. var i = 0;
  69914. var c = 0;
  69915. for (var l = 0; l < lines.length; l++) {
  69916. var points = lines[l];
  69917. for (var p = 0; p < points.length; p++) {
  69918. positions[i] = points[p].x;
  69919. positions[i + 1] = points[p].y;
  69920. positions[i + 2] = points[p].z;
  69921. if (colors && vertexColor) {
  69922. lineColors = colors[l];
  69923. vertexColor[c] = lineColors[p].r;
  69924. vertexColor[c + 1] = lineColors[p].g;
  69925. vertexColor[c + 2] = lineColors[p].b;
  69926. vertexColor[c + 3] = lineColors[p].a;
  69927. c += 4;
  69928. }
  69929. i += 3;
  69930. }
  69931. }
  69932. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69933. if (colors && vertexColor) {
  69934. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69935. }
  69936. return instance;
  69937. }
  69938. // line system creation
  69939. var useVertexColor = (colors) ? true : false;
  69940. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69941. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69942. vertexData.applyToMesh(lineSystem, options.updatable);
  69943. return lineSystem;
  69944. };
  69945. /**
  69946. * Creates a line mesh
  69947. * 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
  69948. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69949. * * The parameter `points` is an array successive Vector3
  69950. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69951. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69952. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69953. * * When updating an instance, remember that only point positions can change, not the number of points
  69954. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69955. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  69956. * @param name defines the name of the new line system
  69957. * @param options defines the options used to create the line system
  69958. * @param scene defines the hosting scene
  69959. * @returns a new line mesh
  69960. */
  69961. MeshBuilder.CreateLines = function (name, options, scene) {
  69962. if (scene === void 0) { scene = null; }
  69963. var colors = (options.colors) ? [options.colors] : null;
  69964. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69965. return lines;
  69966. };
  69967. /**
  69968. * Creates a dashed line mesh
  69969. * * 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
  69970. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69971. * * The parameter `points` is an array successive Vector3
  69972. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69973. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69974. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69975. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69976. * * When updating an instance, remember that only point positions can change, not the number of points
  69977. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69978. * @param name defines the name of the mesh
  69979. * @param options defines the options used to create the mesh
  69980. * @param scene defines the hosting scene
  69981. * @returns the dashed line mesh
  69982. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69983. */
  69984. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69985. if (scene === void 0) { scene = null; }
  69986. var points = options.points;
  69987. var instance = options.instance;
  69988. var gapSize = options.gapSize || 1;
  69989. var dashSize = options.dashSize || 3;
  69990. if (instance) { // dashed lines update
  69991. var positionFunction = function (positions) {
  69992. var curvect = BABYLON.Vector3.Zero();
  69993. var nbSeg = positions.length / 6;
  69994. var lg = 0;
  69995. var nb = 0;
  69996. var shft = 0;
  69997. var dashshft = 0;
  69998. var curshft = 0;
  69999. var p = 0;
  70000. var i = 0;
  70001. var j = 0;
  70002. for (i = 0; i < points.length - 1; i++) {
  70003. points[i + 1].subtractToRef(points[i], curvect);
  70004. lg += curvect.length();
  70005. }
  70006. shft = lg / nbSeg;
  70007. var dashSize = instance._creationDataStorage.dashSize;
  70008. var gapSize = instance._creationDataStorage.gapSize;
  70009. dashshft = dashSize * shft / (dashSize + gapSize);
  70010. for (i = 0; i < points.length - 1; i++) {
  70011. points[i + 1].subtractToRef(points[i], curvect);
  70012. nb = Math.floor(curvect.length() / shft);
  70013. curvect.normalize();
  70014. j = 0;
  70015. while (j < nb && p < positions.length) {
  70016. curshft = shft * j;
  70017. positions[p] = points[i].x + curshft * curvect.x;
  70018. positions[p + 1] = points[i].y + curshft * curvect.y;
  70019. positions[p + 2] = points[i].z + curshft * curvect.z;
  70020. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70021. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70022. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70023. p += 6;
  70024. j++;
  70025. }
  70026. }
  70027. while (p < positions.length) {
  70028. positions[p] = points[i].x;
  70029. positions[p + 1] = points[i].y;
  70030. positions[p + 2] = points[i].z;
  70031. p += 3;
  70032. }
  70033. };
  70034. instance.updateMeshPositions(positionFunction, false);
  70035. return instance;
  70036. }
  70037. // dashed lines creation
  70038. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70039. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70040. vertexData.applyToMesh(dashedLines, options.updatable);
  70041. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70042. dashedLines._creationDataStorage.dashSize = dashSize;
  70043. dashedLines._creationDataStorage.gapSize = gapSize;
  70044. return dashedLines;
  70045. };
  70046. /**
  70047. * 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.
  70048. * * 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.
  70049. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70050. * * 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.
  70051. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70052. * * 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
  70053. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70054. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70055. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70056. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70057. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70058. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70059. * @param name defines the name of the mesh
  70060. * @param options defines the options used to create the mesh
  70061. * @param scene defines the hosting scene
  70062. * @returns the extruded shape mesh
  70063. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70064. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70065. */
  70066. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70067. if (scene === void 0) { scene = null; }
  70068. var path = options.path;
  70069. var shape = options.shape;
  70070. var scale = options.scale || 1;
  70071. var rotation = options.rotation || 0;
  70072. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70073. var updatable = options.updatable;
  70074. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70075. var instance = options.instance || null;
  70076. var invertUV = options.invertUV || false;
  70077. 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);
  70078. };
  70079. /**
  70080. * Creates an custom extruded shape mesh.
  70081. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70082. * * 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.
  70083. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70084. * * 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
  70085. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70086. * * 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
  70087. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70088. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70089. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70090. * * 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
  70091. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70092. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70093. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70094. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70095. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70096. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70097. * @param name defines the name of the mesh
  70098. * @param options defines the options used to create the mesh
  70099. * @param scene defines the hosting scene
  70100. * @returns the custom extruded shape mesh
  70101. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70102. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70103. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70104. */
  70105. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70106. var path = options.path;
  70107. var shape = options.shape;
  70108. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70109. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70110. var ribbonCloseArray = options.ribbonCloseArray || false;
  70111. var ribbonClosePath = options.ribbonClosePath || false;
  70112. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70113. var updatable = options.updatable;
  70114. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70115. var instance = options.instance;
  70116. var invertUV = options.invertUV || false;
  70117. 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);
  70118. };
  70119. /**
  70120. * Creates lathe mesh.
  70121. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70122. * * 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
  70123. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70124. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70125. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70126. * * 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
  70127. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70128. * * 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
  70129. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70130. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70131. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70132. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70133. * @param name defines the name of the mesh
  70134. * @param options defines the options used to create the mesh
  70135. * @param scene defines the hosting scene
  70136. * @returns the lathe mesh
  70137. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70138. */
  70139. MeshBuilder.CreateLathe = function (name, options, scene) {
  70140. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70141. var closed = (options.closed === undefined) ? true : options.closed;
  70142. var shape = options.shape;
  70143. var radius = options.radius || 1;
  70144. var tessellation = options.tessellation || 64;
  70145. var clip = options.clip || 0;
  70146. var updatable = options.updatable;
  70147. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70148. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70149. var pi2 = Math.PI * 2;
  70150. var paths = new Array();
  70151. var invertUV = options.invertUV || false;
  70152. var i = 0;
  70153. var p = 0;
  70154. var step = pi2 / tessellation * arc;
  70155. var rotated;
  70156. var path = new Array();
  70157. for (i = 0; i <= tessellation - clip; i++) {
  70158. var path = [];
  70159. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70160. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70161. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70162. }
  70163. for (p = 0; p < shape.length; p++) {
  70164. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70165. path.push(rotated);
  70166. }
  70167. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70168. 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));
  70169. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70170. }
  70171. paths.push(path);
  70172. }
  70173. // lathe ribbon
  70174. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70175. return lathe;
  70176. };
  70177. /**
  70178. * Creates a plane mesh
  70179. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70180. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70181. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70182. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70183. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70184. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70185. * @param name defines the name of the mesh
  70186. * @param options defines the options used to create the mesh
  70187. * @param scene defines the hosting scene
  70188. * @returns the plane mesh
  70189. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70190. */
  70191. MeshBuilder.CreatePlane = function (name, options, scene) {
  70192. var plane = new BABYLON.Mesh(name, scene);
  70193. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70194. plane._originalBuilderSideOrientation = options.sideOrientation;
  70195. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70196. vertexData.applyToMesh(plane, options.updatable);
  70197. if (options.sourcePlane) {
  70198. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70199. var dot = BABYLON.Vector3.Dot(plane.position, options.sourcePlane.normal);
  70200. var flip = dot >= 0;
  70201. plane.lookAt(BABYLON.Vector3.Zero(), 0, flip ? Math.PI : 0, 0);
  70202. }
  70203. return plane;
  70204. };
  70205. /**
  70206. * Creates a ground mesh
  70207. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70208. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70209. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70210. * @param name defines the name of the mesh
  70211. * @param options defines the options used to create the mesh
  70212. * @param scene defines the hosting scene
  70213. * @returns the ground mesh
  70214. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70215. */
  70216. MeshBuilder.CreateGround = function (name, options, scene) {
  70217. var ground = new BABYLON.GroundMesh(name, scene);
  70218. ground._setReady(false);
  70219. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70220. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70221. ground._width = options.width || 1;
  70222. ground._height = options.height || 1;
  70223. ground._maxX = ground._width / 2;
  70224. ground._maxZ = ground._height / 2;
  70225. ground._minX = -ground._maxX;
  70226. ground._minZ = -ground._maxZ;
  70227. var vertexData = BABYLON.VertexData.CreateGround(options);
  70228. vertexData.applyToMesh(ground, options.updatable);
  70229. ground._setReady(true);
  70230. return ground;
  70231. };
  70232. /**
  70233. * Creates a tiled ground mesh
  70234. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70235. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70236. * * 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
  70237. * * 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
  70238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70239. * @param name defines the name of the mesh
  70240. * @param options defines the options used to create the mesh
  70241. * @param scene defines the hosting scene
  70242. * @returns the tiled ground mesh
  70243. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70244. */
  70245. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70246. var tiledGround = new BABYLON.Mesh(name, scene);
  70247. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70248. vertexData.applyToMesh(tiledGround, options.updatable);
  70249. return tiledGround;
  70250. };
  70251. /**
  70252. * Creates a ground mesh from a height map
  70253. * * The parameter `url` sets the URL of the height map image resource.
  70254. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70255. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70256. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70257. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70258. * * 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.
  70259. * * 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).
  70260. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70261. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70262. * @param name defines the name of the mesh
  70263. * @param url defines the url to the height map
  70264. * @param options defines the options used to create the mesh
  70265. * @param scene defines the hosting scene
  70266. * @returns the ground mesh
  70267. * @see https://doc.babylonjs.com/babylon101/height_map
  70268. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70269. */
  70270. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70271. var width = options.width || 10.0;
  70272. var height = options.height || 10.0;
  70273. var subdivisions = options.subdivisions || 1 | 0;
  70274. var minHeight = options.minHeight || 0.0;
  70275. var maxHeight = options.maxHeight || 1.0;
  70276. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70277. var alphaFilter = options.alphaFilter || 0.0;
  70278. var updatable = options.updatable;
  70279. var onReady = options.onReady;
  70280. var ground = new BABYLON.GroundMesh(name, scene);
  70281. ground._subdivisionsX = subdivisions;
  70282. ground._subdivisionsY = subdivisions;
  70283. ground._width = width;
  70284. ground._height = height;
  70285. ground._maxX = ground._width / 2.0;
  70286. ground._maxZ = ground._height / 2.0;
  70287. ground._minX = -ground._maxX;
  70288. ground._minZ = -ground._maxZ;
  70289. ground._setReady(false);
  70290. var onload = function (img) {
  70291. // Getting height map data
  70292. var canvas = document.createElement("canvas");
  70293. var context = canvas.getContext("2d");
  70294. if (!context) {
  70295. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70296. }
  70297. if (scene.isDisposed) {
  70298. return;
  70299. }
  70300. var bufferWidth = img.width;
  70301. var bufferHeight = img.height;
  70302. canvas.width = bufferWidth;
  70303. canvas.height = bufferHeight;
  70304. context.drawImage(img, 0, 0);
  70305. // Create VertexData from map data
  70306. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70307. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70308. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70309. width: width, height: height,
  70310. subdivisions: subdivisions,
  70311. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70312. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70313. alphaFilter: alphaFilter
  70314. });
  70315. vertexData.applyToMesh(ground, updatable);
  70316. //execute ready callback, if set
  70317. if (onReady) {
  70318. onReady(ground);
  70319. }
  70320. ground._setReady(true);
  70321. };
  70322. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70323. return ground;
  70324. };
  70325. /**
  70326. * Creates a polygon mesh
  70327. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70328. * * 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
  70329. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70330. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70331. * * 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)
  70332. * * Remember you can only change the shape positions, not their number when updating a polygon
  70333. * @param name defines the name of the mesh
  70334. * @param options defines the options used to create the mesh
  70335. * @param scene defines the hosting scene
  70336. * @returns the polygon mesh
  70337. */
  70338. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70339. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70340. var shape = options.shape;
  70341. var holes = options.holes || [];
  70342. var depth = options.depth || 0;
  70343. var contours = [];
  70344. var hole = [];
  70345. for (var i = 0; i < shape.length; i++) {
  70346. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70347. }
  70348. var epsilon = 0.00000001;
  70349. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70350. contours.pop();
  70351. }
  70352. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70353. for (var hNb = 0; hNb < holes.length; hNb++) {
  70354. hole = [];
  70355. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70356. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70357. }
  70358. polygonTriangulation.addHole(hole);
  70359. }
  70360. var polygon = polygonTriangulation.build(options.updatable, depth);
  70361. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70362. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70363. vertexData.applyToMesh(polygon, options.updatable);
  70364. return polygon;
  70365. };
  70366. /**
  70367. * Creates an extruded polygon mesh, with depth in the Y direction.
  70368. * * 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)
  70369. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70370. * @param name defines the name of the mesh
  70371. * @param options defines the options used to create the mesh
  70372. * @param scene defines the hosting scene
  70373. * @returns the polygon mesh
  70374. */
  70375. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70376. return MeshBuilder.CreatePolygon(name, options, scene);
  70377. };
  70378. /**
  70379. * Creates a tube mesh.
  70380. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70381. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70382. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70383. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70384. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70385. * * 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)
  70386. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70387. * * 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
  70388. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  70389. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70390. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70391. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70392. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70393. * @param name defines the name of the mesh
  70394. * @param options defines the options used to create the mesh
  70395. * @param scene defines the hosting scene
  70396. * @returns the tube mesh
  70397. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70398. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70399. */
  70400. MeshBuilder.CreateTube = function (name, options, scene) {
  70401. var path = options.path;
  70402. var instance = options.instance;
  70403. var radius = 1.0;
  70404. if (options.radius !== undefined) {
  70405. radius = options.radius;
  70406. }
  70407. else if (instance) {
  70408. radius = instance._creationDataStorage.radius;
  70409. }
  70410. var tessellation = options.tessellation || 64 | 0;
  70411. var radiusFunction = options.radiusFunction || null;
  70412. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70413. var invertUV = options.invertUV || false;
  70414. var updatable = options.updatable;
  70415. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70416. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70417. // tube geometry
  70418. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70419. var tangents = path3D.getTangents();
  70420. var normals = path3D.getNormals();
  70421. var distances = path3D.getDistances();
  70422. var pi2 = Math.PI * 2;
  70423. var step = pi2 / tessellation * arc;
  70424. var returnRadius = function () { return radius; };
  70425. var radiusFunctionFinal = radiusFunction || returnRadius;
  70426. var circlePath;
  70427. var rad;
  70428. var normal;
  70429. var rotated;
  70430. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70431. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70432. for (var i = 0; i < path.length; i++) {
  70433. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70434. circlePath = Array(); // current circle array
  70435. normal = normals[i]; // current normal
  70436. for (var t = 0; t < tessellation; t++) {
  70437. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70438. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70439. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70440. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70441. circlePath[t] = rotated;
  70442. }
  70443. circlePaths[index] = circlePath;
  70444. index++;
  70445. }
  70446. // cap
  70447. var capPath = function (nbPoints, pathIndex) {
  70448. var pointCap = Array();
  70449. for (var i = 0; i < nbPoints; i++) {
  70450. pointCap.push(path[pathIndex]);
  70451. }
  70452. return pointCap;
  70453. };
  70454. switch (cap) {
  70455. case BABYLON.Mesh.NO_CAP:
  70456. break;
  70457. case BABYLON.Mesh.CAP_START:
  70458. circlePaths[0] = capPath(tessellation, 0);
  70459. circlePaths[1] = circlePaths[2].slice(0);
  70460. break;
  70461. case BABYLON.Mesh.CAP_END:
  70462. circlePaths[index] = circlePaths[index - 1].slice(0);
  70463. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70464. break;
  70465. case BABYLON.Mesh.CAP_ALL:
  70466. circlePaths[0] = capPath(tessellation, 0);
  70467. circlePaths[1] = circlePaths[2].slice(0);
  70468. circlePaths[index] = circlePaths[index - 1].slice(0);
  70469. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70470. break;
  70471. default:
  70472. break;
  70473. }
  70474. return circlePaths;
  70475. };
  70476. var path3D;
  70477. var pathArray;
  70478. if (instance) { // tube update
  70479. var storage = instance._creationDataStorage;
  70480. var arc = options.arc || storage.arc;
  70481. path3D = storage.path3D.update(path);
  70482. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70483. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70484. // Update mode, no need to recreate the storage.
  70485. storage.path3D = path3D;
  70486. storage.pathArray = pathArray;
  70487. storage.arc = arc;
  70488. storage.radius = radius;
  70489. return instance;
  70490. }
  70491. // tube creation
  70492. path3D = new BABYLON.Path3D(path);
  70493. var newPathArray = new Array();
  70494. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70495. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70496. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70497. tube._creationDataStorage.pathArray = pathArray;
  70498. tube._creationDataStorage.path3D = path3D;
  70499. tube._creationDataStorage.tessellation = tessellation;
  70500. tube._creationDataStorage.cap = cap;
  70501. tube._creationDataStorage.arc = options.arc;
  70502. tube._creationDataStorage.radius = radius;
  70503. return tube;
  70504. };
  70505. /**
  70506. * Creates a polyhedron mesh
  70507. * * 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
  70508. * * The parameter `size` (positive float, default 1) sets the polygon size
  70509. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70510. * * 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`
  70511. * * 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
  70512. * * 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)`)
  70513. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70514. * * 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
  70515. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70516. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70517. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70518. * @param name defines the name of the mesh
  70519. * @param options defines the options used to create the mesh
  70520. * @param scene defines the hosting scene
  70521. * @returns the polyhedron mesh
  70522. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70523. */
  70524. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70525. var polyhedron = new BABYLON.Mesh(name, scene);
  70526. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70527. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70528. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70529. vertexData.applyToMesh(polyhedron, options.updatable);
  70530. return polyhedron;
  70531. };
  70532. /**
  70533. * Creates a decal mesh.
  70534. * 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
  70535. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70536. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70537. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70538. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70539. * @param name defines the name of the mesh
  70540. * @param sourceMesh defines the mesh where the decal must be applied
  70541. * @param options defines the options used to create the mesh
  70542. * @param scene defines the hosting scene
  70543. * @returns the decal mesh
  70544. * @see https://doc.babylonjs.com/how_to/decals
  70545. */
  70546. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70547. var indices = sourceMesh.getIndices();
  70548. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70549. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70550. var position = options.position || BABYLON.Vector3.Zero();
  70551. var normal = options.normal || BABYLON.Vector3.Up();
  70552. var size = options.size || BABYLON.Vector3.One();
  70553. var angle = options.angle || 0;
  70554. // Getting correct rotation
  70555. if (!normal) {
  70556. var target = new BABYLON.Vector3(0, 0, 1);
  70557. var camera = sourceMesh.getScene().activeCamera;
  70558. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70559. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70560. }
  70561. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70562. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70563. var pitch = Math.atan2(normal.y, len);
  70564. // Matrix
  70565. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70566. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70567. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70568. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70569. var vertexData = new BABYLON.VertexData();
  70570. vertexData.indices = [];
  70571. vertexData.positions = [];
  70572. vertexData.normals = [];
  70573. vertexData.uvs = [];
  70574. var currentVertexDataIndex = 0;
  70575. var extractDecalVector3 = function (indexId) {
  70576. var result = new BABYLON.PositionNormalVertex();
  70577. if (!indices || !positions || !normals) {
  70578. return result;
  70579. }
  70580. var vertexId = indices[indexId];
  70581. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70582. // Send vector to decal local world
  70583. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70584. // Get normal
  70585. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70586. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70587. return result;
  70588. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70589. var clip = function (vertices, axis) {
  70590. if (vertices.length === 0) {
  70591. return vertices;
  70592. }
  70593. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70594. var clipVertices = function (v0, v1) {
  70595. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70596. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70597. };
  70598. var result = new Array();
  70599. for (var index = 0; index < vertices.length; index += 3) {
  70600. var v1Out;
  70601. var v2Out;
  70602. var v3Out;
  70603. var total = 0;
  70604. var nV1 = null;
  70605. var nV2 = null;
  70606. var nV3 = null;
  70607. var nV4 = null;
  70608. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70609. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70610. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70611. v1Out = d1 > 0;
  70612. v2Out = d2 > 0;
  70613. v3Out = d3 > 0;
  70614. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70615. switch (total) {
  70616. case 0:
  70617. result.push(vertices[index]);
  70618. result.push(vertices[index + 1]);
  70619. result.push(vertices[index + 2]);
  70620. break;
  70621. case 1:
  70622. if (v1Out) {
  70623. nV1 = vertices[index + 1];
  70624. nV2 = vertices[index + 2];
  70625. nV3 = clipVertices(vertices[index], nV1);
  70626. nV4 = clipVertices(vertices[index], nV2);
  70627. }
  70628. if (v2Out) {
  70629. nV1 = vertices[index];
  70630. nV2 = vertices[index + 2];
  70631. nV3 = clipVertices(vertices[index + 1], nV1);
  70632. nV4 = clipVertices(vertices[index + 1], nV2);
  70633. result.push(nV3);
  70634. result.push(nV2.clone());
  70635. result.push(nV1.clone());
  70636. result.push(nV2.clone());
  70637. result.push(nV3.clone());
  70638. result.push(nV4);
  70639. break;
  70640. }
  70641. if (v3Out) {
  70642. nV1 = vertices[index];
  70643. nV2 = vertices[index + 1];
  70644. nV3 = clipVertices(vertices[index + 2], nV1);
  70645. nV4 = clipVertices(vertices[index + 2], nV2);
  70646. }
  70647. if (nV1 && nV2 && nV3 && nV4) {
  70648. result.push(nV1.clone());
  70649. result.push(nV2.clone());
  70650. result.push(nV3);
  70651. result.push(nV4);
  70652. result.push(nV3.clone());
  70653. result.push(nV2.clone());
  70654. }
  70655. break;
  70656. case 2:
  70657. if (!v1Out) {
  70658. nV1 = vertices[index].clone();
  70659. nV2 = clipVertices(nV1, vertices[index + 1]);
  70660. nV3 = clipVertices(nV1, vertices[index + 2]);
  70661. result.push(nV1);
  70662. result.push(nV2);
  70663. result.push(nV3);
  70664. }
  70665. if (!v2Out) {
  70666. nV1 = vertices[index + 1].clone();
  70667. nV2 = clipVertices(nV1, vertices[index + 2]);
  70668. nV3 = clipVertices(nV1, vertices[index]);
  70669. result.push(nV1);
  70670. result.push(nV2);
  70671. result.push(nV3);
  70672. }
  70673. if (!v3Out) {
  70674. nV1 = vertices[index + 2].clone();
  70675. nV2 = clipVertices(nV1, vertices[index]);
  70676. nV3 = clipVertices(nV1, vertices[index + 1]);
  70677. result.push(nV1);
  70678. result.push(nV2);
  70679. result.push(nV3);
  70680. }
  70681. break;
  70682. case 3:
  70683. break;
  70684. }
  70685. }
  70686. return result;
  70687. };
  70688. for (var index = 0; index < indices.length; index += 3) {
  70689. var faceVertices = new Array();
  70690. faceVertices.push(extractDecalVector3(index));
  70691. faceVertices.push(extractDecalVector3(index + 1));
  70692. faceVertices.push(extractDecalVector3(index + 2));
  70693. // Clip
  70694. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70695. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70696. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70697. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70698. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70699. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70700. if (faceVertices.length === 0) {
  70701. continue;
  70702. }
  70703. // Add UVs and get back to world
  70704. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70705. var vertex = faceVertices[vIndex];
  70706. //TODO check for Int32Array | Uint32Array | Uint16Array
  70707. vertexData.indices.push(currentVertexDataIndex);
  70708. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70709. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70710. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70711. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70712. currentVertexDataIndex++;
  70713. }
  70714. }
  70715. // Return mesh
  70716. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70717. vertexData.applyToMesh(decal);
  70718. decal.position = position.clone();
  70719. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70720. return decal;
  70721. };
  70722. // Privates
  70723. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70724. // extrusion geometry
  70725. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70726. var tangents = path3D.getTangents();
  70727. var normals = path3D.getNormals();
  70728. var binormals = path3D.getBinormals();
  70729. var distances = path3D.getDistances();
  70730. var angle = 0;
  70731. var returnScale = function () { return scale !== null ? scale : 1; };
  70732. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70733. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70734. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70735. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70736. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70737. for (var i = 0; i < curve.length; i++) {
  70738. var shapePath = new Array();
  70739. var angleStep = rotate(i, distances[i]);
  70740. var scaleRatio = scl(i, distances[i]);
  70741. for (var p = 0; p < shape.length; p++) {
  70742. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70743. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70744. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70745. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70746. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70747. shapePath[p] = rotated;
  70748. }
  70749. shapePaths[index] = shapePath;
  70750. angle += angleStep;
  70751. index++;
  70752. }
  70753. // cap
  70754. var capPath = function (shapePath) {
  70755. var pointCap = Array();
  70756. var barycenter = BABYLON.Vector3.Zero();
  70757. var i;
  70758. for (i = 0; i < shapePath.length; i++) {
  70759. barycenter.addInPlace(shapePath[i]);
  70760. }
  70761. barycenter.scaleInPlace(1.0 / shapePath.length);
  70762. for (i = 0; i < shapePath.length; i++) {
  70763. pointCap.push(barycenter);
  70764. }
  70765. return pointCap;
  70766. };
  70767. switch (cap) {
  70768. case BABYLON.Mesh.NO_CAP:
  70769. break;
  70770. case BABYLON.Mesh.CAP_START:
  70771. shapePaths[0] = capPath(shapePaths[2]);
  70772. shapePaths[1] = shapePaths[2];
  70773. break;
  70774. case BABYLON.Mesh.CAP_END:
  70775. shapePaths[index] = shapePaths[index - 1];
  70776. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70777. break;
  70778. case BABYLON.Mesh.CAP_ALL:
  70779. shapePaths[0] = capPath(shapePaths[2]);
  70780. shapePaths[1] = shapePaths[2];
  70781. shapePaths[index] = shapePaths[index - 1];
  70782. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70783. break;
  70784. default:
  70785. break;
  70786. }
  70787. return shapePaths;
  70788. };
  70789. var path3D;
  70790. var pathArray;
  70791. if (instance) { // instance update
  70792. var storage = instance._creationDataStorage;
  70793. path3D = storage.path3D.update(curve);
  70794. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70795. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70796. return instance;
  70797. }
  70798. // extruded shape creation
  70799. path3D = new BABYLON.Path3D(curve);
  70800. var newShapePaths = new Array();
  70801. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70802. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70803. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70804. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70805. extrudedGeneric._creationDataStorage.path3D = path3D;
  70806. extrudedGeneric._creationDataStorage.cap = cap;
  70807. return extrudedGeneric;
  70808. };
  70809. return MeshBuilder;
  70810. }());
  70811. BABYLON.MeshBuilder = MeshBuilder;
  70812. })(BABYLON || (BABYLON = {}));
  70813. //# sourceMappingURL=babylon.meshBuilder.js.map
  70814. var BABYLON;
  70815. (function (BABYLON) {
  70816. /**
  70817. * Draco compression (https://google.github.io/draco/)
  70818. *
  70819. * This class wraps the Draco module.
  70820. *
  70821. * **Encoder**
  70822. *
  70823. * The encoder is not currently implemented.
  70824. *
  70825. * **Decoder**
  70826. *
  70827. * 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.
  70828. *
  70829. * To update the configuration, use the following code:
  70830. * ```javascript
  70831. * BABYLON.DracoCompression.Configuration = {
  70832. * decoder: {
  70833. * wasmUrl: "<url to the WebAssembly library>",
  70834. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70835. * fallbackUrl: "<url to the fallback JavaScript library>",
  70836. * }
  70837. * };
  70838. * ```
  70839. *
  70840. * 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.
  70841. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70842. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70843. *
  70844. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70845. * ```javascript
  70846. * var dracoCompression = new BABYLON.DracoCompression();
  70847. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70848. * [BABYLON.VertexBuffer.PositionKind]: 0
  70849. * });
  70850. * ```
  70851. *
  70852. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70853. */
  70854. var DracoCompression = /** @class */ (function () {
  70855. /**
  70856. * Constructor
  70857. */
  70858. function DracoCompression() {
  70859. }
  70860. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70861. /**
  70862. * Returns true if the decoder is available.
  70863. */
  70864. get: function () {
  70865. if (typeof DracoDecoderModule !== "undefined") {
  70866. return true;
  70867. }
  70868. var decoder = DracoCompression.Configuration.decoder;
  70869. if (decoder) {
  70870. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70871. return true;
  70872. }
  70873. if (decoder.fallbackUrl) {
  70874. return true;
  70875. }
  70876. }
  70877. return false;
  70878. },
  70879. enumerable: true,
  70880. configurable: true
  70881. });
  70882. /**
  70883. * Stop all async operations and release resources.
  70884. */
  70885. DracoCompression.prototype.dispose = function () {
  70886. };
  70887. /**
  70888. * Decode Draco compressed mesh data to vertex data.
  70889. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70890. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70891. * @returns A promise that resolves with the decoded vertex data
  70892. */
  70893. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70894. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70895. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70896. var module = wrappedModule.module;
  70897. var vertexData = new BABYLON.VertexData();
  70898. var buffer = new module.DecoderBuffer();
  70899. buffer.Init(dataView, dataView.byteLength);
  70900. var decoder = new module.Decoder();
  70901. var geometry;
  70902. var status;
  70903. try {
  70904. var type = decoder.GetEncodedGeometryType(buffer);
  70905. switch (type) {
  70906. case module.TRIANGULAR_MESH:
  70907. geometry = new module.Mesh();
  70908. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70909. break;
  70910. case module.POINT_CLOUD:
  70911. geometry = new module.PointCloud();
  70912. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70913. break;
  70914. default:
  70915. throw new Error("Invalid geometry type " + type);
  70916. }
  70917. if (!status.ok() || !geometry.ptr) {
  70918. throw new Error(status.error_msg());
  70919. }
  70920. var numPoints = geometry.num_points();
  70921. if (type === module.TRIANGULAR_MESH) {
  70922. var numFaces = geometry.num_faces();
  70923. var faceIndices = new module.DracoInt32Array();
  70924. try {
  70925. var indices = new Uint32Array(numFaces * 3);
  70926. for (var i = 0; i < numFaces; i++) {
  70927. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70928. var offset = i * 3;
  70929. indices[offset + 0] = faceIndices.GetValue(0);
  70930. indices[offset + 1] = faceIndices.GetValue(1);
  70931. indices[offset + 2] = faceIndices.GetValue(2);
  70932. }
  70933. vertexData.indices = indices;
  70934. }
  70935. finally {
  70936. module.destroy(faceIndices);
  70937. }
  70938. }
  70939. for (var kind in attributes) {
  70940. var uniqueId = attributes[kind];
  70941. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70942. var dracoData = new module.DracoFloat32Array();
  70943. try {
  70944. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70945. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70946. for (var i = 0; i < babylonData.length; i++) {
  70947. babylonData[i] = dracoData.GetValue(i);
  70948. }
  70949. vertexData.set(babylonData, kind);
  70950. }
  70951. finally {
  70952. module.destroy(dracoData);
  70953. }
  70954. }
  70955. }
  70956. finally {
  70957. if (geometry) {
  70958. module.destroy(geometry);
  70959. }
  70960. module.destroy(decoder);
  70961. module.destroy(buffer);
  70962. }
  70963. return vertexData;
  70964. });
  70965. };
  70966. DracoCompression._GetDecoderModule = function () {
  70967. if (!DracoCompression._DecoderModulePromise) {
  70968. var promise = null;
  70969. var config_1 = {};
  70970. if (typeof DracoDecoderModule !== "undefined") {
  70971. promise = Promise.resolve();
  70972. }
  70973. else {
  70974. var decoder = DracoCompression.Configuration.decoder;
  70975. if (decoder) {
  70976. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70977. promise = Promise.all([
  70978. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70979. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70980. config_1.wasmBinary = data;
  70981. })
  70982. ]);
  70983. }
  70984. else if (decoder.fallbackUrl) {
  70985. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70986. }
  70987. }
  70988. }
  70989. if (!promise) {
  70990. throw new Error("Draco decoder module is not available");
  70991. }
  70992. DracoCompression._DecoderModulePromise = promise.then(function () {
  70993. return new Promise(function (resolve) {
  70994. config_1.onModuleLoaded = function (decoderModule) {
  70995. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70996. resolve({ module: decoderModule });
  70997. };
  70998. DracoDecoderModule(config_1);
  70999. });
  71000. });
  71001. }
  71002. return DracoCompression._DecoderModulePromise;
  71003. };
  71004. DracoCompression._LoadScriptAsync = function (url) {
  71005. return new Promise(function (resolve, reject) {
  71006. BABYLON.Tools.LoadScript(url, function () {
  71007. resolve();
  71008. }, function (message) {
  71009. reject(new Error(message));
  71010. });
  71011. });
  71012. };
  71013. DracoCompression._LoadFileAsync = function (url) {
  71014. return new Promise(function (resolve, reject) {
  71015. BABYLON.Tools.LoadFile(url, function (data) {
  71016. resolve(data);
  71017. }, undefined, undefined, true, function (request, exception) {
  71018. reject(exception);
  71019. });
  71020. });
  71021. };
  71022. /**
  71023. * The configuration. Defaults to the following urls:
  71024. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71025. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71026. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71027. */
  71028. DracoCompression.Configuration = {
  71029. decoder: {
  71030. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71031. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71032. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71033. }
  71034. };
  71035. return DracoCompression;
  71036. }());
  71037. BABYLON.DracoCompression = DracoCompression;
  71038. })(BABYLON || (BABYLON = {}));
  71039. //# sourceMappingURL=babylon.dracoCompression.js.map
  71040. var BABYLON;
  71041. (function (BABYLON) {
  71042. // Sets the default audio engine to Babylon.js
  71043. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71044. /**
  71045. * This represents the default audio engine used in babylon.
  71046. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71047. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71048. */
  71049. var AudioEngine = /** @class */ (function () {
  71050. /**
  71051. * Instantiates a new audio engine.
  71052. *
  71053. * There should be only one per page as some browsers restrict the number
  71054. * of audio contexts you can create.
  71055. * @param hostElement defines the host element where to display the mute icon if necessary
  71056. */
  71057. function AudioEngine(hostElement) {
  71058. if (hostElement === void 0) { hostElement = null; }
  71059. var _this = this;
  71060. this._audioContext = null;
  71061. this._audioContextInitialized = false;
  71062. this._muteButton = null;
  71063. /**
  71064. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71065. */
  71066. this.canUseWebAudio = false;
  71067. /**
  71068. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71069. * @ignoreNaming
  71070. */
  71071. this.WarnedWebAudioUnsupported = false;
  71072. /**
  71073. * Gets whether or not mp3 are supported by your browser.
  71074. */
  71075. this.isMP3supported = false;
  71076. /**
  71077. * Gets whether or not ogg are supported by your browser.
  71078. */
  71079. this.isOGGsupported = false;
  71080. /**
  71081. * Gets whether audio has been unlocked on the device.
  71082. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71083. * a user interaction has happened.
  71084. */
  71085. this.unlocked = true;
  71086. /**
  71087. * Defines if the audio engine relies on a custom unlocked button.
  71088. * In this case, the embedded button will not be displayed.
  71089. */
  71090. this.useCustomUnlockedButton = false;
  71091. /**
  71092. * Event raised when audio has been unlocked on the browser.
  71093. */
  71094. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71095. /**
  71096. * Event raised when audio has been locked on the browser.
  71097. */
  71098. this.onAudioLockedObservable = new BABYLON.Observable();
  71099. this._tryToRun = false;
  71100. this._onResize = function () {
  71101. _this._moveButtonToTopLeft();
  71102. };
  71103. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71104. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71105. this.canUseWebAudio = true;
  71106. }
  71107. var audioElem = document.createElement('audio');
  71108. this._hostElement = hostElement;
  71109. try {
  71110. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71111. this.isMP3supported = true;
  71112. }
  71113. }
  71114. catch (e) {
  71115. // protect error during capability check.
  71116. }
  71117. try {
  71118. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71119. this.isOGGsupported = true;
  71120. }
  71121. }
  71122. catch (e) {
  71123. // protect error during capability check.
  71124. }
  71125. }
  71126. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71127. /**
  71128. * Gets the current AudioContext if available.
  71129. */
  71130. get: function () {
  71131. if (!this._audioContextInitialized) {
  71132. this._initializeAudioContext();
  71133. }
  71134. else {
  71135. if (!this.unlocked && !this._muteButton) {
  71136. this._displayMuteButton();
  71137. }
  71138. }
  71139. return this._audioContext;
  71140. },
  71141. enumerable: true,
  71142. configurable: true
  71143. });
  71144. /**
  71145. * Flags the audio engine in Locked state.
  71146. * This happens due to new browser policies preventing audio to autoplay.
  71147. */
  71148. AudioEngine.prototype.lock = function () {
  71149. this._triggerSuspendedState();
  71150. };
  71151. /**
  71152. * Unlocks the audio engine once a user action has been done on the dom.
  71153. * This is helpful to resume play once browser policies have been satisfied.
  71154. */
  71155. AudioEngine.prototype.unlock = function () {
  71156. this._triggerRunningState();
  71157. };
  71158. AudioEngine.prototype._resumeAudioContext = function () {
  71159. var result;
  71160. if (this._audioContext.resume) {
  71161. result = this._audioContext.resume();
  71162. }
  71163. return result || Promise.resolve();
  71164. };
  71165. AudioEngine.prototype._initializeAudioContext = function () {
  71166. try {
  71167. if (this.canUseWebAudio) {
  71168. this._audioContext = new AudioContext();
  71169. // create a global volume gain node
  71170. this.masterGain = this._audioContext.createGain();
  71171. this.masterGain.gain.value = 1;
  71172. this.masterGain.connect(this._audioContext.destination);
  71173. this._audioContextInitialized = true;
  71174. if (this._audioContext.state === "running") {
  71175. // Do not wait for the promise to unlock.
  71176. this._triggerRunningState();
  71177. }
  71178. }
  71179. }
  71180. catch (e) {
  71181. this.canUseWebAudio = false;
  71182. BABYLON.Tools.Error("Web Audio: " + e.message);
  71183. }
  71184. };
  71185. AudioEngine.prototype._triggerRunningState = function () {
  71186. var _this = this;
  71187. if (this._tryToRun) {
  71188. return;
  71189. }
  71190. this._tryToRun = true;
  71191. this._resumeAudioContext()
  71192. .then(function () {
  71193. _this._tryToRun = false;
  71194. if (_this._muteButton) {
  71195. _this._hideMuteButton();
  71196. }
  71197. }).catch(function () {
  71198. _this._tryToRun = false;
  71199. _this.unlocked = false;
  71200. });
  71201. // Notify users that the audio stack is unlocked/unmuted
  71202. this.unlocked = true;
  71203. this.onAudioUnlockedObservable.notifyObservers(this);
  71204. };
  71205. AudioEngine.prototype._triggerSuspendedState = function () {
  71206. this.unlocked = false;
  71207. this.onAudioLockedObservable.notifyObservers(this);
  71208. this._displayMuteButton();
  71209. };
  71210. AudioEngine.prototype._displayMuteButton = function () {
  71211. var _this = this;
  71212. if (this.useCustomUnlockedButton) {
  71213. return;
  71214. }
  71215. this._muteButton = document.createElement("BUTTON");
  71216. this._muteButton.className = "babylonUnmuteIcon";
  71217. this._muteButton.id = "babylonUnmuteIconBtn";
  71218. this._muteButton.title = "Unmute";
  71219. 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) }";
  71220. var style = document.createElement('style');
  71221. style.appendChild(document.createTextNode(css));
  71222. document.getElementsByTagName('head')[0].appendChild(style);
  71223. document.body.appendChild(this._muteButton);
  71224. this._moveButtonToTopLeft();
  71225. this._muteButton.addEventListener('touchend', function () {
  71226. _this._triggerRunningState();
  71227. }, true);
  71228. this._muteButton.addEventListener('click', function () {
  71229. _this._triggerRunningState();
  71230. }, true);
  71231. window.addEventListener("resize", this._onResize);
  71232. };
  71233. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71234. if (this._hostElement && this._muteButton) {
  71235. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71236. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71237. }
  71238. };
  71239. AudioEngine.prototype._hideMuteButton = function () {
  71240. if (this._muteButton) {
  71241. document.body.removeChild(this._muteButton);
  71242. this._muteButton = null;
  71243. }
  71244. };
  71245. /**
  71246. * Destroy and release the resources associated with the audio ccontext.
  71247. */
  71248. AudioEngine.prototype.dispose = function () {
  71249. if (this.canUseWebAudio && this._audioContextInitialized) {
  71250. if (this._connectedAnalyser && this._audioContext) {
  71251. this._connectedAnalyser.stopDebugCanvas();
  71252. this._connectedAnalyser.dispose();
  71253. this.masterGain.disconnect();
  71254. this.masterGain.connect(this._audioContext.destination);
  71255. this._connectedAnalyser = null;
  71256. }
  71257. this.masterGain.gain.value = 1;
  71258. }
  71259. this.WarnedWebAudioUnsupported = false;
  71260. this._hideMuteButton();
  71261. window.removeEventListener("resize", this._onResize);
  71262. this.onAudioUnlockedObservable.clear();
  71263. this.onAudioLockedObservable.clear();
  71264. };
  71265. /**
  71266. * Gets the global volume sets on the master gain.
  71267. * @returns the global volume if set or -1 otherwise
  71268. */
  71269. AudioEngine.prototype.getGlobalVolume = function () {
  71270. if (this.canUseWebAudio && this._audioContextInitialized) {
  71271. return this.masterGain.gain.value;
  71272. }
  71273. else {
  71274. return -1;
  71275. }
  71276. };
  71277. /**
  71278. * Sets the global volume of your experience (sets on the master gain).
  71279. * @param newVolume Defines the new global volume of the application
  71280. */
  71281. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71282. if (this.canUseWebAudio && this._audioContextInitialized) {
  71283. this.masterGain.gain.value = newVolume;
  71284. }
  71285. };
  71286. /**
  71287. * Connect the audio engine to an audio analyser allowing some amazing
  71288. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71289. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71290. * @param analyser The analyser to connect to the engine
  71291. */
  71292. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71293. if (this._connectedAnalyser) {
  71294. this._connectedAnalyser.stopDebugCanvas();
  71295. }
  71296. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71297. this._connectedAnalyser = analyser;
  71298. this.masterGain.disconnect();
  71299. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71300. }
  71301. };
  71302. return AudioEngine;
  71303. }());
  71304. BABYLON.AudioEngine = AudioEngine;
  71305. })(BABYLON || (BABYLON = {}));
  71306. //# sourceMappingURL=babylon.audioEngine.js.map
  71307. var BABYLON;
  71308. (function (BABYLON) {
  71309. /**
  71310. * Defines a sound that can be played in the application.
  71311. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71312. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71313. */
  71314. var Sound = /** @class */ (function () {
  71315. /**
  71316. * Create a sound and attach it to a scene
  71317. * @param name Name of your sound
  71318. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71319. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71320. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71321. */
  71322. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71323. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71324. var _this = this;
  71325. /**
  71326. * Does the sound autoplay once loaded.
  71327. */
  71328. this.autoplay = false;
  71329. /**
  71330. * Does the sound loop after it finishes playing once.
  71331. */
  71332. this.loop = false;
  71333. /**
  71334. * Does the sound use a custom attenuation curve to simulate the falloff
  71335. * happening when the source gets further away from the camera.
  71336. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71337. */
  71338. this.useCustomAttenuation = false;
  71339. /**
  71340. * Is this sound currently played.
  71341. */
  71342. this.isPlaying = false;
  71343. /**
  71344. * Is this sound currently paused.
  71345. */
  71346. this.isPaused = false;
  71347. /**
  71348. * Does this sound enables spatial sound.
  71349. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71350. */
  71351. this.spatialSound = false;
  71352. /**
  71353. * Define the reference distance the sound should be heard perfectly.
  71354. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71355. */
  71356. this.refDistance = 1;
  71357. /**
  71358. * Define the roll off factor of spatial sounds.
  71359. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71360. */
  71361. this.rolloffFactor = 1;
  71362. /**
  71363. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71364. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71365. */
  71366. this.maxDistance = 100;
  71367. /**
  71368. * Define the distance attenuation model the sound will follow.
  71369. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71370. */
  71371. this.distanceModel = "linear";
  71372. /**
  71373. * Observable event when the current playing sound finishes.
  71374. */
  71375. this.onEndedObservable = new BABYLON.Observable();
  71376. this._panningModel = "equalpower";
  71377. this._playbackRate = 1;
  71378. this._streaming = false;
  71379. this._startTime = 0;
  71380. this._startOffset = 0;
  71381. this._position = BABYLON.Vector3.Zero();
  71382. /** @hidden */
  71383. this._positionInEmitterSpace = false;
  71384. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71385. this._volume = 1;
  71386. this._isReadyToPlay = false;
  71387. this._isDirectional = false;
  71388. // Used if you'd like to create a directional sound.
  71389. // If not set, the sound will be omnidirectional
  71390. this._coneInnerAngle = 360;
  71391. this._coneOuterAngle = 360;
  71392. this._coneOuterGain = 0;
  71393. this._isOutputConnected = false;
  71394. this._urlType = "Unknown";
  71395. this.name = name;
  71396. this._scene = scene;
  71397. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71398. if (!compo) {
  71399. compo = new BABYLON.AudioSceneComponent(scene);
  71400. scene._addComponent(compo);
  71401. }
  71402. this._readyToPlayCallback = readyToPlayCallback;
  71403. // Default custom attenuation function is a linear attenuation
  71404. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71405. if (currentDistance < maxDistance) {
  71406. return currentVolume * (1 - currentDistance / maxDistance);
  71407. }
  71408. else {
  71409. return 0;
  71410. }
  71411. };
  71412. if (options) {
  71413. this.autoplay = options.autoplay || false;
  71414. this.loop = options.loop || false;
  71415. // if volume === 0, we need another way to check this option
  71416. if (options.volume !== undefined) {
  71417. this._volume = options.volume;
  71418. }
  71419. this.spatialSound = options.spatialSound || false;
  71420. this.maxDistance = options.maxDistance || 100;
  71421. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71422. this.rolloffFactor = options.rolloffFactor || 1;
  71423. this.refDistance = options.refDistance || 1;
  71424. this.distanceModel = options.distanceModel || "linear";
  71425. this._playbackRate = options.playbackRate || 1;
  71426. this._streaming = options.streaming || false;
  71427. }
  71428. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71429. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71430. this._soundGain.gain.value = this._volume;
  71431. this._inputAudioNode = this._soundGain;
  71432. this._outputAudioNode = this._soundGain;
  71433. if (this.spatialSound) {
  71434. this._createSpatialParameters();
  71435. }
  71436. this._scene.mainSoundTrack.AddSound(this);
  71437. var validParameter = true;
  71438. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71439. if (urlOrArrayBuffer) {
  71440. try {
  71441. if (typeof (urlOrArrayBuffer) === "string") {
  71442. this._urlType = "String";
  71443. }
  71444. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71445. this._urlType = "ArrayBuffer";
  71446. }
  71447. else if (urlOrArrayBuffer instanceof MediaStream) {
  71448. this._urlType = "MediaStream";
  71449. }
  71450. else if (Array.isArray(urlOrArrayBuffer)) {
  71451. this._urlType = "Array";
  71452. }
  71453. var urls = [];
  71454. var codecSupportedFound = false;
  71455. switch (this._urlType) {
  71456. case "MediaStream":
  71457. this._streaming = true;
  71458. this._isReadyToPlay = true;
  71459. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71460. if (this.autoplay) {
  71461. this.play();
  71462. }
  71463. if (this._readyToPlayCallback) {
  71464. this._readyToPlayCallback();
  71465. }
  71466. break;
  71467. case "ArrayBuffer":
  71468. if (urlOrArrayBuffer.byteLength > 0) {
  71469. codecSupportedFound = true;
  71470. this._soundLoaded(urlOrArrayBuffer);
  71471. }
  71472. break;
  71473. case "String":
  71474. urls.push(urlOrArrayBuffer);
  71475. case "Array":
  71476. if (urls.length === 0) {
  71477. urls = urlOrArrayBuffer;
  71478. }
  71479. // If we found a supported format, we load it immediately and stop the loop
  71480. for (var i = 0; i < urls.length; i++) {
  71481. var url = urls[i];
  71482. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71483. codecSupportedFound = true;
  71484. }
  71485. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71486. codecSupportedFound = true;
  71487. }
  71488. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71489. codecSupportedFound = true;
  71490. }
  71491. if (url.indexOf("blob:") !== -1) {
  71492. codecSupportedFound = true;
  71493. }
  71494. if (codecSupportedFound) {
  71495. // Loading sound using XHR2
  71496. if (!this._streaming) {
  71497. this._scene._loadFile(url, function (data) {
  71498. _this._soundLoaded(data);
  71499. }, undefined, true, true, function (exception) {
  71500. if (exception) {
  71501. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71502. }
  71503. BABYLON.Tools.Error("Sound creation aborted.");
  71504. _this._scene.mainSoundTrack.RemoveSound(_this);
  71505. });
  71506. }
  71507. // Streaming sound using HTML5 Audio tag
  71508. else {
  71509. this._htmlAudioElement = new Audio(url);
  71510. this._htmlAudioElement.controls = false;
  71511. this._htmlAudioElement.loop = this.loop;
  71512. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71513. this._htmlAudioElement.preload = "auto";
  71514. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71515. _this._isReadyToPlay = true;
  71516. if (_this.autoplay) {
  71517. _this.play();
  71518. }
  71519. if (_this._readyToPlayCallback) {
  71520. _this._readyToPlayCallback();
  71521. }
  71522. });
  71523. document.body.appendChild(this._htmlAudioElement);
  71524. this._htmlAudioElement.load();
  71525. }
  71526. break;
  71527. }
  71528. }
  71529. break;
  71530. default:
  71531. validParameter = false;
  71532. break;
  71533. }
  71534. if (!validParameter) {
  71535. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71536. }
  71537. else {
  71538. if (!codecSupportedFound) {
  71539. this._isReadyToPlay = true;
  71540. // Simulating a ready to play event to avoid breaking code path
  71541. if (this._readyToPlayCallback) {
  71542. window.setTimeout(function () {
  71543. if (_this._readyToPlayCallback) {
  71544. _this._readyToPlayCallback();
  71545. }
  71546. }, 1000);
  71547. }
  71548. }
  71549. }
  71550. }
  71551. catch (ex) {
  71552. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71553. this._scene.mainSoundTrack.RemoveSound(this);
  71554. }
  71555. }
  71556. }
  71557. else {
  71558. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71559. this._scene.mainSoundTrack.AddSound(this);
  71560. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71561. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71562. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71563. }
  71564. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71565. if (this._readyToPlayCallback) {
  71566. window.setTimeout(function () {
  71567. if (_this._readyToPlayCallback) {
  71568. _this._readyToPlayCallback();
  71569. }
  71570. }, 1000);
  71571. }
  71572. }
  71573. }
  71574. /**
  71575. * Release the sound and its associated resources
  71576. */
  71577. Sound.prototype.dispose = function () {
  71578. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71579. if (this.isPlaying) {
  71580. this.stop();
  71581. }
  71582. this._isReadyToPlay = false;
  71583. if (this.soundTrackId === -1) {
  71584. this._scene.mainSoundTrack.RemoveSound(this);
  71585. }
  71586. else if (this._scene.soundTracks) {
  71587. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71588. }
  71589. if (this._soundGain) {
  71590. this._soundGain.disconnect();
  71591. this._soundGain = null;
  71592. }
  71593. if (this._soundPanner) {
  71594. this._soundPanner.disconnect();
  71595. this._soundPanner = null;
  71596. }
  71597. if (this._soundSource) {
  71598. this._soundSource.disconnect();
  71599. this._soundSource = null;
  71600. }
  71601. this._audioBuffer = null;
  71602. if (this._htmlAudioElement) {
  71603. this._htmlAudioElement.pause();
  71604. this._htmlAudioElement.src = "";
  71605. document.body.removeChild(this._htmlAudioElement);
  71606. }
  71607. if (this._streamingSource) {
  71608. this._streamingSource.disconnect();
  71609. }
  71610. if (this._connectedTransformNode && this._registerFunc) {
  71611. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71612. this._connectedTransformNode = null;
  71613. }
  71614. }
  71615. };
  71616. /**
  71617. * Gets if the sounds is ready to be played or not.
  71618. * @returns true if ready, otherwise false
  71619. */
  71620. Sound.prototype.isReady = function () {
  71621. return this._isReadyToPlay;
  71622. };
  71623. Sound.prototype._soundLoaded = function (audioData) {
  71624. var _this = this;
  71625. if (!BABYLON.Engine.audioEngine.audioContext) {
  71626. return;
  71627. }
  71628. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71629. _this._audioBuffer = buffer;
  71630. _this._isReadyToPlay = true;
  71631. if (_this.autoplay) {
  71632. _this.play();
  71633. }
  71634. if (_this._readyToPlayCallback) {
  71635. _this._readyToPlayCallback();
  71636. }
  71637. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71638. };
  71639. /**
  71640. * Sets the data of the sound from an audiobuffer
  71641. * @param audioBuffer The audioBuffer containing the data
  71642. */
  71643. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71644. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71645. this._audioBuffer = audioBuffer;
  71646. this._isReadyToPlay = true;
  71647. }
  71648. };
  71649. /**
  71650. * Updates the current sounds options such as maxdistance, loop...
  71651. * @param options A JSON object containing values named as the object properties
  71652. */
  71653. Sound.prototype.updateOptions = function (options) {
  71654. if (options) {
  71655. this.loop = options.loop || this.loop;
  71656. this.maxDistance = options.maxDistance || this.maxDistance;
  71657. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71658. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71659. this.refDistance = options.refDistance || this.refDistance;
  71660. this.distanceModel = options.distanceModel || this.distanceModel;
  71661. this._playbackRate = options.playbackRate || this._playbackRate;
  71662. this._updateSpatialParameters();
  71663. if (this.isPlaying) {
  71664. if (this._streaming && this._htmlAudioElement) {
  71665. this._htmlAudioElement.playbackRate = this._playbackRate;
  71666. }
  71667. else {
  71668. if (this._soundSource) {
  71669. this._soundSource.playbackRate.value = this._playbackRate;
  71670. }
  71671. }
  71672. }
  71673. }
  71674. };
  71675. Sound.prototype._createSpatialParameters = function () {
  71676. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71677. if (this._scene.headphone) {
  71678. this._panningModel = "HRTF";
  71679. }
  71680. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71681. this._updateSpatialParameters();
  71682. this._soundPanner.connect(this._outputAudioNode);
  71683. this._inputAudioNode = this._soundPanner;
  71684. }
  71685. };
  71686. Sound.prototype._updateSpatialParameters = function () {
  71687. if (this.spatialSound && this._soundPanner) {
  71688. if (this.useCustomAttenuation) {
  71689. // Tricks to disable in a way embedded Web Audio attenuation
  71690. this._soundPanner.distanceModel = "linear";
  71691. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71692. this._soundPanner.refDistance = 1;
  71693. this._soundPanner.rolloffFactor = 1;
  71694. this._soundPanner.panningModel = this._panningModel;
  71695. }
  71696. else {
  71697. this._soundPanner.distanceModel = this.distanceModel;
  71698. this._soundPanner.maxDistance = this.maxDistance;
  71699. this._soundPanner.refDistance = this.refDistance;
  71700. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71701. this._soundPanner.panningModel = this._panningModel;
  71702. }
  71703. }
  71704. };
  71705. /**
  71706. * Switch the panning model to HRTF:
  71707. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71708. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71709. */
  71710. Sound.prototype.switchPanningModelToHRTF = function () {
  71711. this._panningModel = "HRTF";
  71712. this._switchPanningModel();
  71713. };
  71714. /**
  71715. * Switch the panning model to Equal Power:
  71716. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71717. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71718. */
  71719. Sound.prototype.switchPanningModelToEqualPower = function () {
  71720. this._panningModel = "equalpower";
  71721. this._switchPanningModel();
  71722. };
  71723. Sound.prototype._switchPanningModel = function () {
  71724. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71725. this._soundPanner.panningModel = this._panningModel;
  71726. }
  71727. };
  71728. /**
  71729. * Connect this sound to a sound track audio node like gain...
  71730. * @param soundTrackAudioNode the sound track audio node to connect to
  71731. */
  71732. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71733. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71734. if (this._isOutputConnected) {
  71735. this._outputAudioNode.disconnect();
  71736. }
  71737. this._outputAudioNode.connect(soundTrackAudioNode);
  71738. this._isOutputConnected = true;
  71739. }
  71740. };
  71741. /**
  71742. * Transform this sound into a directional source
  71743. * @param coneInnerAngle Size of the inner cone in degree
  71744. * @param coneOuterAngle Size of the outer cone in degree
  71745. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71746. */
  71747. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71748. if (coneOuterAngle < coneInnerAngle) {
  71749. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71750. return;
  71751. }
  71752. this._coneInnerAngle = coneInnerAngle;
  71753. this._coneOuterAngle = coneOuterAngle;
  71754. this._coneOuterGain = coneOuterGain;
  71755. this._isDirectional = true;
  71756. if (this.isPlaying && this.loop) {
  71757. this.stop();
  71758. this.play();
  71759. }
  71760. };
  71761. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71762. /**
  71763. * Gets or sets the inner angle for the directional cone.
  71764. */
  71765. get: function () {
  71766. return this._coneInnerAngle;
  71767. },
  71768. /**
  71769. * Gets or sets the inner angle for the directional cone.
  71770. */
  71771. set: function (value) {
  71772. if (value != this._coneInnerAngle) {
  71773. if (this._coneOuterAngle < value) {
  71774. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71775. return;
  71776. }
  71777. this._coneInnerAngle = value;
  71778. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71779. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71780. }
  71781. }
  71782. },
  71783. enumerable: true,
  71784. configurable: true
  71785. });
  71786. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71787. /**
  71788. * Gets or sets the outer angle for the directional cone.
  71789. */
  71790. get: function () {
  71791. return this._coneOuterAngle;
  71792. },
  71793. /**
  71794. * Gets or sets the outer angle for the directional cone.
  71795. */
  71796. set: function (value) {
  71797. if (value != this._coneOuterAngle) {
  71798. if (value < this._coneInnerAngle) {
  71799. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71800. return;
  71801. }
  71802. this._coneOuterAngle = value;
  71803. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71804. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71805. }
  71806. }
  71807. },
  71808. enumerable: true,
  71809. configurable: true
  71810. });
  71811. /**
  71812. * Sets the position of the emitter if spatial sound is enabled
  71813. * @param newPosition Defines the new posisiton
  71814. */
  71815. Sound.prototype.setPosition = function (newPosition) {
  71816. this._position = newPosition;
  71817. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71818. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71819. }
  71820. };
  71821. /**
  71822. * Sets the local direction of the emitter if spatial sound is enabled
  71823. * @param newLocalDirection Defines the new local direction
  71824. */
  71825. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71826. this._localDirection = newLocalDirection;
  71827. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71828. this._updateDirection();
  71829. }
  71830. };
  71831. Sound.prototype._updateDirection = function () {
  71832. if (!this._connectedTransformNode || !this._soundPanner) {
  71833. return;
  71834. }
  71835. var mat = this._connectedTransformNode.getWorldMatrix();
  71836. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71837. direction.normalize();
  71838. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71839. };
  71840. /** @hidden */
  71841. Sound.prototype.updateDistanceFromListener = function () {
  71842. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71843. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71844. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71845. }
  71846. };
  71847. /**
  71848. * Sets a new custom attenuation function for the sound.
  71849. * @param callback Defines the function used for the attenuation
  71850. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71851. */
  71852. Sound.prototype.setAttenuationFunction = function (callback) {
  71853. this._customAttenuationFunction = callback;
  71854. };
  71855. /**
  71856. * Play the sound
  71857. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71858. * @param offset (optional) Start the sound setting it at a specific time
  71859. */
  71860. Sound.prototype.play = function (time, offset) {
  71861. var _this = this;
  71862. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71863. try {
  71864. if (this._startOffset < 0) {
  71865. time = -this._startOffset;
  71866. this._startOffset = 0;
  71867. }
  71868. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71869. if (!this._soundSource || !this._streamingSource) {
  71870. if (this.spatialSound && this._soundPanner) {
  71871. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71872. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71873. }
  71874. if (this._isDirectional) {
  71875. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71876. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71877. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71878. if (this._connectedTransformNode) {
  71879. this._updateDirection();
  71880. }
  71881. else {
  71882. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71883. }
  71884. }
  71885. }
  71886. }
  71887. if (this._streaming) {
  71888. if (!this._streamingSource) {
  71889. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71890. this._htmlAudioElement.onended = function () { _this._onended(); };
  71891. this._htmlAudioElement.playbackRate = this._playbackRate;
  71892. }
  71893. this._streamingSource.disconnect();
  71894. this._streamingSource.connect(this._inputAudioNode);
  71895. if (this._htmlAudioElement) {
  71896. // required to manage properly the new suspended default state of Chrome
  71897. // When the option 'streaming: true' is used, we need first to wait for
  71898. // the audio engine to be unlocked by a user gesture before trying to play
  71899. // an HTML Audio elememt
  71900. var tryToPlay = function () {
  71901. if (BABYLON.Engine.audioEngine.unlocked) {
  71902. var playPromise = _this._htmlAudioElement.play();
  71903. // In browsers that don’t yet support this functionality,
  71904. // playPromise won’t be defined.
  71905. if (playPromise !== undefined) {
  71906. playPromise.catch(function (error) {
  71907. // Automatic playback failed.
  71908. // Waiting for the audio engine to be unlocked by user click on unmute
  71909. BABYLON.Engine.audioEngine.lock();
  71910. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71911. });
  71912. }
  71913. }
  71914. else {
  71915. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71916. }
  71917. };
  71918. tryToPlay();
  71919. }
  71920. }
  71921. else {
  71922. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71923. this._soundSource.buffer = this._audioBuffer;
  71924. this._soundSource.connect(this._inputAudioNode);
  71925. this._soundSource.loop = this.loop;
  71926. this._soundSource.playbackRate.value = this._playbackRate;
  71927. this._soundSource.onended = function () { _this._onended(); };
  71928. if (this._soundSource.buffer) {
  71929. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71930. }
  71931. }
  71932. this._startTime = startTime;
  71933. this.isPlaying = true;
  71934. this.isPaused = false;
  71935. }
  71936. catch (ex) {
  71937. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71938. }
  71939. }
  71940. };
  71941. Sound.prototype._onended = function () {
  71942. this.isPlaying = false;
  71943. if (this.onended) {
  71944. this.onended();
  71945. }
  71946. this.onEndedObservable.notifyObservers(this);
  71947. };
  71948. /**
  71949. * Stop the sound
  71950. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71951. */
  71952. Sound.prototype.stop = function (time) {
  71953. if (this.isPlaying) {
  71954. if (this._streaming) {
  71955. if (this._htmlAudioElement) {
  71956. this._htmlAudioElement.pause();
  71957. // Test needed for Firefox or it will generate an Invalid State Error
  71958. if (this._htmlAudioElement.currentTime > 0) {
  71959. this._htmlAudioElement.currentTime = 0;
  71960. }
  71961. }
  71962. else {
  71963. this._streamingSource.disconnect();
  71964. }
  71965. }
  71966. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71967. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71968. this._soundSource.stop(stopTime);
  71969. this._soundSource.onended = function () { };
  71970. if (!this.isPaused) {
  71971. this._startOffset = 0;
  71972. }
  71973. }
  71974. this.isPlaying = false;
  71975. }
  71976. };
  71977. /**
  71978. * Put the sound in pause
  71979. */
  71980. Sound.prototype.pause = function () {
  71981. if (this.isPlaying) {
  71982. this.isPaused = true;
  71983. if (this._streaming) {
  71984. if (this._htmlAudioElement) {
  71985. this._htmlAudioElement.pause();
  71986. }
  71987. else {
  71988. this._streamingSource.disconnect();
  71989. }
  71990. }
  71991. else if (BABYLON.Engine.audioEngine.audioContext) {
  71992. this.stop(0);
  71993. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71994. }
  71995. }
  71996. };
  71997. /**
  71998. * Sets a dedicated volume for this sounds
  71999. * @param newVolume Define the new volume of the sound
  72000. * @param time Define in how long the sound should be at this value
  72001. */
  72002. Sound.prototype.setVolume = function (newVolume, time) {
  72003. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72004. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72005. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72006. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72007. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72008. }
  72009. else {
  72010. this._soundGain.gain.value = newVolume;
  72011. }
  72012. }
  72013. this._volume = newVolume;
  72014. };
  72015. /**
  72016. * Set the sound play back rate
  72017. * @param newPlaybackRate Define the playback rate the sound should be played at
  72018. */
  72019. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72020. this._playbackRate = newPlaybackRate;
  72021. if (this.isPlaying) {
  72022. if (this._streaming && this._htmlAudioElement) {
  72023. this._htmlAudioElement.playbackRate = this._playbackRate;
  72024. }
  72025. else if (this._soundSource) {
  72026. this._soundSource.playbackRate.value = this._playbackRate;
  72027. }
  72028. }
  72029. };
  72030. /**
  72031. * Gets the volume of the sound.
  72032. * @returns the volume of the sound
  72033. */
  72034. Sound.prototype.getVolume = function () {
  72035. return this._volume;
  72036. };
  72037. /**
  72038. * Attach the sound to a dedicated mesh
  72039. * @param transformNode The transform node to connect the sound with
  72040. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72041. */
  72042. Sound.prototype.attachToMesh = function (transformNode) {
  72043. var _this = this;
  72044. if (this._connectedTransformNode && this._registerFunc) {
  72045. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72046. this._registerFunc = null;
  72047. }
  72048. this._connectedTransformNode = transformNode;
  72049. if (!this.spatialSound) {
  72050. this.spatialSound = true;
  72051. this._createSpatialParameters();
  72052. if (this.isPlaying && this.loop) {
  72053. this.stop();
  72054. this.play();
  72055. }
  72056. }
  72057. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72058. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72059. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72060. };
  72061. /**
  72062. * Detach the sound from the previously attached mesh
  72063. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72064. */
  72065. Sound.prototype.detachFromMesh = function () {
  72066. if (this._connectedTransformNode && this._registerFunc) {
  72067. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72068. this._registerFunc = null;
  72069. this._connectedTransformNode = null;
  72070. }
  72071. };
  72072. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72073. if (!node.getBoundingInfo) {
  72074. return;
  72075. }
  72076. var mesh = node;
  72077. if (this._positionInEmitterSpace) {
  72078. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72079. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72080. }
  72081. else {
  72082. var boundingInfo = mesh.getBoundingInfo();
  72083. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72084. }
  72085. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72086. this._updateDirection();
  72087. }
  72088. };
  72089. /**
  72090. * Clone the current sound in the scene.
  72091. * @returns the new sound clone
  72092. */
  72093. Sound.prototype.clone = function () {
  72094. var _this = this;
  72095. if (!this._streaming) {
  72096. var setBufferAndRun = function () {
  72097. if (_this._isReadyToPlay) {
  72098. clonedSound._audioBuffer = _this.getAudioBuffer();
  72099. clonedSound._isReadyToPlay = true;
  72100. if (clonedSound.autoplay) {
  72101. clonedSound.play();
  72102. }
  72103. }
  72104. else {
  72105. window.setTimeout(setBufferAndRun, 300);
  72106. }
  72107. };
  72108. var currentOptions = {
  72109. autoplay: this.autoplay, loop: this.loop,
  72110. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72111. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72112. refDistance: this.refDistance, distanceModel: this.distanceModel
  72113. };
  72114. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72115. if (this.useCustomAttenuation) {
  72116. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72117. }
  72118. clonedSound.setPosition(this._position);
  72119. clonedSound.setPlaybackRate(this._playbackRate);
  72120. setBufferAndRun();
  72121. return clonedSound;
  72122. }
  72123. // Can't clone a streaming sound
  72124. else {
  72125. return null;
  72126. }
  72127. };
  72128. /**
  72129. * Gets the current underlying audio buffer containing the data
  72130. * @returns the audio buffer
  72131. */
  72132. Sound.prototype.getAudioBuffer = function () {
  72133. return this._audioBuffer;
  72134. };
  72135. /**
  72136. * Serializes the Sound in a JSON representation
  72137. * @returns the JSON representation of the sound
  72138. */
  72139. Sound.prototype.serialize = function () {
  72140. var serializationObject = {
  72141. name: this.name,
  72142. url: this.name,
  72143. autoplay: this.autoplay,
  72144. loop: this.loop,
  72145. volume: this._volume,
  72146. spatialSound: this.spatialSound,
  72147. maxDistance: this.maxDistance,
  72148. rolloffFactor: this.rolloffFactor,
  72149. refDistance: this.refDistance,
  72150. distanceModel: this.distanceModel,
  72151. playbackRate: this._playbackRate,
  72152. panningModel: this._panningModel,
  72153. soundTrackId: this.soundTrackId
  72154. };
  72155. if (this.spatialSound) {
  72156. if (this._connectedTransformNode) {
  72157. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72158. }
  72159. serializationObject.position = this._position.asArray();
  72160. serializationObject.refDistance = this.refDistance;
  72161. serializationObject.distanceModel = this.distanceModel;
  72162. serializationObject.isDirectional = this._isDirectional;
  72163. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72164. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72165. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72166. serializationObject.coneOuterGain = this._coneOuterGain;
  72167. }
  72168. return serializationObject;
  72169. };
  72170. /**
  72171. * Parse a JSON representation of a sound to innstantiate in a given scene
  72172. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72173. * @param scene Define the scene the new parsed sound should be created in
  72174. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72175. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72176. * @returns the newly parsed sound
  72177. */
  72178. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72179. var soundName = parsedSound.name;
  72180. var soundUrl;
  72181. if (parsedSound.url) {
  72182. soundUrl = rootUrl + parsedSound.url;
  72183. }
  72184. else {
  72185. soundUrl = rootUrl + soundName;
  72186. }
  72187. var options = {
  72188. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72189. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72190. rolloffFactor: parsedSound.rolloffFactor,
  72191. refDistance: parsedSound.refDistance,
  72192. distanceModel: parsedSound.distanceModel,
  72193. playbackRate: parsedSound.playbackRate
  72194. };
  72195. var newSound;
  72196. if (!sourceSound) {
  72197. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72198. scene._addPendingData(newSound);
  72199. }
  72200. else {
  72201. var setBufferAndRun = function () {
  72202. if (sourceSound._isReadyToPlay) {
  72203. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72204. newSound._isReadyToPlay = true;
  72205. if (newSound.autoplay) {
  72206. newSound.play();
  72207. }
  72208. }
  72209. else {
  72210. window.setTimeout(setBufferAndRun, 300);
  72211. }
  72212. };
  72213. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72214. setBufferAndRun();
  72215. }
  72216. if (parsedSound.position) {
  72217. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72218. newSound.setPosition(soundPosition);
  72219. }
  72220. if (parsedSound.isDirectional) {
  72221. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72222. if (parsedSound.localDirectionToMesh) {
  72223. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72224. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72225. }
  72226. }
  72227. if (parsedSound.connectedMeshId) {
  72228. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72229. if (connectedMesh) {
  72230. newSound.attachToMesh(connectedMesh);
  72231. }
  72232. }
  72233. return newSound;
  72234. };
  72235. return Sound;
  72236. }());
  72237. BABYLON.Sound = Sound;
  72238. })(BABYLON || (BABYLON = {}));
  72239. //# sourceMappingURL=babylon.sound.js.map
  72240. var BABYLON;
  72241. (function (BABYLON) {
  72242. /**
  72243. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72244. * It will be also used in a future release to apply effects on a specific track.
  72245. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72246. */
  72247. var SoundTrack = /** @class */ (function () {
  72248. /**
  72249. * Creates a new sound track.
  72250. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72251. * @param scene Define the scene the sound track belongs to
  72252. * @param options
  72253. */
  72254. function SoundTrack(scene, options) {
  72255. if (options === void 0) { options = {}; }
  72256. /**
  72257. * The unique identifier of the sound track in the scene.
  72258. */
  72259. this.id = -1;
  72260. this._isMainTrack = false;
  72261. this._isInitialized = false;
  72262. this._scene = scene;
  72263. this.soundCollection = new Array();
  72264. this._options = options;
  72265. if (!this._isMainTrack && this._scene.soundTracks) {
  72266. this._scene.soundTracks.push(this);
  72267. this.id = this._scene.soundTracks.length - 1;
  72268. }
  72269. }
  72270. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72271. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72272. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72273. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72274. if (this._options) {
  72275. if (this._options.volume) {
  72276. this._outputAudioNode.gain.value = this._options.volume;
  72277. }
  72278. if (this._options.mainTrack) {
  72279. this._isMainTrack = this._options.mainTrack;
  72280. }
  72281. }
  72282. this._isInitialized = true;
  72283. }
  72284. };
  72285. /**
  72286. * Release the sound track and its associated resources
  72287. */
  72288. SoundTrack.prototype.dispose = function () {
  72289. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72290. if (this._connectedAnalyser) {
  72291. this._connectedAnalyser.stopDebugCanvas();
  72292. }
  72293. while (this.soundCollection.length) {
  72294. this.soundCollection[0].dispose();
  72295. }
  72296. if (this._outputAudioNode) {
  72297. this._outputAudioNode.disconnect();
  72298. }
  72299. this._outputAudioNode = null;
  72300. }
  72301. };
  72302. /**
  72303. * Adds a sound to this sound track
  72304. * @param sound define the cound to add
  72305. * @ignoreNaming
  72306. */
  72307. SoundTrack.prototype.AddSound = function (sound) {
  72308. if (!this._isInitialized) {
  72309. this._initializeSoundTrackAudioGraph();
  72310. }
  72311. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72312. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72313. }
  72314. if (sound.soundTrackId) {
  72315. if (sound.soundTrackId === -1) {
  72316. this._scene.mainSoundTrack.RemoveSound(sound);
  72317. }
  72318. else if (this._scene.soundTracks) {
  72319. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72320. }
  72321. }
  72322. this.soundCollection.push(sound);
  72323. sound.soundTrackId = this.id;
  72324. };
  72325. /**
  72326. * Removes a sound to this sound track
  72327. * @param sound define the cound to remove
  72328. * @ignoreNaming
  72329. */
  72330. SoundTrack.prototype.RemoveSound = function (sound) {
  72331. var index = this.soundCollection.indexOf(sound);
  72332. if (index !== -1) {
  72333. this.soundCollection.splice(index, 1);
  72334. }
  72335. };
  72336. /**
  72337. * Set a global volume for the full sound track.
  72338. * @param newVolume Define the new volume of the sound track
  72339. */
  72340. SoundTrack.prototype.setVolume = function (newVolume) {
  72341. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72342. this._outputAudioNode.gain.value = newVolume;
  72343. }
  72344. };
  72345. /**
  72346. * Switch the panning model to HRTF:
  72347. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72348. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72349. */
  72350. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72351. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72352. for (var i = 0; i < this.soundCollection.length; i++) {
  72353. this.soundCollection[i].switchPanningModelToHRTF();
  72354. }
  72355. }
  72356. };
  72357. /**
  72358. * Switch the panning model to Equal Power:
  72359. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72360. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72361. */
  72362. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72363. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72364. for (var i = 0; i < this.soundCollection.length; i++) {
  72365. this.soundCollection[i].switchPanningModelToEqualPower();
  72366. }
  72367. }
  72368. };
  72369. /**
  72370. * Connect the sound track to an audio analyser allowing some amazing
  72371. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72372. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72373. * @param analyser The analyser to connect to the engine
  72374. */
  72375. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72376. if (this._connectedAnalyser) {
  72377. this._connectedAnalyser.stopDebugCanvas();
  72378. }
  72379. this._connectedAnalyser = analyser;
  72380. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72381. this._outputAudioNode.disconnect();
  72382. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72383. }
  72384. };
  72385. return SoundTrack;
  72386. }());
  72387. BABYLON.SoundTrack = SoundTrack;
  72388. })(BABYLON || (BABYLON = {}));
  72389. //# sourceMappingURL=babylon.soundtrack.js.map
  72390. var BABYLON;
  72391. (function (BABYLON) {
  72392. /**
  72393. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72394. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72395. */
  72396. var Analyser = /** @class */ (function () {
  72397. /**
  72398. * Creates a new analyser
  72399. * @param scene defines hosting scene
  72400. */
  72401. function Analyser(scene) {
  72402. /**
  72403. * Gets or sets the smoothing
  72404. * @ignorenaming
  72405. */
  72406. this.SMOOTHING = 0.75;
  72407. /**
  72408. * Gets or sets the FFT table size
  72409. * @ignorenaming
  72410. */
  72411. this.FFT_SIZE = 512;
  72412. /**
  72413. * Gets or sets the bar graph amplitude
  72414. * @ignorenaming
  72415. */
  72416. this.BARGRAPHAMPLITUDE = 256;
  72417. /**
  72418. * Gets or sets the position of the debug canvas
  72419. * @ignorenaming
  72420. */
  72421. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72422. /**
  72423. * Gets or sets the debug canvas size
  72424. * @ignorenaming
  72425. */
  72426. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72427. this._scene = scene;
  72428. this._audioEngine = BABYLON.Engine.audioEngine;
  72429. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72430. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72431. this._webAudioAnalyser.minDecibels = -140;
  72432. this._webAudioAnalyser.maxDecibels = 0;
  72433. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72434. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72435. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72436. }
  72437. }
  72438. /**
  72439. * Get the number of data values you will have to play with for the visualization
  72440. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72441. * @returns a number
  72442. */
  72443. Analyser.prototype.getFrequencyBinCount = function () {
  72444. if (this._audioEngine.canUseWebAudio) {
  72445. return this._webAudioAnalyser.frequencyBinCount;
  72446. }
  72447. else {
  72448. return 0;
  72449. }
  72450. };
  72451. /**
  72452. * Gets the current frequency data as a byte array
  72453. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72454. * @returns a Uint8Array
  72455. */
  72456. Analyser.prototype.getByteFrequencyData = function () {
  72457. if (this._audioEngine.canUseWebAudio) {
  72458. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72459. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72460. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72461. }
  72462. return this._byteFreqs;
  72463. };
  72464. /**
  72465. * Gets the current waveform as a byte array
  72466. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72467. * @returns a Uint8Array
  72468. */
  72469. Analyser.prototype.getByteTimeDomainData = function () {
  72470. if (this._audioEngine.canUseWebAudio) {
  72471. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72472. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72473. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72474. }
  72475. return this._byteTime;
  72476. };
  72477. /**
  72478. * Gets the current frequency data as a float array
  72479. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72480. * @returns a Float32Array
  72481. */
  72482. Analyser.prototype.getFloatFrequencyData = function () {
  72483. if (this._audioEngine.canUseWebAudio) {
  72484. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72485. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72486. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72487. }
  72488. return this._floatFreqs;
  72489. };
  72490. /**
  72491. * Renders the debug canvas
  72492. */
  72493. Analyser.prototype.drawDebugCanvas = function () {
  72494. var _this = this;
  72495. if (this._audioEngine.canUseWebAudio) {
  72496. if (!this._debugCanvas) {
  72497. this._debugCanvas = document.createElement("canvas");
  72498. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72499. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72500. this._debugCanvas.style.position = "absolute";
  72501. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72502. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72503. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72504. document.body.appendChild(this._debugCanvas);
  72505. this._registerFunc = function () {
  72506. _this.drawDebugCanvas();
  72507. };
  72508. this._scene.registerBeforeRender(this._registerFunc);
  72509. }
  72510. if (this._registerFunc && this._debugCanvasContext) {
  72511. var workingArray = this.getByteFrequencyData();
  72512. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72513. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72514. // Draw the frequency domain chart.
  72515. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72516. var value = workingArray[i];
  72517. var percent = value / this.BARGRAPHAMPLITUDE;
  72518. var height = this.DEBUGCANVASSIZE.height * percent;
  72519. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72520. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72521. var hue = i / this.getFrequencyBinCount() * 360;
  72522. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72523. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72524. }
  72525. }
  72526. }
  72527. };
  72528. /**
  72529. * Stops rendering the debug canvas and removes it
  72530. */
  72531. Analyser.prototype.stopDebugCanvas = function () {
  72532. if (this._debugCanvas) {
  72533. if (this._registerFunc) {
  72534. this._scene.unregisterBeforeRender(this._registerFunc);
  72535. this._registerFunc = null;
  72536. }
  72537. document.body.removeChild(this._debugCanvas);
  72538. this._debugCanvas = null;
  72539. this._debugCanvasContext = null;
  72540. }
  72541. };
  72542. /**
  72543. * Connects two audio nodes
  72544. * @param inputAudioNode defines first node to connect
  72545. * @param outputAudioNode defines second node to connect
  72546. */
  72547. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72548. if (this._audioEngine.canUseWebAudio) {
  72549. inputAudioNode.connect(this._webAudioAnalyser);
  72550. this._webAudioAnalyser.connect(outputAudioNode);
  72551. }
  72552. };
  72553. /**
  72554. * Releases all associated resources
  72555. */
  72556. Analyser.prototype.dispose = function () {
  72557. if (this._audioEngine.canUseWebAudio) {
  72558. this._webAudioAnalyser.disconnect();
  72559. }
  72560. };
  72561. return Analyser;
  72562. }());
  72563. BABYLON.Analyser = Analyser;
  72564. })(BABYLON || (BABYLON = {}));
  72565. //# sourceMappingURL=babylon.analyser.js.map
  72566. var BABYLON;
  72567. (function (BABYLON) {
  72568. /**
  72569. * Wraps one or more Sound objects and selects one with random weight for playback.
  72570. */
  72571. var WeightedSound = /** @class */ (function () {
  72572. /**
  72573. * Creates a new WeightedSound from the list of sounds given.
  72574. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72575. * @param sounds Array of Sounds that will be selected from.
  72576. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72577. */
  72578. function WeightedSound(loop, sounds, weights) {
  72579. var _this = this;
  72580. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72581. this.loop = false;
  72582. this._coneInnerAngle = 360;
  72583. this._coneOuterAngle = 360;
  72584. this._volume = 1;
  72585. /** A Sound is currently playing. */
  72586. this.isPlaying = false;
  72587. /** A Sound is currently paused. */
  72588. this.isPaused = false;
  72589. this._sounds = [];
  72590. this._weights = [];
  72591. if (sounds.length !== weights.length) {
  72592. throw new Error('Sounds length does not equal weights length');
  72593. }
  72594. this.loop = loop;
  72595. this._weights = weights;
  72596. // Normalize the weights
  72597. var weightSum = 0;
  72598. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72599. var weight = weights_1[_i];
  72600. weightSum += weight;
  72601. }
  72602. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72603. for (var i = 0; i < this._weights.length; i++) {
  72604. this._weights[i] *= invWeightSum;
  72605. }
  72606. this._sounds = sounds;
  72607. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72608. var sound = _b[_a];
  72609. sound.onEndedObservable.add(function () { _this._onended(); });
  72610. }
  72611. }
  72612. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72613. /**
  72614. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72615. */
  72616. get: function () {
  72617. return this._coneInnerAngle;
  72618. },
  72619. /**
  72620. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72621. */
  72622. set: function (value) {
  72623. if (value !== this._coneInnerAngle) {
  72624. if (this._coneOuterAngle < value) {
  72625. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72626. return;
  72627. }
  72628. this._coneInnerAngle = value;
  72629. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72630. var sound = _a[_i];
  72631. sound.directionalConeInnerAngle = value;
  72632. }
  72633. }
  72634. },
  72635. enumerable: true,
  72636. configurable: true
  72637. });
  72638. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72639. /**
  72640. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72641. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72642. */
  72643. get: function () {
  72644. return this._coneOuterAngle;
  72645. },
  72646. /**
  72647. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72648. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72649. */
  72650. set: function (value) {
  72651. if (value !== this._coneOuterAngle) {
  72652. if (value < this._coneInnerAngle) {
  72653. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72654. return;
  72655. }
  72656. this._coneOuterAngle = value;
  72657. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72658. var sound = _a[_i];
  72659. sound.directionalConeOuterAngle = value;
  72660. }
  72661. }
  72662. },
  72663. enumerable: true,
  72664. configurable: true
  72665. });
  72666. Object.defineProperty(WeightedSound.prototype, "volume", {
  72667. /**
  72668. * Playback volume.
  72669. */
  72670. get: function () {
  72671. return this._volume;
  72672. },
  72673. /**
  72674. * Playback volume.
  72675. */
  72676. set: function (value) {
  72677. if (value !== this._volume) {
  72678. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72679. var sound = _a[_i];
  72680. sound.setVolume(value);
  72681. }
  72682. }
  72683. },
  72684. enumerable: true,
  72685. configurable: true
  72686. });
  72687. WeightedSound.prototype._onended = function () {
  72688. if (this._currentIndex !== undefined) {
  72689. this._sounds[this._currentIndex].autoplay = false;
  72690. }
  72691. if (this.loop && this.isPlaying) {
  72692. this.play();
  72693. }
  72694. else {
  72695. this.isPlaying = false;
  72696. }
  72697. };
  72698. /**
  72699. * Suspend playback
  72700. */
  72701. WeightedSound.prototype.pause = function () {
  72702. this.isPaused = true;
  72703. if (this._currentIndex !== undefined) {
  72704. this._sounds[this._currentIndex].pause();
  72705. }
  72706. };
  72707. /**
  72708. * Stop playback
  72709. */
  72710. WeightedSound.prototype.stop = function () {
  72711. this.isPlaying = false;
  72712. if (this._currentIndex !== undefined) {
  72713. this._sounds[this._currentIndex].stop();
  72714. }
  72715. };
  72716. /**
  72717. * Start playback.
  72718. * @param startOffset Position the clip head at a specific time in seconds.
  72719. */
  72720. WeightedSound.prototype.play = function (startOffset) {
  72721. if (!this.isPaused) {
  72722. this.stop();
  72723. var randomValue = Math.random();
  72724. var total = 0;
  72725. for (var i = 0; i < this._weights.length; i++) {
  72726. total += this._weights[i];
  72727. if (randomValue <= total) {
  72728. this._currentIndex = i;
  72729. break;
  72730. }
  72731. }
  72732. }
  72733. var sound = this._sounds[this._currentIndex];
  72734. if (sound.isReady()) {
  72735. sound.play(0, this.isPaused ? undefined : startOffset);
  72736. }
  72737. else {
  72738. sound.autoplay = true;
  72739. }
  72740. this.isPlaying = true;
  72741. this.isPaused = false;
  72742. };
  72743. return WeightedSound;
  72744. }());
  72745. BABYLON.WeightedSound = WeightedSound;
  72746. })(BABYLON || (BABYLON = {}));
  72747. //# sourceMappingURL=babylon.weightedsound.js.map
  72748. var BABYLON;
  72749. (function (BABYLON) {
  72750. // Adds the parser to the scene parsers.
  72751. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72752. // TODO: add sound
  72753. var loadedSounds = [];
  72754. var loadedSound;
  72755. container.sounds = container.sounds || [];
  72756. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72757. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72758. var parsedSound = parsedData.sounds[index];
  72759. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72760. if (!parsedSound.url) {
  72761. parsedSound.url = parsedSound.name;
  72762. }
  72763. if (!loadedSounds[parsedSound.url]) {
  72764. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72765. loadedSounds[parsedSound.url] = loadedSound;
  72766. container.sounds.push(loadedSound);
  72767. }
  72768. else {
  72769. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72770. }
  72771. }
  72772. else {
  72773. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72774. }
  72775. }
  72776. }
  72777. loadedSounds = [];
  72778. });
  72779. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72780. get: function () {
  72781. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72782. if (!compo) {
  72783. compo = new AudioSceneComponent(this);
  72784. this._addComponent(compo);
  72785. }
  72786. if (!this._mainSoundTrack) {
  72787. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72788. }
  72789. return this._mainSoundTrack;
  72790. },
  72791. enumerable: true,
  72792. configurable: true
  72793. });
  72794. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72795. var index;
  72796. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72797. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72798. return this.mainSoundTrack.soundCollection[index];
  72799. }
  72800. }
  72801. if (this.soundTracks) {
  72802. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72803. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72804. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72805. return this.soundTracks[sdIndex].soundCollection[index];
  72806. }
  72807. }
  72808. }
  72809. }
  72810. return null;
  72811. };
  72812. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72813. get: function () {
  72814. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72815. if (!compo) {
  72816. compo = new AudioSceneComponent(this);
  72817. this._addComponent(compo);
  72818. }
  72819. return compo.audioEnabled;
  72820. },
  72821. set: function (value) {
  72822. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72823. if (!compo) {
  72824. compo = new AudioSceneComponent(this);
  72825. this._addComponent(compo);
  72826. }
  72827. if (value) {
  72828. compo.enableAudio();
  72829. }
  72830. else {
  72831. compo.disableAudio();
  72832. }
  72833. },
  72834. enumerable: true,
  72835. configurable: true
  72836. });
  72837. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72838. get: function () {
  72839. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72840. if (!compo) {
  72841. compo = new AudioSceneComponent(this);
  72842. this._addComponent(compo);
  72843. }
  72844. return compo.headphone;
  72845. },
  72846. set: function (value) {
  72847. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72848. if (!compo) {
  72849. compo = new AudioSceneComponent(this);
  72850. this._addComponent(compo);
  72851. }
  72852. if (value) {
  72853. compo.switchAudioModeForHeadphones();
  72854. }
  72855. else {
  72856. compo.switchAudioModeForNormalSpeakers();
  72857. }
  72858. },
  72859. enumerable: true,
  72860. configurable: true
  72861. });
  72862. /**
  72863. * Defines the sound scene component responsible to manage any sounds
  72864. * in a given scene.
  72865. */
  72866. var AudioSceneComponent = /** @class */ (function () {
  72867. /**
  72868. * Creates a new instance of the component for the given scene
  72869. * @param scene Defines the scene to register the component in
  72870. */
  72871. function AudioSceneComponent(scene) {
  72872. /**
  72873. * The component name helpfull to identify the component in the list of scene components.
  72874. */
  72875. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72876. this._audioEnabled = true;
  72877. this._headphone = false;
  72878. this.scene = scene;
  72879. scene.soundTracks = new Array();
  72880. scene.sounds = new Array();
  72881. }
  72882. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72883. /**
  72884. * Gets whether audio is enabled or not.
  72885. * Please use related enable/disable method to switch state.
  72886. */
  72887. get: function () {
  72888. return this._audioEnabled;
  72889. },
  72890. enumerable: true,
  72891. configurable: true
  72892. });
  72893. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72894. /**
  72895. * Gets whether audio is outputing to headphone or not.
  72896. * Please use the according Switch methods to change output.
  72897. */
  72898. get: function () {
  72899. return this._headphone;
  72900. },
  72901. enumerable: true,
  72902. configurable: true
  72903. });
  72904. /**
  72905. * Registers the component in a given scene
  72906. */
  72907. AudioSceneComponent.prototype.register = function () {
  72908. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72909. };
  72910. /**
  72911. * Rebuilds the elements related to this component in case of
  72912. * context lost for instance.
  72913. */
  72914. AudioSceneComponent.prototype.rebuild = function () {
  72915. // Nothing to do here. (Not rendering related)
  72916. };
  72917. /**
  72918. * Serializes the component data to the specified json object
  72919. * @param serializationObject The object to serialize to
  72920. */
  72921. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72922. serializationObject.sounds = [];
  72923. if (this.scene.soundTracks) {
  72924. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72925. var soundtrack = this.scene.soundTracks[index];
  72926. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72927. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72928. }
  72929. }
  72930. }
  72931. };
  72932. /**
  72933. * Adds all the element from the container to the scene
  72934. * @param container the container holding the elements
  72935. */
  72936. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72937. var _this = this;
  72938. if (!container.sounds) {
  72939. return;
  72940. }
  72941. container.sounds.forEach(function (sound) {
  72942. sound.play();
  72943. sound.autoplay = true;
  72944. _this.scene.mainSoundTrack.AddSound(sound);
  72945. });
  72946. };
  72947. /**
  72948. * Removes all the elements in the container from the scene
  72949. * @param container contains the elements to remove
  72950. */
  72951. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72952. var _this = this;
  72953. if (!container.sounds) {
  72954. return;
  72955. }
  72956. container.sounds.forEach(function (sound) {
  72957. sound.stop();
  72958. sound.autoplay = false;
  72959. _this.scene.mainSoundTrack.RemoveSound(sound);
  72960. });
  72961. };
  72962. /**
  72963. * Disposes the component and the associated ressources.
  72964. */
  72965. AudioSceneComponent.prototype.dispose = function () {
  72966. var scene = this.scene;
  72967. if (scene._mainSoundTrack) {
  72968. scene.mainSoundTrack.dispose();
  72969. }
  72970. if (scene.soundTracks) {
  72971. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72972. scene.soundTracks[scIndex].dispose();
  72973. }
  72974. }
  72975. };
  72976. /**
  72977. * Disables audio in the associated scene.
  72978. */
  72979. AudioSceneComponent.prototype.disableAudio = function () {
  72980. var scene = this.scene;
  72981. this._audioEnabled = false;
  72982. var i;
  72983. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72984. scene.mainSoundTrack.soundCollection[i].pause();
  72985. }
  72986. if (scene.soundTracks) {
  72987. for (i = 0; i < scene.soundTracks.length; i++) {
  72988. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72989. scene.soundTracks[i].soundCollection[j].pause();
  72990. }
  72991. }
  72992. }
  72993. };
  72994. /**
  72995. * Enables audio in the associated scene.
  72996. */
  72997. AudioSceneComponent.prototype.enableAudio = function () {
  72998. var scene = this.scene;
  72999. this._audioEnabled = true;
  73000. var i;
  73001. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73002. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73003. scene.mainSoundTrack.soundCollection[i].play();
  73004. }
  73005. }
  73006. if (scene.soundTracks) {
  73007. for (i = 0; i < scene.soundTracks.length; i++) {
  73008. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73009. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73010. scene.soundTracks[i].soundCollection[j].play();
  73011. }
  73012. }
  73013. }
  73014. }
  73015. };
  73016. /**
  73017. * Switch audio to headphone output.
  73018. */
  73019. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73020. var scene = this.scene;
  73021. this._headphone = true;
  73022. scene.mainSoundTrack.switchPanningModelToHRTF();
  73023. if (scene.soundTracks) {
  73024. for (var i = 0; i < scene.soundTracks.length; i++) {
  73025. scene.soundTracks[i].switchPanningModelToHRTF();
  73026. }
  73027. }
  73028. };
  73029. /**
  73030. * Switch audio to normal speakers.
  73031. */
  73032. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73033. var scene = this.scene;
  73034. this._headphone = false;
  73035. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73036. if (scene.soundTracks) {
  73037. for (var i = 0; i < scene.soundTracks.length; i++) {
  73038. scene.soundTracks[i].switchPanningModelToEqualPower();
  73039. }
  73040. }
  73041. };
  73042. AudioSceneComponent.prototype._afterRender = function () {
  73043. var scene = this.scene;
  73044. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73045. return;
  73046. }
  73047. var listeningCamera;
  73048. var audioEngine = BABYLON.Engine.audioEngine;
  73049. if (scene.activeCameras.length > 0) {
  73050. listeningCamera = scene.activeCameras[0];
  73051. }
  73052. else {
  73053. listeningCamera = scene.activeCamera;
  73054. }
  73055. if (listeningCamera && audioEngine.audioContext) {
  73056. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73057. // for VR cameras
  73058. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73059. listeningCamera = listeningCamera.rigCameras[0];
  73060. }
  73061. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73062. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73063. cameraDirection.normalize();
  73064. // To avoid some errors on GearVR
  73065. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73066. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73067. }
  73068. var i;
  73069. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73070. var sound = scene.mainSoundTrack.soundCollection[i];
  73071. if (sound.useCustomAttenuation) {
  73072. sound.updateDistanceFromListener();
  73073. }
  73074. }
  73075. if (scene.soundTracks) {
  73076. for (i = 0; i < scene.soundTracks.length; i++) {
  73077. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73078. sound = scene.soundTracks[i].soundCollection[j];
  73079. if (sound.useCustomAttenuation) {
  73080. sound.updateDistanceFromListener();
  73081. }
  73082. }
  73083. }
  73084. }
  73085. }
  73086. };
  73087. return AudioSceneComponent;
  73088. }());
  73089. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73090. })(BABYLON || (BABYLON = {}));
  73091. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73092. var BABYLON;
  73093. (function (BABYLON) {
  73094. /**
  73095. * This defines an action helpful to play a defined sound on a triggered action.
  73096. */
  73097. var PlaySoundAction = /** @class */ (function (_super) {
  73098. __extends(PlaySoundAction, _super);
  73099. /**
  73100. * Instantiate the action
  73101. * @param triggerOptions defines the trigger options
  73102. * @param sound defines the sound to play
  73103. * @param condition defines the trigger related conditions
  73104. */
  73105. function PlaySoundAction(triggerOptions, sound, condition) {
  73106. var _this = _super.call(this, triggerOptions, condition) || this;
  73107. _this._sound = sound;
  73108. return _this;
  73109. }
  73110. /** @hidden */
  73111. PlaySoundAction.prototype._prepare = function () {
  73112. };
  73113. /**
  73114. * Execute the action and play the sound.
  73115. */
  73116. PlaySoundAction.prototype.execute = function () {
  73117. if (this._sound !== undefined) {
  73118. this._sound.play();
  73119. }
  73120. };
  73121. /**
  73122. * Serializes the actions and its related information.
  73123. * @param parent defines the object to serialize in
  73124. * @returns the serialized object
  73125. */
  73126. PlaySoundAction.prototype.serialize = function (parent) {
  73127. return _super.prototype._serialize.call(this, {
  73128. name: "PlaySoundAction",
  73129. properties: [{ name: "sound", value: this._sound.name }]
  73130. }, parent);
  73131. };
  73132. return PlaySoundAction;
  73133. }(BABYLON.Action));
  73134. BABYLON.PlaySoundAction = PlaySoundAction;
  73135. /**
  73136. * This defines an action helpful to stop a defined sound on a triggered action.
  73137. */
  73138. var StopSoundAction = /** @class */ (function (_super) {
  73139. __extends(StopSoundAction, _super);
  73140. /**
  73141. * Instantiate the action
  73142. * @param triggerOptions defines the trigger options
  73143. * @param sound defines the sound to stop
  73144. * @param condition defines the trigger related conditions
  73145. */
  73146. function StopSoundAction(triggerOptions, sound, condition) {
  73147. var _this = _super.call(this, triggerOptions, condition) || this;
  73148. _this._sound = sound;
  73149. return _this;
  73150. }
  73151. /** @hidden */
  73152. StopSoundAction.prototype._prepare = function () {
  73153. };
  73154. /**
  73155. * Execute the action and stop the sound.
  73156. */
  73157. StopSoundAction.prototype.execute = function () {
  73158. if (this._sound !== undefined) {
  73159. this._sound.stop();
  73160. }
  73161. };
  73162. /**
  73163. * Serializes the actions and its related information.
  73164. * @param parent defines the object to serialize in
  73165. * @returns the serialized object
  73166. */
  73167. StopSoundAction.prototype.serialize = function (parent) {
  73168. return _super.prototype._serialize.call(this, {
  73169. name: "StopSoundAction",
  73170. properties: [{ name: "sound", value: this._sound.name }]
  73171. }, parent);
  73172. };
  73173. return StopSoundAction;
  73174. }(BABYLON.Action));
  73175. BABYLON.StopSoundAction = StopSoundAction;
  73176. })(BABYLON || (BABYLON = {}));
  73177. //# sourceMappingURL=babylon.directAudioActions.js.map
  73178. var BABYLON;
  73179. (function (BABYLON) {
  73180. /**
  73181. * Class for creating a cube texture
  73182. */
  73183. var CubeTexture = /** @class */ (function (_super) {
  73184. __extends(CubeTexture, _super);
  73185. /**
  73186. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73187. * as prefiltered data.
  73188. * @param rootUrl defines the url of the texture or the root name of the six images
  73189. * @param scene defines the scene the texture is attached to
  73190. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73191. * @param noMipmap defines if mipmaps should be created or not
  73192. * @param files defines the six files to load for the different faces
  73193. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73194. * @param onError defines a callback triggered in case of error during load
  73195. * @param format defines the internal format to use for the texture once loaded
  73196. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73197. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73198. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73199. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73200. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73201. * @return the cube texture
  73202. */
  73203. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73204. if (extensions === void 0) { extensions = null; }
  73205. if (noMipmap === void 0) { noMipmap = false; }
  73206. if (files === void 0) { files = null; }
  73207. if (onLoad === void 0) { onLoad = null; }
  73208. if (onError === void 0) { onError = null; }
  73209. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73210. if (prefiltered === void 0) { prefiltered = false; }
  73211. if (forcedExtension === void 0) { forcedExtension = null; }
  73212. if (createPolynomials === void 0) { createPolynomials = false; }
  73213. if (lodScale === void 0) { lodScale = 0.8; }
  73214. if (lodOffset === void 0) { lodOffset = 0; }
  73215. var _this = _super.call(this, scene) || this;
  73216. /**
  73217. * Gets or sets the center of the bounding box associated with the cube texture.
  73218. * It must define where the camera used to render the texture was set
  73219. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73220. */
  73221. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73222. _this._rotationY = 0;
  73223. /** @hidden */
  73224. _this._prefiltered = false;
  73225. _this.name = rootUrl;
  73226. _this.url = rootUrl;
  73227. _this._noMipmap = noMipmap;
  73228. _this.hasAlpha = false;
  73229. _this._format = format;
  73230. _this.isCube = true;
  73231. _this._textureMatrix = BABYLON.Matrix.Identity();
  73232. _this._createPolynomials = createPolynomials;
  73233. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73234. if (!rootUrl && !files) {
  73235. return _this;
  73236. }
  73237. var lastDot = rootUrl.lastIndexOf(".");
  73238. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73239. var isDDS = (extension === ".dds");
  73240. var isEnv = (extension === ".env");
  73241. if (isEnv) {
  73242. _this.gammaSpace = false;
  73243. _this._prefiltered = false;
  73244. }
  73245. else {
  73246. _this._prefiltered = prefiltered;
  73247. if (prefiltered) {
  73248. _this.gammaSpace = false;
  73249. }
  73250. }
  73251. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73252. if (!files) {
  73253. if (!isEnv && !isDDS && !extensions) {
  73254. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73255. }
  73256. files = [];
  73257. if (extensions) {
  73258. for (var index = 0; index < extensions.length; index++) {
  73259. files.push(rootUrl + extensions[index]);
  73260. }
  73261. }
  73262. }
  73263. _this._files = files;
  73264. if (!_this._texture) {
  73265. if (!scene.useDelayedTextureLoading) {
  73266. if (prefiltered) {
  73267. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73268. }
  73269. else {
  73270. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73271. }
  73272. }
  73273. else {
  73274. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73275. }
  73276. }
  73277. else if (onLoad) {
  73278. if (_this._texture.isReady) {
  73279. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73280. }
  73281. else {
  73282. _this._texture.onLoadedObservable.add(onLoad);
  73283. }
  73284. }
  73285. return _this;
  73286. }
  73287. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73288. /**
  73289. * Returns the bounding box size
  73290. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73291. */
  73292. get: function () {
  73293. return this._boundingBoxSize;
  73294. },
  73295. /**
  73296. * Gets or sets the size of the bounding box associated with the cube texture
  73297. * When defined, the cubemap will switch to local mode
  73298. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73299. * @example https://www.babylonjs-playground.com/#RNASML
  73300. */
  73301. set: function (value) {
  73302. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73303. return;
  73304. }
  73305. this._boundingBoxSize = value;
  73306. var scene = this.getScene();
  73307. if (scene) {
  73308. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73309. }
  73310. },
  73311. enumerable: true,
  73312. configurable: true
  73313. });
  73314. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73315. /**
  73316. * Gets texture matrix rotation angle around Y axis radians.
  73317. */
  73318. get: function () {
  73319. return this._rotationY;
  73320. },
  73321. /**
  73322. * Sets texture matrix rotation angle around Y axis in radians.
  73323. */
  73324. set: function (value) {
  73325. this._rotationY = value;
  73326. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73327. },
  73328. enumerable: true,
  73329. configurable: true
  73330. });
  73331. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73332. /**
  73333. * Are mip maps generated for this texture or not.
  73334. */
  73335. get: function () {
  73336. return this._noMipmap;
  73337. },
  73338. enumerable: true,
  73339. configurable: true
  73340. });
  73341. /**
  73342. * Creates a cube texture from an array of image urls
  73343. * @param files defines an array of image urls
  73344. * @param scene defines the hosting scene
  73345. * @param noMipmap specifies if mip maps are not used
  73346. * @returns a cube texture
  73347. */
  73348. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73349. var rootUrlKey = "";
  73350. files.forEach(function (url) { return rootUrlKey += url; });
  73351. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73352. };
  73353. /**
  73354. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73355. * @param url defines the url of the prefiltered texture
  73356. * @param scene defines the scene the texture is attached to
  73357. * @param forcedExtension defines the extension of the file if different from the url
  73358. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73359. * @return the prefiltered texture
  73360. */
  73361. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73362. if (forcedExtension === void 0) { forcedExtension = null; }
  73363. if (createPolynomials === void 0) { createPolynomials = true; }
  73364. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73365. };
  73366. /**
  73367. * Update the url (and optional buffer) of this texture if url was null during construction.
  73368. * @param url the url of the texture
  73369. * @param forcedExtension defines the extension to use
  73370. * @param onLoad callback called when the texture is loaded (defaults to null)
  73371. */
  73372. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73373. if (this.url) {
  73374. this.releaseInternalTexture();
  73375. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73376. }
  73377. this.url = url;
  73378. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73379. this._prefiltered = false;
  73380. if (onLoad) {
  73381. this._delayedOnLoad = onLoad;
  73382. }
  73383. this.delayLoad(forcedExtension);
  73384. };
  73385. /**
  73386. * Delays loading of the cube texture
  73387. * @param forcedExtension defines the extension to use
  73388. */
  73389. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73390. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73391. return;
  73392. }
  73393. var scene = this.getScene();
  73394. if (!scene) {
  73395. return;
  73396. }
  73397. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73398. this._texture = this._getFromCache(this.url, this._noMipmap);
  73399. if (!this._texture) {
  73400. if (this._prefiltered) {
  73401. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73402. }
  73403. else {
  73404. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73405. }
  73406. }
  73407. };
  73408. /**
  73409. * Returns the reflection texture matrix
  73410. * @returns the reflection texture matrix
  73411. */
  73412. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73413. return this._textureMatrix;
  73414. };
  73415. /**
  73416. * Sets the reflection texture matrix
  73417. * @param value Reflection texture matrix
  73418. */
  73419. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73420. this._textureMatrix = value;
  73421. };
  73422. /**
  73423. * Parses text to create a cube texture
  73424. * @param parsedTexture define the serialized text to read from
  73425. * @param scene defines the hosting scene
  73426. * @param rootUrl defines the root url of the cube texture
  73427. * @returns a cube texture
  73428. */
  73429. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73430. var texture = BABYLON.SerializationHelper.Parse(function () {
  73431. var prefiltered = false;
  73432. if (parsedTexture.prefiltered) {
  73433. prefiltered = parsedTexture.prefiltered;
  73434. }
  73435. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73436. }, parsedTexture, scene);
  73437. // Local Cubemaps
  73438. if (parsedTexture.boundingBoxPosition) {
  73439. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73440. }
  73441. if (parsedTexture.boundingBoxSize) {
  73442. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73443. }
  73444. // Animations
  73445. if (parsedTexture.animations) {
  73446. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73447. var parsedAnimation = parsedTexture.animations[animationIndex];
  73448. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73449. }
  73450. }
  73451. return texture;
  73452. };
  73453. /**
  73454. * Makes a clone, or deep copy, of the cube texture
  73455. * @returns a new cube texture
  73456. */
  73457. CubeTexture.prototype.clone = function () {
  73458. var _this = this;
  73459. var scene = this.getScene();
  73460. var uniqueId = 0;
  73461. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73462. if (!scene) {
  73463. return _this;
  73464. }
  73465. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73466. uniqueId = cubeTexture.uniqueId;
  73467. return cubeTexture;
  73468. }, this);
  73469. newCubeTexture.uniqueId = uniqueId;
  73470. return newCubeTexture;
  73471. };
  73472. __decorate([
  73473. BABYLON.serialize("rotationY")
  73474. ], CubeTexture.prototype, "rotationY", null);
  73475. return CubeTexture;
  73476. }(BABYLON.BaseTexture));
  73477. BABYLON.CubeTexture = CubeTexture;
  73478. })(BABYLON || (BABYLON = {}));
  73479. //# sourceMappingURL=babylon.cubeTexture.js.map
  73480. var BABYLON;
  73481. (function (BABYLON) {
  73482. /**
  73483. * Raw cube texture where the raw buffers are passed in
  73484. */
  73485. var RawCubeTexture = /** @class */ (function (_super) {
  73486. __extends(RawCubeTexture, _super);
  73487. /**
  73488. * Creates a cube texture where the raw buffers are passed in.
  73489. * @param scene defines the scene the texture is attached to
  73490. * @param data defines the array of data to use to create each face
  73491. * @param size defines the size of the textures
  73492. * @param format defines the format of the data
  73493. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73494. * @param generateMipMaps defines if the engine should generate the mip levels
  73495. * @param invertY defines if data must be stored with Y axis inverted
  73496. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73497. * @param compression defines the compression used (null by default)
  73498. */
  73499. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73500. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73501. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73502. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73503. if (invertY === void 0) { invertY = false; }
  73504. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73505. if (compression === void 0) { compression = null; }
  73506. var _this = _super.call(this, "", scene) || this;
  73507. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73508. return _this;
  73509. }
  73510. /**
  73511. * Updates the raw cube texture.
  73512. * @param data defines the data to store
  73513. * @param format defines the data format
  73514. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73515. * @param invertY defines if data must be stored with Y axis inverted
  73516. * @param compression defines the compression used (null by default)
  73517. * @param level defines which level of the texture to update
  73518. */
  73519. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73520. if (compression === void 0) { compression = null; }
  73521. if (level === void 0) { level = 0; }
  73522. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73523. };
  73524. /**
  73525. * Updates a raw cube texture with RGBD encoded data.
  73526. * @param data defines the array of data [mipmap][face] to use to create each face
  73527. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73528. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73529. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73530. * @returns a promsie that resolves when the operation is complete
  73531. */
  73532. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73533. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73534. if (lodScale === void 0) { lodScale = 0.8; }
  73535. if (lodOffset === void 0) { lodOffset = 0; }
  73536. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73537. };
  73538. /**
  73539. * Clones the raw cube texture.
  73540. * @return a new cube texture
  73541. */
  73542. RawCubeTexture.prototype.clone = function () {
  73543. var _this = this;
  73544. return BABYLON.SerializationHelper.Clone(function () {
  73545. var scene = _this.getScene();
  73546. var internalTexture = _this._texture;
  73547. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73548. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73549. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73550. }
  73551. return texture;
  73552. }, this);
  73553. };
  73554. /** @hidden */
  73555. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73556. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73557. internalTexture._bufferViewArrayArray = data;
  73558. internalTexture._lodGenerationScale = lodScale;
  73559. internalTexture._lodGenerationOffset = lodOffset;
  73560. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73561. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73562. internalTexture.isReady = true;
  73563. });
  73564. };
  73565. return RawCubeTexture;
  73566. }(BABYLON.CubeTexture));
  73567. BABYLON.RawCubeTexture = RawCubeTexture;
  73568. })(BABYLON || (BABYLON = {}));
  73569. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73570. var BABYLON;
  73571. (function (BABYLON) {
  73572. /**
  73573. * This Helps creating a texture that will be created from a camera in your scene.
  73574. * It is basically a dynamic texture that could be used to create special effects for instance.
  73575. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73576. */
  73577. var RenderTargetTexture = /** @class */ (function (_super) {
  73578. __extends(RenderTargetTexture, _super);
  73579. /**
  73580. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73581. * or used a shadow, depth texture...
  73582. * @param name The friendly name of the texture
  73583. * @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)
  73584. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73585. * @param generateMipMaps True if mip maps need to be generated after render.
  73586. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73587. * @param type The type of the buffer in the RTT (int, half float, float...)
  73588. * @param isCube True if a cube texture needs to be created
  73589. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73590. * @param generateDepthBuffer True to generate a depth buffer
  73591. * @param generateStencilBuffer True to generate a stencil buffer
  73592. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73593. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73594. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73595. */
  73596. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73597. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73598. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73599. if (isCube === void 0) { isCube = false; }
  73600. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73601. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73602. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73603. if (isMulti === void 0) { isMulti = false; }
  73604. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73605. if (delayAllocation === void 0) { delayAllocation = false; }
  73606. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73607. _this.isCube = isCube;
  73608. /**
  73609. * Define if particles should be rendered in your texture.
  73610. */
  73611. _this.renderParticles = true;
  73612. /**
  73613. * Define if sprites should be rendered in your texture.
  73614. */
  73615. _this.renderSprites = false;
  73616. /**
  73617. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73618. */
  73619. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73620. /**
  73621. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73622. */
  73623. _this.ignoreCameraViewport = false;
  73624. /**
  73625. * An event triggered when the texture is unbind.
  73626. */
  73627. _this.onBeforeBindObservable = new BABYLON.Observable();
  73628. /**
  73629. * An event triggered when the texture is unbind.
  73630. */
  73631. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73632. /**
  73633. * An event triggered before rendering the texture
  73634. */
  73635. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73636. /**
  73637. * An event triggered after rendering the texture
  73638. */
  73639. _this.onAfterRenderObservable = new BABYLON.Observable();
  73640. /**
  73641. * An event triggered after the texture clear
  73642. */
  73643. _this.onClearObservable = new BABYLON.Observable();
  73644. _this._currentRefreshId = -1;
  73645. _this._refreshRate = 1;
  73646. _this._samples = 1;
  73647. /**
  73648. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73649. * It must define where the camera used to render the texture is set
  73650. */
  73651. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73652. scene = _this.getScene();
  73653. if (!scene) {
  73654. return _this;
  73655. }
  73656. _this.renderList = new Array();
  73657. _this._engine = scene.getEngine();
  73658. _this.name = name;
  73659. _this.isRenderTarget = true;
  73660. _this._initialSizeParameter = size;
  73661. _this._processSizeParameter(size);
  73662. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73663. });
  73664. _this._generateMipMaps = generateMipMaps ? true : false;
  73665. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73666. // Rendering groups
  73667. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73668. _this._renderingManager._useSceneAutoClearSetup = true;
  73669. if (isMulti) {
  73670. return _this;
  73671. }
  73672. _this._renderTargetOptions = {
  73673. generateMipMaps: generateMipMaps,
  73674. type: type,
  73675. format: format,
  73676. samplingMode: samplingMode,
  73677. generateDepthBuffer: generateDepthBuffer,
  73678. generateStencilBuffer: generateStencilBuffer
  73679. };
  73680. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73681. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73682. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73683. }
  73684. if (!delayAllocation) {
  73685. if (isCube) {
  73686. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73687. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73688. _this._textureMatrix = BABYLON.Matrix.Identity();
  73689. }
  73690. else {
  73691. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73692. }
  73693. }
  73694. return _this;
  73695. }
  73696. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73697. /**
  73698. * Use this list to define the list of mesh you want to render.
  73699. */
  73700. get: function () {
  73701. return this._renderList;
  73702. },
  73703. set: function (value) {
  73704. this._renderList = value;
  73705. if (this._renderList) {
  73706. this._hookArray(this._renderList);
  73707. }
  73708. },
  73709. enumerable: true,
  73710. configurable: true
  73711. });
  73712. RenderTargetTexture.prototype._hookArray = function (array) {
  73713. var _this = this;
  73714. var oldPush = array.push;
  73715. array.push = function () {
  73716. var items = [];
  73717. for (var _i = 0; _i < arguments.length; _i++) {
  73718. items[_i] = arguments[_i];
  73719. }
  73720. var wasEmpty = array.length === 0;
  73721. var result = oldPush.apply(array, items);
  73722. if (wasEmpty) {
  73723. _this.getScene().meshes.forEach(function (mesh) {
  73724. mesh._markSubMeshesAsLightDirty();
  73725. });
  73726. }
  73727. return result;
  73728. };
  73729. var oldSplice = array.splice;
  73730. array.splice = function (index, deleteCount) {
  73731. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73732. if (array.length === 0) {
  73733. _this.getScene().meshes.forEach(function (mesh) {
  73734. mesh._markSubMeshesAsLightDirty();
  73735. });
  73736. }
  73737. return deleted;
  73738. };
  73739. };
  73740. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73741. /**
  73742. * Set a after unbind callback in the texture.
  73743. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73744. */
  73745. set: function (callback) {
  73746. if (this._onAfterUnbindObserver) {
  73747. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73748. }
  73749. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73750. },
  73751. enumerable: true,
  73752. configurable: true
  73753. });
  73754. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73755. /**
  73756. * Set a before render callback in the texture.
  73757. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73758. */
  73759. set: function (callback) {
  73760. if (this._onBeforeRenderObserver) {
  73761. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73762. }
  73763. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73764. },
  73765. enumerable: true,
  73766. configurable: true
  73767. });
  73768. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73769. /**
  73770. * Set a after render callback in the texture.
  73771. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73772. */
  73773. set: function (callback) {
  73774. if (this._onAfterRenderObserver) {
  73775. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73776. }
  73777. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73778. },
  73779. enumerable: true,
  73780. configurable: true
  73781. });
  73782. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73783. /**
  73784. * Set a clear callback in the texture.
  73785. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73786. */
  73787. set: function (callback) {
  73788. if (this._onClearObserver) {
  73789. this.onClearObservable.remove(this._onClearObserver);
  73790. }
  73791. this._onClearObserver = this.onClearObservable.add(callback);
  73792. },
  73793. enumerable: true,
  73794. configurable: true
  73795. });
  73796. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73797. /**
  73798. * Gets render target creation options that were used.
  73799. */
  73800. get: function () {
  73801. return this._renderTargetOptions;
  73802. },
  73803. enumerable: true,
  73804. configurable: true
  73805. });
  73806. RenderTargetTexture.prototype._onRatioRescale = function () {
  73807. if (this._sizeRatio) {
  73808. this.resize(this._initialSizeParameter);
  73809. }
  73810. };
  73811. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73812. get: function () {
  73813. return this._boundingBoxSize;
  73814. },
  73815. /**
  73816. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73817. * When defined, the cubemap will switch to local mode
  73818. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73819. * @example https://www.babylonjs-playground.com/#RNASML
  73820. */
  73821. set: function (value) {
  73822. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73823. return;
  73824. }
  73825. this._boundingBoxSize = value;
  73826. var scene = this.getScene();
  73827. if (scene) {
  73828. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73829. }
  73830. },
  73831. enumerable: true,
  73832. configurable: true
  73833. });
  73834. /**
  73835. * Creates a depth stencil texture.
  73836. * This is only available in WebGL 2 or with the depth texture extension available.
  73837. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73838. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73839. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73840. */
  73841. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73842. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73843. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73844. if (generateStencil === void 0) { generateStencil = false; }
  73845. if (!this.getScene()) {
  73846. return;
  73847. }
  73848. var engine = this.getScene().getEngine();
  73849. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73850. bilinearFiltering: bilinearFiltering,
  73851. comparisonFunction: comparisonFunction,
  73852. generateStencil: generateStencil,
  73853. isCube: this.isCube
  73854. });
  73855. engine.setFrameBufferDepthStencilTexture(this);
  73856. };
  73857. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73858. if (size.ratio) {
  73859. this._sizeRatio = size.ratio;
  73860. this._size = {
  73861. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73862. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73863. };
  73864. }
  73865. else {
  73866. this._size = size;
  73867. }
  73868. };
  73869. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73870. /**
  73871. * Define the number of samples to use in case of MSAA.
  73872. * It defaults to one meaning no MSAA has been enabled.
  73873. */
  73874. get: function () {
  73875. return this._samples;
  73876. },
  73877. set: function (value) {
  73878. if (this._samples === value) {
  73879. return;
  73880. }
  73881. var scene = this.getScene();
  73882. if (!scene) {
  73883. return;
  73884. }
  73885. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73886. },
  73887. enumerable: true,
  73888. configurable: true
  73889. });
  73890. /**
  73891. * Resets the refresh counter of the texture and start bak from scratch.
  73892. * Could be useful to regenerate the texture if it is setup to render only once.
  73893. */
  73894. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73895. this._currentRefreshId = -1;
  73896. };
  73897. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73898. /**
  73899. * Define the refresh rate of the texture or the rendering frequency.
  73900. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73901. */
  73902. get: function () {
  73903. return this._refreshRate;
  73904. },
  73905. set: function (value) {
  73906. this._refreshRate = value;
  73907. this.resetRefreshCounter();
  73908. },
  73909. enumerable: true,
  73910. configurable: true
  73911. });
  73912. /**
  73913. * Adds a post process to the render target rendering passes.
  73914. * @param postProcess define the post process to add
  73915. */
  73916. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73917. if (!this._postProcessManager) {
  73918. var scene = this.getScene();
  73919. if (!scene) {
  73920. return;
  73921. }
  73922. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73923. this._postProcesses = new Array();
  73924. }
  73925. this._postProcesses.push(postProcess);
  73926. this._postProcesses[0].autoClear = false;
  73927. };
  73928. /**
  73929. * Clear all the post processes attached to the render target
  73930. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73931. */
  73932. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73933. if (dispose === void 0) { dispose = false; }
  73934. if (!this._postProcesses) {
  73935. return;
  73936. }
  73937. if (dispose) {
  73938. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73939. var postProcess = _a[_i];
  73940. postProcess.dispose();
  73941. }
  73942. }
  73943. this._postProcesses = [];
  73944. };
  73945. /**
  73946. * Remove one of the post process from the list of attached post processes to the texture
  73947. * @param postProcess define the post process to remove from the list
  73948. */
  73949. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73950. if (!this._postProcesses) {
  73951. return;
  73952. }
  73953. var index = this._postProcesses.indexOf(postProcess);
  73954. if (index === -1) {
  73955. return;
  73956. }
  73957. this._postProcesses.splice(index, 1);
  73958. if (this._postProcesses.length > 0) {
  73959. this._postProcesses[0].autoClear = false;
  73960. }
  73961. };
  73962. /** @hidden */
  73963. RenderTargetTexture.prototype._shouldRender = function () {
  73964. if (this._currentRefreshId === -1) { // At least render once
  73965. this._currentRefreshId = 1;
  73966. return true;
  73967. }
  73968. if (this.refreshRate === this._currentRefreshId) {
  73969. this._currentRefreshId = 1;
  73970. return true;
  73971. }
  73972. this._currentRefreshId++;
  73973. return false;
  73974. };
  73975. /**
  73976. * Gets the actual render size of the texture.
  73977. * @returns the width of the render size
  73978. */
  73979. RenderTargetTexture.prototype.getRenderSize = function () {
  73980. return this.getRenderWidth();
  73981. };
  73982. /**
  73983. * Gets the actual render width of the texture.
  73984. * @returns the width of the render size
  73985. */
  73986. RenderTargetTexture.prototype.getRenderWidth = function () {
  73987. if (this._size.width) {
  73988. return this._size.width;
  73989. }
  73990. return this._size;
  73991. };
  73992. /**
  73993. * Gets the actual render height of the texture.
  73994. * @returns the height of the render size
  73995. */
  73996. RenderTargetTexture.prototype.getRenderHeight = function () {
  73997. if (this._size.width) {
  73998. return this._size.height;
  73999. }
  74000. return this._size;
  74001. };
  74002. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74003. /**
  74004. * Get if the texture can be rescaled or not.
  74005. */
  74006. get: function () {
  74007. return true;
  74008. },
  74009. enumerable: true,
  74010. configurable: true
  74011. });
  74012. /**
  74013. * Resize the texture using a ratio.
  74014. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74015. */
  74016. RenderTargetTexture.prototype.scale = function (ratio) {
  74017. var newSize = this.getRenderSize() * ratio;
  74018. this.resize(newSize);
  74019. };
  74020. /**
  74021. * Get the texture reflection matrix used to rotate/transform the reflection.
  74022. * @returns the reflection matrix
  74023. */
  74024. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74025. if (this.isCube) {
  74026. return this._textureMatrix;
  74027. }
  74028. return _super.prototype.getReflectionTextureMatrix.call(this);
  74029. };
  74030. /**
  74031. * Resize the texture to a new desired size.
  74032. * Be carrefull as it will recreate all the data in the new texture.
  74033. * @param size Define the new size. It can be:
  74034. * - a number for squared texture,
  74035. * - an object containing { width: number, height: number }
  74036. * - or an object containing a ratio { ratio: number }
  74037. */
  74038. RenderTargetTexture.prototype.resize = function (size) {
  74039. this.releaseInternalTexture();
  74040. var scene = this.getScene();
  74041. if (!scene) {
  74042. return;
  74043. }
  74044. this._processSizeParameter(size);
  74045. if (this.isCube) {
  74046. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74047. }
  74048. else {
  74049. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74050. }
  74051. };
  74052. /**
  74053. * Renders all the objects from the render list into the texture.
  74054. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74055. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74056. */
  74057. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74058. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74059. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74060. var scene = this.getScene();
  74061. if (!scene) {
  74062. return;
  74063. }
  74064. var engine = scene.getEngine();
  74065. if (this.useCameraPostProcesses !== undefined) {
  74066. useCameraPostProcess = this.useCameraPostProcesses;
  74067. }
  74068. if (this._waitingRenderList) {
  74069. this.renderList = [];
  74070. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74071. var id = this._waitingRenderList[index];
  74072. var mesh_1 = scene.getMeshByID(id);
  74073. if (mesh_1) {
  74074. this.renderList.push(mesh_1);
  74075. }
  74076. }
  74077. delete this._waitingRenderList;
  74078. }
  74079. // Is predicate defined?
  74080. if (this.renderListPredicate) {
  74081. if (this.renderList) {
  74082. this.renderList.length = 0; // Clear previous renderList
  74083. }
  74084. else {
  74085. this.renderList = [];
  74086. }
  74087. var scene = this.getScene();
  74088. if (!scene) {
  74089. return;
  74090. }
  74091. var sceneMeshes = scene.meshes;
  74092. for (var index = 0; index < sceneMeshes.length; index++) {
  74093. var mesh = sceneMeshes[index];
  74094. if (this.renderListPredicate(mesh)) {
  74095. this.renderList.push(mesh);
  74096. }
  74097. }
  74098. }
  74099. this.onBeforeBindObservable.notifyObservers(this);
  74100. // Set custom projection.
  74101. // Needs to be before binding to prevent changing the aspect ratio.
  74102. var camera;
  74103. if (this.activeCamera) {
  74104. camera = this.activeCamera;
  74105. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74106. if (this.activeCamera !== scene.activeCamera) {
  74107. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74108. }
  74109. }
  74110. else {
  74111. camera = scene.activeCamera;
  74112. if (camera) {
  74113. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74114. }
  74115. }
  74116. // Prepare renderingManager
  74117. this._renderingManager.reset();
  74118. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74119. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74120. var sceneRenderId = scene.getRenderId();
  74121. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74122. var mesh = currentRenderList[meshIndex];
  74123. if (mesh) {
  74124. if (!mesh.isReady(this.refreshRate === 0)) {
  74125. this.resetRefreshCounter();
  74126. continue;
  74127. }
  74128. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74129. var isMasked = void 0;
  74130. if (!this.renderList && camera) {
  74131. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74132. }
  74133. else {
  74134. isMasked = false;
  74135. }
  74136. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74137. mesh._activate(sceneRenderId);
  74138. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74139. var subMesh = mesh.subMeshes[subIndex];
  74140. scene._activeIndices.addCount(subMesh.indexCount, false);
  74141. this._renderingManager.dispatch(subMesh, mesh);
  74142. }
  74143. }
  74144. }
  74145. }
  74146. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74147. var particleSystem = scene.particleSystems[particleIndex];
  74148. var emitter = particleSystem.emitter;
  74149. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74150. continue;
  74151. }
  74152. if (currentRenderList.indexOf(emitter) >= 0) {
  74153. this._renderingManager.dispatchParticles(particleSystem);
  74154. }
  74155. }
  74156. if (this.isCube) {
  74157. for (var face = 0; face < 6; face++) {
  74158. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74159. scene.incrementRenderId();
  74160. scene.resetCachedMaterial();
  74161. }
  74162. }
  74163. else {
  74164. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74165. }
  74166. this.onAfterUnbindObservable.notifyObservers(this);
  74167. if (scene.activeCamera) {
  74168. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74169. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74170. }
  74171. engine.setViewport(scene.activeCamera.viewport);
  74172. }
  74173. scene.resetCachedMaterial();
  74174. };
  74175. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74176. var minimum = 128;
  74177. var x = renderDimension * scale;
  74178. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74179. // Ensure we don't exceed the render dimension (while staying POT)
  74180. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74181. };
  74182. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74183. var _this = this;
  74184. if (!this._texture) {
  74185. return;
  74186. }
  74187. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74188. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74189. });
  74190. };
  74191. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74192. var scene = this.getScene();
  74193. if (!scene) {
  74194. return;
  74195. }
  74196. var engine = scene.getEngine();
  74197. if (!this._texture) {
  74198. return;
  74199. }
  74200. // Bind
  74201. if (this._postProcessManager) {
  74202. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74203. }
  74204. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74205. if (this._texture) {
  74206. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74207. }
  74208. }
  74209. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74210. // Clear
  74211. if (this.onClearObservable.hasObservers()) {
  74212. this.onClearObservable.notifyObservers(engine);
  74213. }
  74214. else {
  74215. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74216. }
  74217. if (!this._doNotChangeAspectRatio) {
  74218. scene.updateTransformMatrix(true);
  74219. }
  74220. // Before Camera Draw
  74221. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74222. var step = _a[_i];
  74223. step.action(this);
  74224. }
  74225. // Render
  74226. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74227. // After Camera Draw
  74228. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74229. var step = _c[_b];
  74230. step.action(this);
  74231. }
  74232. if (this._postProcessManager) {
  74233. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74234. }
  74235. else if (useCameraPostProcess) {
  74236. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74237. }
  74238. if (!this._doNotChangeAspectRatio) {
  74239. scene.updateTransformMatrix(true);
  74240. }
  74241. // Dump ?
  74242. if (dumpForDebug) {
  74243. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74244. }
  74245. // Unbind
  74246. if (!this.isCube || faceIndex === 5) {
  74247. if (this.isCube) {
  74248. if (faceIndex === 5) {
  74249. engine.generateMipMapsForCubemap(this._texture);
  74250. }
  74251. }
  74252. this.unbindFrameBuffer(engine, faceIndex);
  74253. }
  74254. else {
  74255. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74256. }
  74257. };
  74258. /**
  74259. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74260. * This allowed control for front to back rendering or reversly depending of the special needs.
  74261. *
  74262. * @param renderingGroupId The rendering group id corresponding to its index
  74263. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74264. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74265. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74266. */
  74267. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74268. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74269. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74270. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74271. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74272. };
  74273. /**
  74274. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74275. *
  74276. * @param renderingGroupId The rendering group id corresponding to its index
  74277. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74278. */
  74279. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74280. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74281. this._renderingManager._useSceneAutoClearSetup = false;
  74282. };
  74283. /**
  74284. * Clones the texture.
  74285. * @returns the cloned texture
  74286. */
  74287. RenderTargetTexture.prototype.clone = function () {
  74288. var textureSize = this.getSize();
  74289. 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);
  74290. // Base texture
  74291. newTexture.hasAlpha = this.hasAlpha;
  74292. newTexture.level = this.level;
  74293. // RenderTarget Texture
  74294. newTexture.coordinatesMode = this.coordinatesMode;
  74295. if (this.renderList) {
  74296. newTexture.renderList = this.renderList.slice(0);
  74297. }
  74298. return newTexture;
  74299. };
  74300. /**
  74301. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74302. * @returns The JSON representation of the texture
  74303. */
  74304. RenderTargetTexture.prototype.serialize = function () {
  74305. if (!this.name) {
  74306. return null;
  74307. }
  74308. var serializationObject = _super.prototype.serialize.call(this);
  74309. serializationObject.renderTargetSize = this.getRenderSize();
  74310. serializationObject.renderList = [];
  74311. if (this.renderList) {
  74312. for (var index = 0; index < this.renderList.length; index++) {
  74313. serializationObject.renderList.push(this.renderList[index].id);
  74314. }
  74315. }
  74316. return serializationObject;
  74317. };
  74318. /**
  74319. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74320. */
  74321. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74322. var objBuffer = this.getInternalTexture();
  74323. var scene = this.getScene();
  74324. if (objBuffer && scene) {
  74325. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74326. }
  74327. };
  74328. /**
  74329. * Dispose the texture and release its associated resources.
  74330. */
  74331. RenderTargetTexture.prototype.dispose = function () {
  74332. if (this._postProcessManager) {
  74333. this._postProcessManager.dispose();
  74334. this._postProcessManager = null;
  74335. }
  74336. this.clearPostProcesses(true);
  74337. if (this._resizeObserver) {
  74338. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74339. this._resizeObserver = null;
  74340. }
  74341. this.renderList = null;
  74342. // Remove from custom render targets
  74343. var scene = this.getScene();
  74344. if (!scene) {
  74345. return;
  74346. }
  74347. var index = scene.customRenderTargets.indexOf(this);
  74348. if (index >= 0) {
  74349. scene.customRenderTargets.splice(index, 1);
  74350. }
  74351. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74352. var camera = _a[_i];
  74353. index = camera.customRenderTargets.indexOf(this);
  74354. if (index >= 0) {
  74355. camera.customRenderTargets.splice(index, 1);
  74356. }
  74357. }
  74358. _super.prototype.dispose.call(this);
  74359. };
  74360. /** @hidden */
  74361. RenderTargetTexture.prototype._rebuild = function () {
  74362. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74363. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74364. }
  74365. if (this._postProcessManager) {
  74366. this._postProcessManager._rebuild();
  74367. }
  74368. };
  74369. /**
  74370. * Clear the info related to rendering groups preventing retention point in material dispose.
  74371. */
  74372. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74373. if (this._renderingManager) {
  74374. this._renderingManager.freeRenderingGroups();
  74375. }
  74376. };
  74377. /**
  74378. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74379. */
  74380. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74381. /**
  74382. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74383. */
  74384. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74385. /**
  74386. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74387. * the central point of your effect and can save a lot of performances.
  74388. */
  74389. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74390. return RenderTargetTexture;
  74391. }(BABYLON.Texture));
  74392. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74393. })(BABYLON || (BABYLON = {}));
  74394. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74395. var BABYLON;
  74396. (function (BABYLON) {
  74397. /**
  74398. * A multi render target, like a render target provides the ability to render to a texture.
  74399. * Unlike the render target, it can render to several draw buffers in one draw.
  74400. * This is specially interesting in deferred rendering or for any effects requiring more than
  74401. * just one color from a single pass.
  74402. */
  74403. var MultiRenderTarget = /** @class */ (function (_super) {
  74404. __extends(MultiRenderTarget, _super);
  74405. /**
  74406. * Instantiate a new multi render target texture.
  74407. * A multi render target, like a render target provides the ability to render to a texture.
  74408. * Unlike the render target, it can render to several draw buffers in one draw.
  74409. * This is specially interesting in deferred rendering or for any effects requiring more than
  74410. * just one color from a single pass.
  74411. * @param name Define the name of the texture
  74412. * @param size Define the size of the buffers to render to
  74413. * @param count Define the number of target we are rendering into
  74414. * @param scene Define the scene the texture belongs to
  74415. * @param options Define the options used to create the multi render target
  74416. */
  74417. function MultiRenderTarget(name, size, count, scene, options) {
  74418. var _this = this;
  74419. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74420. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74421. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74422. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74423. _this._engine = scene.getEngine();
  74424. if (!_this.isSupported) {
  74425. _this.dispose();
  74426. return;
  74427. }
  74428. var types = [];
  74429. var samplingModes = [];
  74430. for (var i = 0; i < count; i++) {
  74431. if (options && options.types && options.types[i] !== undefined) {
  74432. types.push(options.types[i]);
  74433. }
  74434. else {
  74435. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74436. }
  74437. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74438. samplingModes.push(options.samplingModes[i]);
  74439. }
  74440. else {
  74441. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74442. }
  74443. }
  74444. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74445. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74446. _this._size = size;
  74447. _this._multiRenderTargetOptions = {
  74448. samplingModes: samplingModes,
  74449. generateMipMaps: generateMipMaps,
  74450. generateDepthBuffer: generateDepthBuffer,
  74451. generateStencilBuffer: generateStencilBuffer,
  74452. generateDepthTexture: generateDepthTexture,
  74453. types: types,
  74454. textureCount: count
  74455. };
  74456. _this._createInternalTextures();
  74457. _this._createTextures();
  74458. return _this;
  74459. }
  74460. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74461. /**
  74462. * Get if draw buffers are currently supported by the used hardware and browser.
  74463. */
  74464. get: function () {
  74465. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74466. },
  74467. enumerable: true,
  74468. configurable: true
  74469. });
  74470. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74471. /**
  74472. * Get the list of textures generated by the multi render target.
  74473. */
  74474. get: function () {
  74475. return this._textures;
  74476. },
  74477. enumerable: true,
  74478. configurable: true
  74479. });
  74480. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74481. /**
  74482. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74483. */
  74484. get: function () {
  74485. return this._textures[this._textures.length - 1];
  74486. },
  74487. enumerable: true,
  74488. configurable: true
  74489. });
  74490. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74491. /**
  74492. * Set the wrapping mode on U of all the textures we are rendering to.
  74493. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74494. */
  74495. set: function (wrap) {
  74496. if (this._textures) {
  74497. for (var i = 0; i < this._textures.length; i++) {
  74498. this._textures[i].wrapU = wrap;
  74499. }
  74500. }
  74501. },
  74502. enumerable: true,
  74503. configurable: true
  74504. });
  74505. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74506. /**
  74507. * Set the wrapping mode on V of all the textures we are rendering to.
  74508. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74509. */
  74510. set: function (wrap) {
  74511. if (this._textures) {
  74512. for (var i = 0; i < this._textures.length; i++) {
  74513. this._textures[i].wrapV = wrap;
  74514. }
  74515. }
  74516. },
  74517. enumerable: true,
  74518. configurable: true
  74519. });
  74520. /** @hidden */
  74521. MultiRenderTarget.prototype._rebuild = function () {
  74522. this.releaseInternalTextures();
  74523. this._createInternalTextures();
  74524. for (var i = 0; i < this._internalTextures.length; i++) {
  74525. var texture = this._textures[i];
  74526. texture._texture = this._internalTextures[i];
  74527. }
  74528. // Keeps references to frame buffer and stencil/depth buffer
  74529. this._texture = this._internalTextures[0];
  74530. };
  74531. MultiRenderTarget.prototype._createInternalTextures = function () {
  74532. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74533. };
  74534. MultiRenderTarget.prototype._createTextures = function () {
  74535. this._textures = [];
  74536. for (var i = 0; i < this._internalTextures.length; i++) {
  74537. var texture = new BABYLON.Texture(null, this.getScene());
  74538. texture._texture = this._internalTextures[i];
  74539. this._textures.push(texture);
  74540. }
  74541. // Keeps references to frame buffer and stencil/depth buffer
  74542. this._texture = this._internalTextures[0];
  74543. };
  74544. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74545. /**
  74546. * Define the number of samples used if MSAA is enabled.
  74547. */
  74548. get: function () {
  74549. return this._samples;
  74550. },
  74551. set: function (value) {
  74552. if (this._samples === value) {
  74553. return;
  74554. }
  74555. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74556. },
  74557. enumerable: true,
  74558. configurable: true
  74559. });
  74560. /**
  74561. * Resize all the textures in the multi render target.
  74562. * Be carrefull as it will recreate all the data in the new texture.
  74563. * @param size Define the new size
  74564. */
  74565. MultiRenderTarget.prototype.resize = function (size) {
  74566. this.releaseInternalTextures();
  74567. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74568. this._createInternalTextures();
  74569. };
  74570. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74571. var _this = this;
  74572. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74573. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74574. });
  74575. };
  74576. /**
  74577. * Dispose the render targets and their associated resources
  74578. */
  74579. MultiRenderTarget.prototype.dispose = function () {
  74580. this.releaseInternalTextures();
  74581. _super.prototype.dispose.call(this);
  74582. };
  74583. /**
  74584. * Release all the underlying texture used as draw buffers.
  74585. */
  74586. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74587. if (!this._internalTextures) {
  74588. return;
  74589. }
  74590. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74591. if (this._internalTextures[i] !== undefined) {
  74592. this._internalTextures[i].dispose();
  74593. this._internalTextures.splice(i, 1);
  74594. }
  74595. }
  74596. };
  74597. return MultiRenderTarget;
  74598. }(BABYLON.RenderTargetTexture));
  74599. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74600. })(BABYLON || (BABYLON = {}));
  74601. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74602. var BABYLON;
  74603. (function (BABYLON) {
  74604. /**
  74605. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74606. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74607. * You can then easily use it as a reflectionTexture on a flat surface.
  74608. * In case the surface is not a plane, please consider relying on reflection probes.
  74609. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74610. */
  74611. var MirrorTexture = /** @class */ (function (_super) {
  74612. __extends(MirrorTexture, _super);
  74613. /**
  74614. * Instantiates a Mirror Texture.
  74615. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74616. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74617. * You can then easily use it as a reflectionTexture on a flat surface.
  74618. * In case the surface is not a plane, please consider relying on reflection probes.
  74619. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74620. * @param name
  74621. * @param size
  74622. * @param scene
  74623. * @param generateMipMaps
  74624. * @param type
  74625. * @param samplingMode
  74626. * @param generateDepthBuffer
  74627. */
  74628. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74629. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74630. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74631. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74632. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74633. _this.scene = scene;
  74634. /**
  74635. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74636. * 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.
  74637. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74638. */
  74639. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74640. _this._transformMatrix = BABYLON.Matrix.Zero();
  74641. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74642. _this._adaptiveBlurKernel = 0;
  74643. _this._blurKernelX = 0;
  74644. _this._blurKernelY = 0;
  74645. _this._blurRatio = 1.0;
  74646. _this.ignoreCameraViewport = true;
  74647. _this._updateGammaSpace();
  74648. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74649. _this._updateGammaSpace;
  74650. });
  74651. _this.onBeforeRenderObservable.add(function () {
  74652. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74653. _this._savedViewMatrix = scene.getViewMatrix();
  74654. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74655. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74656. scene.clipPlane = _this.mirrorPlane;
  74657. scene.getEngine().cullBackFaces = false;
  74658. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74659. });
  74660. _this.onAfterRenderObservable.add(function () {
  74661. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74662. scene.getEngine().cullBackFaces = true;
  74663. scene._mirroredCameraPosition = null;
  74664. delete scene.clipPlane;
  74665. });
  74666. return _this;
  74667. }
  74668. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74669. get: function () {
  74670. return this._blurRatio;
  74671. },
  74672. /**
  74673. * Define the blur ratio used to blur the reflection if needed.
  74674. */
  74675. set: function (value) {
  74676. if (this._blurRatio === value) {
  74677. return;
  74678. }
  74679. this._blurRatio = value;
  74680. this._preparePostProcesses();
  74681. },
  74682. enumerable: true,
  74683. configurable: true
  74684. });
  74685. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74686. /**
  74687. * Define the adaptive blur kernel used to blur the reflection if needed.
  74688. * This will autocompute the closest best match for the `blurKernel`
  74689. */
  74690. set: function (value) {
  74691. this._adaptiveBlurKernel = value;
  74692. this._autoComputeBlurKernel();
  74693. },
  74694. enumerable: true,
  74695. configurable: true
  74696. });
  74697. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74698. /**
  74699. * Define the blur kernel used to blur the reflection if needed.
  74700. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74701. */
  74702. set: function (value) {
  74703. this.blurKernelX = value;
  74704. this.blurKernelY = value;
  74705. },
  74706. enumerable: true,
  74707. configurable: true
  74708. });
  74709. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74710. get: function () {
  74711. return this._blurKernelX;
  74712. },
  74713. /**
  74714. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74715. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74716. */
  74717. set: function (value) {
  74718. if (this._blurKernelX === value) {
  74719. return;
  74720. }
  74721. this._blurKernelX = value;
  74722. this._preparePostProcesses();
  74723. },
  74724. enumerable: true,
  74725. configurable: true
  74726. });
  74727. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74728. get: function () {
  74729. return this._blurKernelY;
  74730. },
  74731. /**
  74732. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74733. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74734. */
  74735. set: function (value) {
  74736. if (this._blurKernelY === value) {
  74737. return;
  74738. }
  74739. this._blurKernelY = value;
  74740. this._preparePostProcesses();
  74741. },
  74742. enumerable: true,
  74743. configurable: true
  74744. });
  74745. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74746. var engine = this.getScene().getEngine();
  74747. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74748. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74749. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74750. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74751. };
  74752. MirrorTexture.prototype._onRatioRescale = function () {
  74753. if (this._sizeRatio) {
  74754. this.resize(this._initialSizeParameter);
  74755. if (!this._adaptiveBlurKernel) {
  74756. this._preparePostProcesses();
  74757. }
  74758. }
  74759. if (this._adaptiveBlurKernel) {
  74760. this._autoComputeBlurKernel();
  74761. }
  74762. };
  74763. MirrorTexture.prototype._updateGammaSpace = function () {
  74764. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74765. };
  74766. MirrorTexture.prototype._preparePostProcesses = function () {
  74767. this.clearPostProcesses(true);
  74768. if (this._blurKernelX && this._blurKernelY) {
  74769. var engine = this.getScene().getEngine();
  74770. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74771. 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);
  74772. this._blurX.autoClear = false;
  74773. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74774. this._blurX.inputTexture = this._texture;
  74775. }
  74776. else {
  74777. this._blurX.alwaysForcePOT = true;
  74778. }
  74779. 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);
  74780. this._blurY.autoClear = false;
  74781. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74782. this.addPostProcess(this._blurX);
  74783. this.addPostProcess(this._blurY);
  74784. }
  74785. else {
  74786. if (this._blurY) {
  74787. this.removePostProcess(this._blurY);
  74788. this._blurY.dispose();
  74789. this._blurY = null;
  74790. }
  74791. if (this._blurX) {
  74792. this.removePostProcess(this._blurX);
  74793. this._blurX.dispose();
  74794. this._blurX = null;
  74795. }
  74796. }
  74797. };
  74798. /**
  74799. * Clone the mirror texture.
  74800. * @returns the cloned texture
  74801. */
  74802. MirrorTexture.prototype.clone = function () {
  74803. var scene = this.getScene();
  74804. if (!scene) {
  74805. return this;
  74806. }
  74807. var textureSize = this.getSize();
  74808. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74809. // Base texture
  74810. newTexture.hasAlpha = this.hasAlpha;
  74811. newTexture.level = this.level;
  74812. // Mirror Texture
  74813. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74814. if (this.renderList) {
  74815. newTexture.renderList = this.renderList.slice(0);
  74816. }
  74817. return newTexture;
  74818. };
  74819. /**
  74820. * Serialize the texture to a JSON representation you could use in Parse later on
  74821. * @returns the serialized JSON representation
  74822. */
  74823. MirrorTexture.prototype.serialize = function () {
  74824. if (!this.name) {
  74825. return null;
  74826. }
  74827. var serializationObject = _super.prototype.serialize.call(this);
  74828. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74829. return serializationObject;
  74830. };
  74831. /**
  74832. * Dispose the texture and release its associated resources.
  74833. */
  74834. MirrorTexture.prototype.dispose = function () {
  74835. _super.prototype.dispose.call(this);
  74836. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74837. };
  74838. return MirrorTexture;
  74839. }(BABYLON.RenderTargetTexture));
  74840. BABYLON.MirrorTexture = MirrorTexture;
  74841. })(BABYLON || (BABYLON = {}));
  74842. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74843. var BABYLON;
  74844. (function (BABYLON) {
  74845. /**
  74846. * Creates a refraction texture used by refraction channel of the standard material.
  74847. * It is like a mirror but to see through a material.
  74848. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74849. */
  74850. var RefractionTexture = /** @class */ (function (_super) {
  74851. __extends(RefractionTexture, _super);
  74852. /**
  74853. * Creates a refraction texture used by refraction channel of the standard material.
  74854. * It is like a mirror but to see through a material.
  74855. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74856. * @param name Define the texture name
  74857. * @param size Define the size of the underlying texture
  74858. * @param scene Define the scene the refraction belongs to
  74859. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74860. */
  74861. function RefractionTexture(name, size, scene, generateMipMaps) {
  74862. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74863. /**
  74864. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74865. * 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.
  74866. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74867. */
  74868. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74869. /**
  74870. * Define how deep under the surface we should see.
  74871. */
  74872. _this.depth = 2.0;
  74873. _this.onBeforeRenderObservable.add(function () {
  74874. scene.clipPlane = _this.refractionPlane;
  74875. });
  74876. _this.onAfterRenderObservable.add(function () {
  74877. delete scene.clipPlane;
  74878. });
  74879. return _this;
  74880. }
  74881. /**
  74882. * Clone the refraction texture.
  74883. * @returns the cloned texture
  74884. */
  74885. RefractionTexture.prototype.clone = function () {
  74886. var scene = this.getScene();
  74887. if (!scene) {
  74888. return this;
  74889. }
  74890. var textureSize = this.getSize();
  74891. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74892. // Base texture
  74893. newTexture.hasAlpha = this.hasAlpha;
  74894. newTexture.level = this.level;
  74895. // Refraction Texture
  74896. newTexture.refractionPlane = this.refractionPlane.clone();
  74897. if (this.renderList) {
  74898. newTexture.renderList = this.renderList.slice(0);
  74899. }
  74900. newTexture.depth = this.depth;
  74901. return newTexture;
  74902. };
  74903. /**
  74904. * Serialize the texture to a JSON representation you could use in Parse later on
  74905. * @returns the serialized JSON representation
  74906. */
  74907. RefractionTexture.prototype.serialize = function () {
  74908. if (!this.name) {
  74909. return null;
  74910. }
  74911. var serializationObject = _super.prototype.serialize.call(this);
  74912. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74913. serializationObject.depth = this.depth;
  74914. return serializationObject;
  74915. };
  74916. return RefractionTexture;
  74917. }(BABYLON.RenderTargetTexture));
  74918. BABYLON.RefractionTexture = RefractionTexture;
  74919. })(BABYLON || (BABYLON = {}));
  74920. //# sourceMappingURL=babylon.refractionTexture.js.map
  74921. var BABYLON;
  74922. (function (BABYLON) {
  74923. /**
  74924. * A class extending Texture allowing drawing on a texture
  74925. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74926. */
  74927. var DynamicTexture = /** @class */ (function (_super) {
  74928. __extends(DynamicTexture, _super);
  74929. /**
  74930. * Creates a DynamicTexture
  74931. * @param name defines the name of the texture
  74932. * @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
  74933. * @param scene defines the scene where you want the texture
  74934. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74935. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74936. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74937. */
  74938. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74939. if (scene === void 0) { scene = null; }
  74940. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74941. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74942. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74943. _this.name = name;
  74944. _this._engine = _this.getScene().getEngine();
  74945. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74946. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74947. _this._generateMipMaps = generateMipMaps;
  74948. if (options.getContext) {
  74949. _this._canvas = options;
  74950. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74951. }
  74952. else {
  74953. _this._canvas = document.createElement("canvas");
  74954. if (options.width || options.width === 0) {
  74955. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74956. }
  74957. else {
  74958. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74959. }
  74960. }
  74961. var textureSize = _this.getSize();
  74962. _this._canvas.width = textureSize.width;
  74963. _this._canvas.height = textureSize.height;
  74964. _this._context = _this._canvas.getContext("2d");
  74965. return _this;
  74966. }
  74967. /**
  74968. * Get the current class name of the texture useful for serialization or dynamic coding.
  74969. * @returns "DynamicTexture"
  74970. */
  74971. DynamicTexture.prototype.getClassName = function () {
  74972. return "DynamicTexture";
  74973. };
  74974. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74975. /**
  74976. * Gets the current state of canRescale
  74977. */
  74978. get: function () {
  74979. return true;
  74980. },
  74981. enumerable: true,
  74982. configurable: true
  74983. });
  74984. DynamicTexture.prototype._recreate = function (textureSize) {
  74985. this._canvas.width = textureSize.width;
  74986. this._canvas.height = textureSize.height;
  74987. this.releaseInternalTexture();
  74988. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74989. };
  74990. /**
  74991. * Scales the texture
  74992. * @param ratio the scale factor to apply to both width and height
  74993. */
  74994. DynamicTexture.prototype.scale = function (ratio) {
  74995. var textureSize = this.getSize();
  74996. textureSize.width *= ratio;
  74997. textureSize.height *= ratio;
  74998. this._recreate(textureSize);
  74999. };
  75000. /**
  75001. * Resizes the texture
  75002. * @param width the new width
  75003. * @param height the new height
  75004. */
  75005. DynamicTexture.prototype.scaleTo = function (width, height) {
  75006. var textureSize = this.getSize();
  75007. textureSize.width = width;
  75008. textureSize.height = height;
  75009. this._recreate(textureSize);
  75010. };
  75011. /**
  75012. * Gets the context of the canvas used by the texture
  75013. * @returns the canvas context of the dynamic texture
  75014. */
  75015. DynamicTexture.prototype.getContext = function () {
  75016. return this._context;
  75017. };
  75018. /**
  75019. * Clears the texture
  75020. */
  75021. DynamicTexture.prototype.clear = function () {
  75022. var size = this.getSize();
  75023. this._context.fillRect(0, 0, size.width, size.height);
  75024. };
  75025. /**
  75026. * Updates the texture
  75027. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75028. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75029. */
  75030. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75031. if (premulAlpha === void 0) { premulAlpha = false; }
  75032. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75033. };
  75034. /**
  75035. * Draws text onto the texture
  75036. * @param text defines the text to be drawn
  75037. * @param x defines the placement of the text from the left
  75038. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75039. * @param font defines the font to be used with font-style, font-size, font-name
  75040. * @param color defines the color used for the text
  75041. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75042. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75043. * @param update defines whether texture is immediately update (default is true)
  75044. */
  75045. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75046. if (update === void 0) { update = true; }
  75047. var size = this.getSize();
  75048. if (clearColor) {
  75049. this._context.fillStyle = clearColor;
  75050. this._context.fillRect(0, 0, size.width, size.height);
  75051. }
  75052. this._context.font = font;
  75053. if (x === null || x === undefined) {
  75054. var textSize = this._context.measureText(text);
  75055. x = (size.width - textSize.width) / 2;
  75056. }
  75057. if (y === null || y === undefined) {
  75058. var fontSize = parseInt((font.replace(/\D/g, '')));
  75059. y = (size.height / 2) + (fontSize / 3.65);
  75060. }
  75061. this._context.fillStyle = color;
  75062. this._context.fillText(text, x, y);
  75063. if (update) {
  75064. this.update(invertY);
  75065. }
  75066. };
  75067. /**
  75068. * Clones the texture
  75069. * @returns the clone of the texture.
  75070. */
  75071. DynamicTexture.prototype.clone = function () {
  75072. var scene = this.getScene();
  75073. if (!scene) {
  75074. return this;
  75075. }
  75076. var textureSize = this.getSize();
  75077. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75078. // Base texture
  75079. newTexture.hasAlpha = this.hasAlpha;
  75080. newTexture.level = this.level;
  75081. // Dynamic Texture
  75082. newTexture.wrapU = this.wrapU;
  75083. newTexture.wrapV = this.wrapV;
  75084. return newTexture;
  75085. };
  75086. /**
  75087. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75088. * @returns a serialized dynamic texture object
  75089. */
  75090. DynamicTexture.prototype.serialize = function () {
  75091. var scene = this.getScene();
  75092. if (scene && !scene.isReady()) {
  75093. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75094. }
  75095. var serializationObject = _super.prototype.serialize.call(this);
  75096. serializationObject.base64String = this._canvas.toDataURL();
  75097. serializationObject.invertY = this._invertY;
  75098. serializationObject.samplingMode = this.samplingMode;
  75099. return serializationObject;
  75100. };
  75101. /** @hidden */
  75102. DynamicTexture.prototype._rebuild = function () {
  75103. this.update();
  75104. };
  75105. return DynamicTexture;
  75106. }(BABYLON.Texture));
  75107. BABYLON.DynamicTexture = DynamicTexture;
  75108. })(BABYLON || (BABYLON = {}));
  75109. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75110. var BABYLON;
  75111. (function (BABYLON) {
  75112. /**
  75113. * If you want to display a video in your scene, this is the special texture for that.
  75114. * This special texture works similar to other textures, with the exception of a few parameters.
  75115. * @see https://doc.babylonjs.com/how_to/video_texture
  75116. */
  75117. var VideoTexture = /** @class */ (function (_super) {
  75118. __extends(VideoTexture, _super);
  75119. /**
  75120. * Creates a video texture.
  75121. * If you want to display a video in your scene, this is the special texture for that.
  75122. * This special texture works similar to other textures, with the exception of a few parameters.
  75123. * @see https://doc.babylonjs.com/how_to/video_texture
  75124. * @param name optional name, will detect from video source, if not defined
  75125. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75126. * @param scene is obviously the current scene.
  75127. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75128. * @param invertY is false by default but can be used to invert video on Y axis
  75129. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75130. * @param settings allows finer control over video usage
  75131. */
  75132. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75133. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75134. if (invertY === void 0) { invertY = false; }
  75135. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75136. if (settings === void 0) { settings = {
  75137. autoPlay: true,
  75138. loop: true,
  75139. autoUpdateTexture: true,
  75140. }; }
  75141. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75142. _this._onUserActionRequestedObservable = null;
  75143. _this._stillImageCaptured = false;
  75144. _this._displayingPosterTexture = false;
  75145. _this._createInternalTexture = function () {
  75146. if (_this._texture != null) {
  75147. if (_this._displayingPosterTexture) {
  75148. _this._texture.dispose();
  75149. _this._displayingPosterTexture = false;
  75150. }
  75151. else {
  75152. return;
  75153. }
  75154. }
  75155. if (!_this._engine.needPOTTextures ||
  75156. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75157. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75158. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75159. }
  75160. else {
  75161. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75162. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75163. _this._generateMipMaps = false;
  75164. }
  75165. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75166. if (!_this.video.autoplay && !_this._settings.poster) {
  75167. var oldHandler_1 = _this.video.onplaying;
  75168. var error_1 = false;
  75169. _this.video.onplaying = function () {
  75170. _this.video.onplaying = oldHandler_1;
  75171. _this._texture.isReady = true;
  75172. _this._updateInternalTexture();
  75173. if (!error_1) {
  75174. _this.video.pause();
  75175. }
  75176. if (_this.onLoadObservable.hasObservers()) {
  75177. _this.onLoadObservable.notifyObservers(_this);
  75178. }
  75179. };
  75180. var playing = _this.video.play();
  75181. if (playing) {
  75182. playing.then(function () {
  75183. // Everything is good.
  75184. })
  75185. .catch(function () {
  75186. error_1 = true;
  75187. // On Chrome for instance, new policies might prevent playing without user interaction.
  75188. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75189. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75190. }
  75191. });
  75192. }
  75193. else {
  75194. _this.video.onplaying = oldHandler_1;
  75195. _this._texture.isReady = true;
  75196. _this._updateInternalTexture();
  75197. if (_this.onLoadObservable.hasObservers()) {
  75198. _this.onLoadObservable.notifyObservers(_this);
  75199. }
  75200. }
  75201. }
  75202. else {
  75203. _this._texture.isReady = true;
  75204. _this._updateInternalTexture();
  75205. if (_this.onLoadObservable.hasObservers()) {
  75206. _this.onLoadObservable.notifyObservers(_this);
  75207. }
  75208. }
  75209. };
  75210. _this.reset = function () {
  75211. if (_this._texture == null) {
  75212. return;
  75213. }
  75214. if (!_this._displayingPosterTexture) {
  75215. _this._texture.dispose();
  75216. _this._texture = null;
  75217. }
  75218. };
  75219. _this._updateInternalTexture = function (e) {
  75220. if (_this._texture == null || !_this._texture.isReady) {
  75221. return;
  75222. }
  75223. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75224. return;
  75225. }
  75226. if (_this._displayingPosterTexture) {
  75227. return;
  75228. }
  75229. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75230. };
  75231. _this._engine = _this.getScene().getEngine();
  75232. _this._generateMipMaps = generateMipMaps;
  75233. _this._samplingMode = samplingMode;
  75234. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75235. _this.name = name || _this._getName(src);
  75236. _this.video = _this._getVideo(src);
  75237. _this._settings = settings;
  75238. if (settings.poster) {
  75239. _this.video.poster = settings.poster;
  75240. }
  75241. if (settings.autoPlay !== undefined) {
  75242. _this.video.autoplay = settings.autoPlay;
  75243. }
  75244. if (settings.loop !== undefined) {
  75245. _this.video.loop = settings.loop;
  75246. }
  75247. _this.video.setAttribute("playsinline", "");
  75248. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75249. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75250. _this.video.addEventListener("emptied", _this.reset);
  75251. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75252. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75253. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75254. if (settings.poster &&
  75255. (!settings.autoPlay || !videoHasEnoughData)) {
  75256. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75257. _this._displayingPosterTexture = true;
  75258. }
  75259. else if (videoHasEnoughData) {
  75260. _this._createInternalTexture();
  75261. }
  75262. return _this;
  75263. }
  75264. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75265. /**
  75266. * Event triggerd when a dom action is required by the user to play the video.
  75267. * This happens due to recent changes in browser policies preventing video to auto start.
  75268. */
  75269. get: function () {
  75270. if (!this._onUserActionRequestedObservable) {
  75271. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75272. }
  75273. return this._onUserActionRequestedObservable;
  75274. },
  75275. enumerable: true,
  75276. configurable: true
  75277. });
  75278. VideoTexture.prototype._getName = function (src) {
  75279. if (src instanceof HTMLVideoElement) {
  75280. return src.currentSrc;
  75281. }
  75282. if (typeof src === "object") {
  75283. return src.toString();
  75284. }
  75285. return src;
  75286. };
  75287. VideoTexture.prototype._getVideo = function (src) {
  75288. if (src instanceof HTMLVideoElement) {
  75289. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75290. return src;
  75291. }
  75292. var video = document.createElement("video");
  75293. if (typeof src === "string") {
  75294. BABYLON.Tools.SetCorsBehavior(src, video);
  75295. video.src = src;
  75296. }
  75297. else {
  75298. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75299. src.forEach(function (url) {
  75300. var source = document.createElement("source");
  75301. source.src = url;
  75302. video.appendChild(source);
  75303. });
  75304. }
  75305. return video;
  75306. };
  75307. /**
  75308. * @hidden Internal method to initiate `update`.
  75309. */
  75310. VideoTexture.prototype._rebuild = function () {
  75311. this.update();
  75312. };
  75313. /**
  75314. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75315. */
  75316. VideoTexture.prototype.update = function () {
  75317. if (!this.autoUpdateTexture) {
  75318. // Expecting user to call `updateTexture` manually
  75319. return;
  75320. }
  75321. this.updateTexture(true);
  75322. };
  75323. /**
  75324. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75325. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75326. */
  75327. VideoTexture.prototype.updateTexture = function (isVisible) {
  75328. if (!isVisible) {
  75329. return;
  75330. }
  75331. if (this.video.paused && this._stillImageCaptured) {
  75332. return;
  75333. }
  75334. this._stillImageCaptured = true;
  75335. this._updateInternalTexture();
  75336. };
  75337. /**
  75338. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75339. * @param url New url.
  75340. */
  75341. VideoTexture.prototype.updateURL = function (url) {
  75342. this.video.src = url;
  75343. };
  75344. /**
  75345. * Dispose the texture and release its associated resources.
  75346. */
  75347. VideoTexture.prototype.dispose = function () {
  75348. _super.prototype.dispose.call(this);
  75349. if (this._onUserActionRequestedObservable) {
  75350. this._onUserActionRequestedObservable.clear();
  75351. this._onUserActionRequestedObservable = null;
  75352. }
  75353. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75354. this.video.removeEventListener("paused", this._updateInternalTexture);
  75355. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75356. this.video.removeEventListener("emptied", this.reset);
  75357. this.video.pause();
  75358. };
  75359. /**
  75360. * Creates a video texture straight from your WebCam video feed.
  75361. * @param scene Define the scene the texture should be created in
  75362. * @param onReady Define a callback to triggered once the texture will be ready
  75363. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75364. */
  75365. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75366. var video = document.createElement("video");
  75367. video.setAttribute('autoplay', '');
  75368. video.setAttribute('muted', '');
  75369. video.setAttribute('playsinline', '');
  75370. var constraintsDeviceId;
  75371. if (constraints && constraints.deviceId) {
  75372. constraintsDeviceId = {
  75373. exact: constraints.deviceId,
  75374. };
  75375. }
  75376. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75377. if (navigator.mediaDevices) {
  75378. navigator.mediaDevices.getUserMedia({ video: constraints })
  75379. .then(function (stream) {
  75380. if (video.mozSrcObject !== undefined) {
  75381. // hack for Firefox < 19
  75382. video.mozSrcObject = stream;
  75383. }
  75384. else {
  75385. video.srcObject = stream;
  75386. }
  75387. var onPlaying = function () {
  75388. if (onReady) {
  75389. onReady(new VideoTexture("video", video, scene, true, true));
  75390. }
  75391. video.removeEventListener("playing", onPlaying);
  75392. };
  75393. video.addEventListener("playing", onPlaying);
  75394. video.play();
  75395. })
  75396. .catch(function (err) {
  75397. BABYLON.Tools.Error(err.name);
  75398. });
  75399. }
  75400. else {
  75401. navigator.getUserMedia =
  75402. navigator.getUserMedia ||
  75403. navigator.webkitGetUserMedia ||
  75404. navigator.mozGetUserMedia ||
  75405. navigator.msGetUserMedia;
  75406. if (navigator.getUserMedia) {
  75407. navigator.getUserMedia({
  75408. video: {
  75409. deviceId: constraintsDeviceId,
  75410. width: {
  75411. min: (constraints && constraints.minWidth) || 256,
  75412. max: (constraints && constraints.maxWidth) || 640,
  75413. },
  75414. height: {
  75415. min: (constraints && constraints.minHeight) || 256,
  75416. max: (constraints && constraints.maxHeight) || 480,
  75417. },
  75418. },
  75419. }, function (stream) {
  75420. if (video.mozSrcObject !== undefined) {
  75421. // hack for Firefox < 19
  75422. video.mozSrcObject = stream;
  75423. }
  75424. else {
  75425. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75426. }
  75427. video.play();
  75428. if (onReady) {
  75429. onReady(new VideoTexture("video", video, scene, true, true));
  75430. }
  75431. }, function (e) {
  75432. BABYLON.Tools.Error(e.name);
  75433. });
  75434. }
  75435. }
  75436. };
  75437. return VideoTexture;
  75438. }(BABYLON.Texture));
  75439. BABYLON.VideoTexture = VideoTexture;
  75440. })(BABYLON || (BABYLON = {}));
  75441. //# sourceMappingURL=babylon.videoTexture.js.map
  75442. var BABYLON;
  75443. (function (BABYLON) {
  75444. /**
  75445. * Raw texture can help creating a texture directly from an array of data.
  75446. * This can be super useful if you either get the data from an uncompressed source or
  75447. * if you wish to create your texture pixel by pixel.
  75448. */
  75449. var RawTexture = /** @class */ (function (_super) {
  75450. __extends(RawTexture, _super);
  75451. /**
  75452. * Instantiates a new RawTexture.
  75453. * Raw texture can help creating a texture directly from an array of data.
  75454. * This can be super useful if you either get the data from an uncompressed source or
  75455. * if you wish to create your texture pixel by pixel.
  75456. * @param data define the array of data to use to create the texture
  75457. * @param width define the width of the texture
  75458. * @param height define the height of the texture
  75459. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75460. * @param scene define the scene the texture belongs to
  75461. * @param generateMipMaps define whether mip maps should be generated or not
  75462. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75463. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75464. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75465. */
  75466. function RawTexture(data, width, height,
  75467. /**
  75468. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75469. */
  75470. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75471. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75472. if (invertY === void 0) { invertY = false; }
  75473. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75474. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75475. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75476. _this.format = format;
  75477. _this._engine = scene.getEngine();
  75478. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75479. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75480. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75481. return _this;
  75482. }
  75483. /**
  75484. * Updates the texture underlying data.
  75485. * @param data Define the new data of the texture
  75486. */
  75487. RawTexture.prototype.update = function (data) {
  75488. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75489. };
  75490. /**
  75491. * Creates a luminance texture from some data.
  75492. * @param data Define the texture data
  75493. * @param width Define the width of the texture
  75494. * @param height Define the height of the texture
  75495. * @param scene Define the scene the texture belongs to
  75496. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75497. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75498. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75499. * @returns the luminance texture
  75500. */
  75501. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75502. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75503. if (invertY === void 0) { invertY = false; }
  75504. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75505. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75506. };
  75507. /**
  75508. * Creates a luminance alpha texture from some data.
  75509. * @param data Define the texture data
  75510. * @param width Define the width of the texture
  75511. * @param height Define the height of the texture
  75512. * @param scene Define the scene the texture belongs to
  75513. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75514. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75515. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75516. * @returns the luminance alpha texture
  75517. */
  75518. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75519. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75520. if (invertY === void 0) { invertY = false; }
  75521. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75522. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75523. };
  75524. /**
  75525. * Creates an alpha texture from some data.
  75526. * @param data Define the texture data
  75527. * @param width Define the width of the texture
  75528. * @param height Define the height of the texture
  75529. * @param scene Define the scene the texture belongs to
  75530. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75531. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75532. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75533. * @returns the alpha texture
  75534. */
  75535. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75536. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75537. if (invertY === void 0) { invertY = false; }
  75538. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75539. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75540. };
  75541. /**
  75542. * Creates a RGB texture from some data.
  75543. * @param data Define the texture data
  75544. * @param width Define the width of the texture
  75545. * @param height Define the height of the texture
  75546. * @param scene Define the scene the texture belongs to
  75547. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75548. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75549. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75550. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75551. * @returns the RGB alpha texture
  75552. */
  75553. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75554. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75555. if (invertY === void 0) { invertY = false; }
  75556. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75557. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75558. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75559. };
  75560. /**
  75561. * Creates a RGBA texture from some data.
  75562. * @param data Define the texture data
  75563. * @param width Define the width of the texture
  75564. * @param height Define the height of the texture
  75565. * @param scene Define the scene the texture belongs to
  75566. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75567. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75568. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75569. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75570. * @returns the RGBA texture
  75571. */
  75572. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75573. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75574. if (invertY === void 0) { invertY = false; }
  75575. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75576. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75577. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75578. };
  75579. /**
  75580. * Creates a R texture from some data.
  75581. * @param data Define the texture data
  75582. * @param width Define the width of the texture
  75583. * @param height Define the height of the texture
  75584. * @param scene Define the scene the texture belongs to
  75585. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75586. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75587. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75588. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75589. * @returns the R texture
  75590. */
  75591. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75592. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75593. if (invertY === void 0) { invertY = false; }
  75594. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75595. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75596. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75597. };
  75598. return RawTexture;
  75599. }(BABYLON.Texture));
  75600. BABYLON.RawTexture = RawTexture;
  75601. })(BABYLON || (BABYLON = {}));
  75602. //# sourceMappingURL=babylon.rawTexture.js.map
  75603. var BABYLON;
  75604. (function (BABYLON) {
  75605. /**
  75606. * Class used to store 3D textures containing user data
  75607. */
  75608. var RawTexture3D = /** @class */ (function (_super) {
  75609. __extends(RawTexture3D, _super);
  75610. /**
  75611. * Create a new RawTexture3D
  75612. * @param data defines the data of the texture
  75613. * @param width defines the width of the texture
  75614. * @param height defines the height of the texture
  75615. * @param depth defines the depth of the texture
  75616. * @param format defines the texture format to use
  75617. * @param scene defines the hosting scene
  75618. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75619. * @param invertY defines if texture must be stored with Y axis inverted
  75620. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75621. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75622. */
  75623. function RawTexture3D(data, width, height, depth,
  75624. /** Gets or sets the texture format to use */
  75625. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75626. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75627. if (invertY === void 0) { invertY = false; }
  75628. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75629. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75630. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75631. _this.format = format;
  75632. _this._engine = scene.getEngine();
  75633. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75634. _this.is3D = true;
  75635. return _this;
  75636. }
  75637. /**
  75638. * Update the texture with new data
  75639. * @param data defines the data to store in the texture
  75640. */
  75641. RawTexture3D.prototype.update = function (data) {
  75642. if (!this._texture) {
  75643. return;
  75644. }
  75645. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75646. };
  75647. return RawTexture3D;
  75648. }(BABYLON.Texture));
  75649. BABYLON.RawTexture3D = RawTexture3D;
  75650. })(BABYLON || (BABYLON = {}));
  75651. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75652. var BABYLON;
  75653. (function (BABYLON) {
  75654. /**
  75655. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75656. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75657. */
  75658. var PostProcessManager = /** @class */ (function () {
  75659. /**
  75660. * Creates a new instance PostProcess
  75661. * @param scene The scene that the post process is associated with.
  75662. */
  75663. function PostProcessManager(scene) {
  75664. this._vertexBuffers = {};
  75665. this._scene = scene;
  75666. }
  75667. PostProcessManager.prototype._prepareBuffers = function () {
  75668. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75669. return;
  75670. }
  75671. // VBO
  75672. var vertices = [];
  75673. vertices.push(1, 1);
  75674. vertices.push(-1, 1);
  75675. vertices.push(-1, -1);
  75676. vertices.push(1, -1);
  75677. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75678. this._buildIndexBuffer();
  75679. };
  75680. PostProcessManager.prototype._buildIndexBuffer = function () {
  75681. // Indices
  75682. var indices = [];
  75683. indices.push(0);
  75684. indices.push(1);
  75685. indices.push(2);
  75686. indices.push(0);
  75687. indices.push(2);
  75688. indices.push(3);
  75689. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75690. };
  75691. /**
  75692. * Rebuilds the vertex buffers of the manager.
  75693. * @hidden
  75694. */
  75695. PostProcessManager.prototype._rebuild = function () {
  75696. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75697. if (!vb) {
  75698. return;
  75699. }
  75700. vb._rebuild();
  75701. this._buildIndexBuffer();
  75702. };
  75703. // Methods
  75704. /**
  75705. * Prepares a frame to be run through a post process.
  75706. * @param sourceTexture The input texture to the post procesess. (default: null)
  75707. * @param postProcesses An array of post processes to be run. (default: null)
  75708. * @returns True if the post processes were able to be run.
  75709. * @hidden
  75710. */
  75711. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75712. if (sourceTexture === void 0) { sourceTexture = null; }
  75713. if (postProcesses === void 0) { postProcesses = null; }
  75714. var camera = this._scene.activeCamera;
  75715. if (!camera) {
  75716. return false;
  75717. }
  75718. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75719. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75720. return false;
  75721. }
  75722. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75723. return true;
  75724. };
  75725. /**
  75726. * Manually render a set of post processes to a texture.
  75727. * @param postProcesses An array of post processes to be run.
  75728. * @param targetTexture The target texture to render to.
  75729. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75730. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75731. * @param lodLevel defines which lod of the texture to render to
  75732. */
  75733. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75734. if (targetTexture === void 0) { targetTexture = null; }
  75735. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75736. if (faceIndex === void 0) { faceIndex = 0; }
  75737. if (lodLevel === void 0) { lodLevel = 0; }
  75738. var engine = this._scene.getEngine();
  75739. for (var index = 0; index < postProcesses.length; index++) {
  75740. if (index < postProcesses.length - 1) {
  75741. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75742. }
  75743. else {
  75744. if (targetTexture) {
  75745. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75746. }
  75747. else {
  75748. engine.restoreDefaultFramebuffer();
  75749. }
  75750. }
  75751. var pp = postProcesses[index];
  75752. var effect = pp.apply();
  75753. if (effect) {
  75754. pp.onBeforeRenderObservable.notifyObservers(effect);
  75755. // VBOs
  75756. this._prepareBuffers();
  75757. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75758. // Draw order
  75759. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75760. pp.onAfterRenderObservable.notifyObservers(effect);
  75761. }
  75762. }
  75763. // Restore depth buffer
  75764. engine.setDepthBuffer(true);
  75765. engine.setDepthWrite(true);
  75766. };
  75767. /**
  75768. * Finalize the result of the output of the postprocesses.
  75769. * @param doNotPresent If true the result will not be displayed to the screen.
  75770. * @param targetTexture The target texture to render to.
  75771. * @param faceIndex The index of the face to bind the target texture to.
  75772. * @param postProcesses The array of post processes to render.
  75773. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75774. * @hidden
  75775. */
  75776. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75777. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75778. var camera = this._scene.activeCamera;
  75779. if (!camera) {
  75780. return;
  75781. }
  75782. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75783. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75784. return;
  75785. }
  75786. var engine = this._scene.getEngine();
  75787. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75788. var pp = postProcesses[index];
  75789. if (index < len - 1) {
  75790. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75791. }
  75792. else {
  75793. if (targetTexture) {
  75794. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75795. pp._outputTexture = targetTexture;
  75796. }
  75797. else {
  75798. engine.restoreDefaultFramebuffer();
  75799. pp._outputTexture = null;
  75800. }
  75801. }
  75802. if (doNotPresent) {
  75803. break;
  75804. }
  75805. var effect = pp.apply();
  75806. if (effect) {
  75807. pp.onBeforeRenderObservable.notifyObservers(effect);
  75808. // VBOs
  75809. this._prepareBuffers();
  75810. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75811. // Draw order
  75812. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75813. pp.onAfterRenderObservable.notifyObservers(effect);
  75814. }
  75815. }
  75816. // Restore states
  75817. engine.setDepthBuffer(true);
  75818. engine.setDepthWrite(true);
  75819. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75820. };
  75821. /**
  75822. * Disposes of the post process manager.
  75823. */
  75824. PostProcessManager.prototype.dispose = function () {
  75825. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75826. if (buffer) {
  75827. buffer.dispose();
  75828. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75829. }
  75830. if (this._indexBuffer) {
  75831. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75832. this._indexBuffer = null;
  75833. }
  75834. };
  75835. return PostProcessManager;
  75836. }());
  75837. BABYLON.PostProcessManager = PostProcessManager;
  75838. })(BABYLON || (BABYLON = {}));
  75839. //# sourceMappingURL=babylon.postProcessManager.js.map
  75840. var BABYLON;
  75841. (function (BABYLON) {
  75842. /**
  75843. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75844. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75845. */
  75846. var PostProcess = /** @class */ (function () {
  75847. /**
  75848. * Creates a new instance PostProcess
  75849. * @param name The name of the PostProcess.
  75850. * @param fragmentUrl The url of the fragment shader to be used.
  75851. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75852. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75853. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75854. * @param camera The camera to apply the render pass to.
  75855. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75856. * @param engine The engine which the post process will be applied. (default: current engine)
  75857. * @param reusable If the post process can be reused on the same frame. (default: false)
  75858. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75859. * @param textureType Type of textures used when performing the post process. (default: 0)
  75860. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75861. * @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
  75862. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75863. */
  75864. function PostProcess(
  75865. /** Name of the PostProcess. */
  75866. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75867. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75868. if (defines === void 0) { defines = null; }
  75869. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75870. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75871. if (blockCompilation === void 0) { blockCompilation = false; }
  75872. this.name = name;
  75873. /**
  75874. * Width of the texture to apply the post process on
  75875. */
  75876. this.width = -1;
  75877. /**
  75878. * Height of the texture to apply the post process on
  75879. */
  75880. this.height = -1;
  75881. /**
  75882. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75883. * @hidden
  75884. */
  75885. this._outputTexture = null;
  75886. /**
  75887. * If the buffer needs to be cleared before applying the post process. (default: true)
  75888. * Should be set to false if shader will overwrite all previous pixels.
  75889. */
  75890. this.autoClear = true;
  75891. /**
  75892. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75893. */
  75894. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75895. /**
  75896. * Animations to be used for the post processing
  75897. */
  75898. this.animations = new Array();
  75899. /**
  75900. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75901. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75902. */
  75903. this.enablePixelPerfectMode = false;
  75904. /**
  75905. * Force the postprocess to be applied without taking in account viewport
  75906. */
  75907. this.forceFullscreenViewport = true;
  75908. /**
  75909. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75910. *
  75911. * | Value | Type | Description |
  75912. * | ----- | ----------------------------------- | ----------- |
  75913. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75914. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75915. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75916. *
  75917. */
  75918. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75919. /**
  75920. * Force textures to be a power of two (default: false)
  75921. */
  75922. this.alwaysForcePOT = false;
  75923. this._samples = 1;
  75924. /**
  75925. * Modify the scale of the post process to be the same as the viewport (default: false)
  75926. */
  75927. this.adaptScaleToCurrentViewport = false;
  75928. this._reusable = false;
  75929. /**
  75930. * Smart array of input and output textures for the post process.
  75931. * @hidden
  75932. */
  75933. this._textures = new BABYLON.SmartArray(2);
  75934. /**
  75935. * The index in _textures that corresponds to the output texture.
  75936. * @hidden
  75937. */
  75938. this._currentRenderTextureInd = 0;
  75939. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75940. this._texelSize = BABYLON.Vector2.Zero();
  75941. // Events
  75942. /**
  75943. * An event triggered when the postprocess is activated.
  75944. */
  75945. this.onActivateObservable = new BABYLON.Observable();
  75946. /**
  75947. * An event triggered when the postprocess changes its size.
  75948. */
  75949. this.onSizeChangedObservable = new BABYLON.Observable();
  75950. /**
  75951. * An event triggered when the postprocess applies its effect.
  75952. */
  75953. this.onApplyObservable = new BABYLON.Observable();
  75954. /**
  75955. * An event triggered before rendering the postprocess
  75956. */
  75957. this.onBeforeRenderObservable = new BABYLON.Observable();
  75958. /**
  75959. * An event triggered after rendering the postprocess
  75960. */
  75961. this.onAfterRenderObservable = new BABYLON.Observable();
  75962. if (camera != null) {
  75963. this._camera = camera;
  75964. this._scene = camera.getScene();
  75965. camera.attachPostProcess(this);
  75966. this._engine = this._scene.getEngine();
  75967. this._scene.postProcesses.push(this);
  75968. }
  75969. else if (engine) {
  75970. this._engine = engine;
  75971. this._engine.postProcesses.push(this);
  75972. }
  75973. this._options = options;
  75974. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75975. this._reusable = reusable || false;
  75976. this._textureType = textureType;
  75977. this._samplers = samplers || [];
  75978. this._samplers.push("textureSampler");
  75979. this._fragmentUrl = fragmentUrl;
  75980. this._vertexUrl = vertexUrl;
  75981. this._parameters = parameters || [];
  75982. this._parameters.push("scale");
  75983. this._indexParameters = indexParameters;
  75984. if (!blockCompilation) {
  75985. this.updateEffect(defines);
  75986. }
  75987. }
  75988. Object.defineProperty(PostProcess.prototype, "samples", {
  75989. /**
  75990. * Number of sample textures (default: 1)
  75991. */
  75992. get: function () {
  75993. return this._samples;
  75994. },
  75995. set: function (n) {
  75996. var _this = this;
  75997. this._samples = n;
  75998. this._textures.forEach(function (texture) {
  75999. if (texture.samples !== _this._samples) {
  76000. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76001. }
  76002. });
  76003. },
  76004. enumerable: true,
  76005. configurable: true
  76006. });
  76007. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76008. /**
  76009. * A function that is added to the onActivateObservable
  76010. */
  76011. set: function (callback) {
  76012. if (this._onActivateObserver) {
  76013. this.onActivateObservable.remove(this._onActivateObserver);
  76014. }
  76015. if (callback) {
  76016. this._onActivateObserver = this.onActivateObservable.add(callback);
  76017. }
  76018. },
  76019. enumerable: true,
  76020. configurable: true
  76021. });
  76022. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76023. /**
  76024. * A function that is added to the onSizeChangedObservable
  76025. */
  76026. set: function (callback) {
  76027. if (this._onSizeChangedObserver) {
  76028. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76029. }
  76030. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76031. },
  76032. enumerable: true,
  76033. configurable: true
  76034. });
  76035. Object.defineProperty(PostProcess.prototype, "onApply", {
  76036. /**
  76037. * A function that is added to the onApplyObservable
  76038. */
  76039. set: function (callback) {
  76040. if (this._onApplyObserver) {
  76041. this.onApplyObservable.remove(this._onApplyObserver);
  76042. }
  76043. this._onApplyObserver = this.onApplyObservable.add(callback);
  76044. },
  76045. enumerable: true,
  76046. configurable: true
  76047. });
  76048. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76049. /**
  76050. * A function that is added to the onBeforeRenderObservable
  76051. */
  76052. set: function (callback) {
  76053. if (this._onBeforeRenderObserver) {
  76054. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76055. }
  76056. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76057. },
  76058. enumerable: true,
  76059. configurable: true
  76060. });
  76061. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76062. /**
  76063. * A function that is added to the onAfterRenderObservable
  76064. */
  76065. set: function (callback) {
  76066. if (this._onAfterRenderObserver) {
  76067. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76068. }
  76069. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76070. },
  76071. enumerable: true,
  76072. configurable: true
  76073. });
  76074. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76075. /**
  76076. * 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
  76077. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76078. */
  76079. get: function () {
  76080. return this._textures.data[this._currentRenderTextureInd];
  76081. },
  76082. set: function (value) {
  76083. this._forcedOutputTexture = value;
  76084. },
  76085. enumerable: true,
  76086. configurable: true
  76087. });
  76088. /**
  76089. * Gets the camera which post process is applied to.
  76090. * @returns The camera the post process is applied to.
  76091. */
  76092. PostProcess.prototype.getCamera = function () {
  76093. return this._camera;
  76094. };
  76095. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76096. /**
  76097. * Gets the texel size of the postprocess.
  76098. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76099. */
  76100. get: function () {
  76101. if (this._shareOutputWithPostProcess) {
  76102. return this._shareOutputWithPostProcess.texelSize;
  76103. }
  76104. if (this._forcedOutputTexture) {
  76105. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76106. }
  76107. return this._texelSize;
  76108. },
  76109. enumerable: true,
  76110. configurable: true
  76111. });
  76112. /**
  76113. * Gets the engine which this post process belongs to.
  76114. * @returns The engine the post process was enabled with.
  76115. */
  76116. PostProcess.prototype.getEngine = function () {
  76117. return this._engine;
  76118. };
  76119. /**
  76120. * The effect that is created when initializing the post process.
  76121. * @returns The created effect corrisponding the the postprocess.
  76122. */
  76123. PostProcess.prototype.getEffect = function () {
  76124. return this._effect;
  76125. };
  76126. /**
  76127. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76128. * @param postProcess The post process to share the output with.
  76129. * @returns This post process.
  76130. */
  76131. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76132. this._disposeTextures();
  76133. this._shareOutputWithPostProcess = postProcess;
  76134. return this;
  76135. };
  76136. /**
  76137. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76138. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76139. */
  76140. PostProcess.prototype.useOwnOutput = function () {
  76141. if (this._textures.length == 0) {
  76142. this._textures = new BABYLON.SmartArray(2);
  76143. }
  76144. this._shareOutputWithPostProcess = null;
  76145. };
  76146. /**
  76147. * Updates the effect with the current post process compile time values and recompiles the shader.
  76148. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76149. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76150. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76151. * @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
  76152. * @param onCompiled Called when the shader has been compiled.
  76153. * @param onError Called if there is an error when compiling a shader.
  76154. */
  76155. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76156. if (defines === void 0) { defines = null; }
  76157. if (uniforms === void 0) { uniforms = null; }
  76158. if (samplers === void 0) { samplers = null; }
  76159. 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);
  76160. };
  76161. /**
  76162. * The post process is reusable if it can be used multiple times within one frame.
  76163. * @returns If the post process is reusable
  76164. */
  76165. PostProcess.prototype.isReusable = function () {
  76166. return this._reusable;
  76167. };
  76168. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76169. PostProcess.prototype.markTextureDirty = function () {
  76170. this.width = -1;
  76171. };
  76172. /**
  76173. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76174. * 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.
  76175. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76176. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76177. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76178. * @returns The target texture that was bound to be written to.
  76179. */
  76180. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76181. var _this = this;
  76182. if (sourceTexture === void 0) { sourceTexture = null; }
  76183. camera = camera || this._camera;
  76184. var scene = camera.getScene();
  76185. var engine = scene.getEngine();
  76186. var maxSize = engine.getCaps().maxTextureSize;
  76187. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76188. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76189. // 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
  76190. var webVRCamera = camera.parent;
  76191. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76192. requiredWidth /= 2;
  76193. }
  76194. var desiredWidth = (this._options.width || requiredWidth);
  76195. var desiredHeight = this._options.height || requiredHeight;
  76196. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76197. if (this.adaptScaleToCurrentViewport) {
  76198. var currentViewport = engine.currentViewport;
  76199. if (currentViewport) {
  76200. desiredWidth *= currentViewport.width;
  76201. desiredHeight *= currentViewport.height;
  76202. }
  76203. }
  76204. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76205. if (!this._options.width) {
  76206. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76207. }
  76208. if (!this._options.height) {
  76209. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76210. }
  76211. }
  76212. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76213. if (this._textures.length > 0) {
  76214. for (var i = 0; i < this._textures.length; i++) {
  76215. this._engine._releaseTexture(this._textures.data[i]);
  76216. }
  76217. this._textures.reset();
  76218. }
  76219. this.width = desiredWidth;
  76220. this.height = desiredHeight;
  76221. var textureSize = { width: this.width, height: this.height };
  76222. var textureOptions = {
  76223. generateMipMaps: false,
  76224. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76225. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76226. samplingMode: this.renderTargetSamplingMode,
  76227. type: this._textureType
  76228. };
  76229. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76230. if (this._reusable) {
  76231. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76232. }
  76233. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76234. this.onSizeChangedObservable.notifyObservers(this);
  76235. }
  76236. this._textures.forEach(function (texture) {
  76237. if (texture.samples !== _this.samples) {
  76238. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76239. }
  76240. });
  76241. }
  76242. var target;
  76243. if (this._shareOutputWithPostProcess) {
  76244. target = this._shareOutputWithPostProcess.inputTexture;
  76245. }
  76246. else if (this._forcedOutputTexture) {
  76247. target = this._forcedOutputTexture;
  76248. this.width = this._forcedOutputTexture.width;
  76249. this.height = this._forcedOutputTexture.height;
  76250. }
  76251. else {
  76252. target = this.inputTexture;
  76253. }
  76254. // Bind the input of this post process to be used as the output of the previous post process.
  76255. if (this.enablePixelPerfectMode) {
  76256. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76257. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76258. }
  76259. else {
  76260. this._scaleRatio.copyFromFloats(1, 1);
  76261. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76262. }
  76263. this.onActivateObservable.notifyObservers(camera);
  76264. // Clear
  76265. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76266. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76267. }
  76268. if (this._reusable) {
  76269. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76270. }
  76271. return target;
  76272. };
  76273. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76274. /**
  76275. * If the post process is supported.
  76276. */
  76277. get: function () {
  76278. return this._effect.isSupported;
  76279. },
  76280. enumerable: true,
  76281. configurable: true
  76282. });
  76283. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76284. /**
  76285. * The aspect ratio of the output texture.
  76286. */
  76287. get: function () {
  76288. if (this._shareOutputWithPostProcess) {
  76289. return this._shareOutputWithPostProcess.aspectRatio;
  76290. }
  76291. if (this._forcedOutputTexture) {
  76292. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76293. }
  76294. return this.width / this.height;
  76295. },
  76296. enumerable: true,
  76297. configurable: true
  76298. });
  76299. /**
  76300. * Get a value indicating if the post-process is ready to be used
  76301. * @returns true if the post-process is ready (shader is compiled)
  76302. */
  76303. PostProcess.prototype.isReady = function () {
  76304. return this._effect && this._effect.isReady();
  76305. };
  76306. /**
  76307. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76308. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76309. */
  76310. PostProcess.prototype.apply = function () {
  76311. // Check
  76312. if (!this._effect || !this._effect.isReady()) {
  76313. return null;
  76314. }
  76315. // States
  76316. this._engine.enableEffect(this._effect);
  76317. this._engine.setState(false);
  76318. this._engine.setDepthBuffer(false);
  76319. this._engine.setDepthWrite(false);
  76320. // Alpha
  76321. this._engine.setAlphaMode(this.alphaMode);
  76322. if (this.alphaConstants) {
  76323. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76324. }
  76325. // Bind the output texture of the preivous post process as the input to this post process.
  76326. var source;
  76327. if (this._shareOutputWithPostProcess) {
  76328. source = this._shareOutputWithPostProcess.inputTexture;
  76329. }
  76330. else if (this._forcedOutputTexture) {
  76331. source = this._forcedOutputTexture;
  76332. }
  76333. else {
  76334. source = this.inputTexture;
  76335. }
  76336. this._effect._bindTexture("textureSampler", source);
  76337. // Parameters
  76338. this._effect.setVector2("scale", this._scaleRatio);
  76339. this.onApplyObservable.notifyObservers(this._effect);
  76340. return this._effect;
  76341. };
  76342. PostProcess.prototype._disposeTextures = function () {
  76343. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76344. return;
  76345. }
  76346. if (this._textures.length > 0) {
  76347. for (var i = 0; i < this._textures.length; i++) {
  76348. this._engine._releaseTexture(this._textures.data[i]);
  76349. }
  76350. }
  76351. this._textures.dispose();
  76352. };
  76353. /**
  76354. * Disposes the post process.
  76355. * @param camera The camera to dispose the post process on.
  76356. */
  76357. PostProcess.prototype.dispose = function (camera) {
  76358. camera = camera || this._camera;
  76359. this._disposeTextures();
  76360. if (this._scene) {
  76361. var index_1 = this._scene.postProcesses.indexOf(this);
  76362. if (index_1 !== -1) {
  76363. this._scene.postProcesses.splice(index_1, 1);
  76364. }
  76365. }
  76366. else {
  76367. var index_2 = this._engine.postProcesses.indexOf(this);
  76368. if (index_2 !== -1) {
  76369. this._engine.postProcesses.splice(index_2, 1);
  76370. }
  76371. }
  76372. if (!camera) {
  76373. return;
  76374. }
  76375. camera.detachPostProcess(this);
  76376. var index = camera._postProcesses.indexOf(this);
  76377. if (index === 0 && camera._postProcesses.length > 0) {
  76378. var firstPostProcess = this._camera._getFirstPostProcess();
  76379. if (firstPostProcess) {
  76380. firstPostProcess.markTextureDirty();
  76381. }
  76382. }
  76383. this.onActivateObservable.clear();
  76384. this.onAfterRenderObservable.clear();
  76385. this.onApplyObservable.clear();
  76386. this.onBeforeRenderObservable.clear();
  76387. this.onSizeChangedObservable.clear();
  76388. };
  76389. return PostProcess;
  76390. }());
  76391. BABYLON.PostProcess = PostProcess;
  76392. })(BABYLON || (BABYLON = {}));
  76393. //# sourceMappingURL=babylon.postProcess.js.map
  76394. var BABYLON;
  76395. (function (BABYLON) {
  76396. /**
  76397. * PassPostProcess which produces an output the same as it's input
  76398. */
  76399. var PassPostProcess = /** @class */ (function (_super) {
  76400. __extends(PassPostProcess, _super);
  76401. /**
  76402. * Creates the PassPostProcess
  76403. * @param name The name of the effect.
  76404. * @param options The required width/height ratio to downsize to before computing the render pass.
  76405. * @param camera The camera to apply the render pass to.
  76406. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76407. * @param engine The engine which the post process will be applied. (default: current engine)
  76408. * @param reusable If the post process can be reused on the same frame. (default: false)
  76409. * @param textureType The type of texture to be used when performing the post processing.
  76410. * @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)
  76411. */
  76412. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76413. if (camera === void 0) { camera = null; }
  76414. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76415. if (blockCompilation === void 0) { blockCompilation = false; }
  76416. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76417. }
  76418. return PassPostProcess;
  76419. }(BABYLON.PostProcess));
  76420. BABYLON.PassPostProcess = PassPostProcess;
  76421. /**
  76422. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76423. */
  76424. var PassCubePostProcess = /** @class */ (function (_super) {
  76425. __extends(PassCubePostProcess, _super);
  76426. /**
  76427. * Creates the PassCubePostProcess
  76428. * @param name The name of the effect.
  76429. * @param options The required width/height ratio to downsize to before computing the render pass.
  76430. * @param camera The camera to apply the render pass to.
  76431. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76432. * @param engine The engine which the post process will be applied. (default: current engine)
  76433. * @param reusable If the post process can be reused on the same frame. (default: false)
  76434. * @param textureType The type of texture to be used when performing the post processing.
  76435. * @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)
  76436. */
  76437. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76438. if (camera === void 0) { camera = null; }
  76439. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76440. if (blockCompilation === void 0) { blockCompilation = false; }
  76441. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76442. _this._face = 0;
  76443. return _this;
  76444. }
  76445. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76446. /**
  76447. * Gets or sets the cube face to display.
  76448. * * 0 is +X
  76449. * * 1 is -X
  76450. * * 2 is +Y
  76451. * * 3 is -Y
  76452. * * 4 is +Z
  76453. * * 5 is -Z
  76454. */
  76455. get: function () {
  76456. return this._face;
  76457. },
  76458. set: function (value) {
  76459. if (value < 0 || value > 5) {
  76460. return;
  76461. }
  76462. this._face = value;
  76463. switch (this._face) {
  76464. case 0:
  76465. this.updateEffect("#define POSITIVEX");
  76466. break;
  76467. case 1:
  76468. this.updateEffect("#define NEGATIVEX");
  76469. break;
  76470. case 2:
  76471. this.updateEffect("#define POSITIVEY");
  76472. break;
  76473. case 3:
  76474. this.updateEffect("#define NEGATIVEY");
  76475. break;
  76476. case 4:
  76477. this.updateEffect("#define POSITIVEZ");
  76478. break;
  76479. case 5:
  76480. this.updateEffect("#define NEGATIVEZ");
  76481. break;
  76482. }
  76483. },
  76484. enumerable: true,
  76485. configurable: true
  76486. });
  76487. return PassCubePostProcess;
  76488. }(BABYLON.PostProcess));
  76489. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76490. })(BABYLON || (BABYLON = {}));
  76491. //# sourceMappingURL=babylon.passPostProcess.js.map
  76492. var __assign = (this && this.__assign) || function () {
  76493. __assign = Object.assign || function(t) {
  76494. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76495. s = arguments[i];
  76496. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76497. t[p] = s[p];
  76498. }
  76499. return t;
  76500. };
  76501. return __assign.apply(this, arguments);
  76502. };
  76503. var BABYLON;
  76504. (function (BABYLON) {
  76505. /**
  76506. * Default implementation IShadowGenerator.
  76507. * This is the main object responsible of generating shadows in the framework.
  76508. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76509. */
  76510. var ShadowGenerator = /** @class */ (function () {
  76511. /**
  76512. * Creates a ShadowGenerator object.
  76513. * A ShadowGenerator is the required tool to use the shadows.
  76514. * Each light casting shadows needs to use its own ShadowGenerator.
  76515. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76516. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76517. * @param light The light object generating the shadows.
  76518. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76519. */
  76520. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76521. this._bias = 0.00005;
  76522. this._normalBias = 0;
  76523. this._blurBoxOffset = 1;
  76524. this._blurScale = 2;
  76525. this._blurKernel = 1;
  76526. this._useKernelBlur = false;
  76527. this._filter = ShadowGenerator.FILTER_NONE;
  76528. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76529. this._contactHardeningLightSizeUVRatio = 0.1;
  76530. this._darkness = 0;
  76531. this._transparencyShadow = false;
  76532. /**
  76533. * Controls the extent to which the shadows fade out at the edge of the frustum
  76534. * Used only by directionals and spots
  76535. */
  76536. this.frustumEdgeFalloff = 0;
  76537. /**
  76538. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76539. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76540. * It might on the other hand introduce peter panning.
  76541. */
  76542. this.forceBackFacesOnly = false;
  76543. this._lightDirection = BABYLON.Vector3.Zero();
  76544. this._viewMatrix = BABYLON.Matrix.Zero();
  76545. this._projectionMatrix = BABYLON.Matrix.Zero();
  76546. this._transformMatrix = BABYLON.Matrix.Zero();
  76547. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76548. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76549. this._currentFaceIndex = 0;
  76550. this._currentFaceIndexCache = 0;
  76551. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76552. this._mapSize = mapSize;
  76553. this._light = light;
  76554. this._scene = light.getScene();
  76555. light._shadowGenerator = this;
  76556. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76557. if (!component) {
  76558. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76559. this._scene._addComponent(component);
  76560. }
  76561. // Texture type fallback from float to int if not supported.
  76562. var caps = this._scene.getEngine().getCaps();
  76563. if (!usefulFloatFirst) {
  76564. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76565. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76566. }
  76567. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76568. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76569. }
  76570. else {
  76571. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76572. }
  76573. }
  76574. else {
  76575. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76576. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76577. }
  76578. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76579. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76580. }
  76581. else {
  76582. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76583. }
  76584. }
  76585. this._initializeGenerator();
  76586. this._applyFilterValues();
  76587. }
  76588. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76589. /**
  76590. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76591. */
  76592. get: function () {
  76593. return this._bias;
  76594. },
  76595. /**
  76596. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76597. */
  76598. set: function (bias) {
  76599. this._bias = bias;
  76600. },
  76601. enumerable: true,
  76602. configurable: true
  76603. });
  76604. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76605. /**
  76606. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76607. */
  76608. get: function () {
  76609. return this._normalBias;
  76610. },
  76611. /**
  76612. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76613. */
  76614. set: function (normalBias) {
  76615. this._normalBias = normalBias;
  76616. },
  76617. enumerable: true,
  76618. configurable: true
  76619. });
  76620. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76621. /**
  76622. * Gets the blur box offset: offset applied during the blur pass.
  76623. * Only useful if useKernelBlur = false
  76624. */
  76625. get: function () {
  76626. return this._blurBoxOffset;
  76627. },
  76628. /**
  76629. * Sets the blur box offset: offset applied during the blur pass.
  76630. * Only useful if useKernelBlur = false
  76631. */
  76632. set: function (value) {
  76633. if (this._blurBoxOffset === value) {
  76634. return;
  76635. }
  76636. this._blurBoxOffset = value;
  76637. this._disposeBlurPostProcesses();
  76638. },
  76639. enumerable: true,
  76640. configurable: true
  76641. });
  76642. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76643. /**
  76644. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76645. * 2 means half of the size.
  76646. */
  76647. get: function () {
  76648. return this._blurScale;
  76649. },
  76650. /**
  76651. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76652. * 2 means half of the size.
  76653. */
  76654. set: function (value) {
  76655. if (this._blurScale === value) {
  76656. return;
  76657. }
  76658. this._blurScale = value;
  76659. this._disposeBlurPostProcesses();
  76660. },
  76661. enumerable: true,
  76662. configurable: true
  76663. });
  76664. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76665. /**
  76666. * Gets the blur kernel: kernel size of the blur pass.
  76667. * Only useful if useKernelBlur = true
  76668. */
  76669. get: function () {
  76670. return this._blurKernel;
  76671. },
  76672. /**
  76673. * Sets the blur kernel: kernel size of the blur pass.
  76674. * Only useful if useKernelBlur = true
  76675. */
  76676. set: function (value) {
  76677. if (this._blurKernel === value) {
  76678. return;
  76679. }
  76680. this._blurKernel = value;
  76681. this._disposeBlurPostProcesses();
  76682. },
  76683. enumerable: true,
  76684. configurable: true
  76685. });
  76686. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76687. /**
  76688. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76689. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76690. */
  76691. get: function () {
  76692. return this._useKernelBlur;
  76693. },
  76694. /**
  76695. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76696. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76697. */
  76698. set: function (value) {
  76699. if (this._useKernelBlur === value) {
  76700. return;
  76701. }
  76702. this._useKernelBlur = value;
  76703. this._disposeBlurPostProcesses();
  76704. },
  76705. enumerable: true,
  76706. configurable: true
  76707. });
  76708. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76709. /**
  76710. * Gets the depth scale used in ESM mode.
  76711. */
  76712. get: function () {
  76713. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76714. },
  76715. /**
  76716. * Sets the depth scale used in ESM mode.
  76717. * This can override the scale stored on the light.
  76718. */
  76719. set: function (value) {
  76720. this._depthScale = value;
  76721. },
  76722. enumerable: true,
  76723. configurable: true
  76724. });
  76725. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76726. /**
  76727. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76728. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76729. */
  76730. get: function () {
  76731. return this._filter;
  76732. },
  76733. /**
  76734. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76735. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76736. */
  76737. set: function (value) {
  76738. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76739. if (this._light.needCube()) {
  76740. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76741. this.useExponentialShadowMap = true;
  76742. return;
  76743. }
  76744. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76745. this.useCloseExponentialShadowMap = true;
  76746. return;
  76747. }
  76748. // PCF on cubemap would also be expensive
  76749. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76750. this.usePoissonSampling = true;
  76751. return;
  76752. }
  76753. }
  76754. // Weblg1 fallback for PCF.
  76755. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76756. if (this._scene.getEngine().webGLVersion === 1) {
  76757. this.usePoissonSampling = true;
  76758. return;
  76759. }
  76760. }
  76761. if (this._filter === value) {
  76762. return;
  76763. }
  76764. this._filter = value;
  76765. this._disposeBlurPostProcesses();
  76766. this._applyFilterValues();
  76767. this._light._markMeshesAsLightDirty();
  76768. },
  76769. enumerable: true,
  76770. configurable: true
  76771. });
  76772. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76773. /**
  76774. * Gets if the current filter is set to Poisson Sampling.
  76775. */
  76776. get: function () {
  76777. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76778. },
  76779. /**
  76780. * Sets the current filter to Poisson Sampling.
  76781. */
  76782. set: function (value) {
  76783. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76784. return;
  76785. }
  76786. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76787. },
  76788. enumerable: true,
  76789. configurable: true
  76790. });
  76791. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76792. /**
  76793. * Gets if the current filter is set to ESM.
  76794. */
  76795. get: function () {
  76796. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76797. },
  76798. /**
  76799. * Sets the current filter is to ESM.
  76800. */
  76801. set: function (value) {
  76802. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76803. return;
  76804. }
  76805. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76806. },
  76807. enumerable: true,
  76808. configurable: true
  76809. });
  76810. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76811. /**
  76812. * Gets if the current filter is set to filtered ESM.
  76813. */
  76814. get: function () {
  76815. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76816. },
  76817. /**
  76818. * Gets if the current filter is set to filtered ESM.
  76819. */
  76820. set: function (value) {
  76821. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76822. return;
  76823. }
  76824. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76825. },
  76826. enumerable: true,
  76827. configurable: true
  76828. });
  76829. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76830. /**
  76831. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76832. * exponential to prevent steep falloff artifacts).
  76833. */
  76834. get: function () {
  76835. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76836. },
  76837. /**
  76838. * Sets the current filter to "close ESM" (using the inverse of the
  76839. * exponential to prevent steep falloff artifacts).
  76840. */
  76841. set: function (value) {
  76842. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76843. return;
  76844. }
  76845. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76846. },
  76847. enumerable: true,
  76848. configurable: true
  76849. });
  76850. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76851. /**
  76852. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76853. * exponential to prevent steep falloff artifacts).
  76854. */
  76855. get: function () {
  76856. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76857. },
  76858. /**
  76859. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76860. * exponential to prevent steep falloff artifacts).
  76861. */
  76862. set: function (value) {
  76863. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76864. return;
  76865. }
  76866. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76867. },
  76868. enumerable: true,
  76869. configurable: true
  76870. });
  76871. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76872. /**
  76873. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76874. */
  76875. get: function () {
  76876. return this.filter === ShadowGenerator.FILTER_PCF;
  76877. },
  76878. /**
  76879. * Sets the current filter to "PCF" (percentage closer filtering).
  76880. */
  76881. set: function (value) {
  76882. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76883. return;
  76884. }
  76885. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76886. },
  76887. enumerable: true,
  76888. configurable: true
  76889. });
  76890. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76891. /**
  76892. * Gets the PCF or PCSS Quality.
  76893. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76894. */
  76895. get: function () {
  76896. return this._filteringQuality;
  76897. },
  76898. /**
  76899. * Sets the PCF or PCSS Quality.
  76900. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76901. */
  76902. set: function (filteringQuality) {
  76903. this._filteringQuality = filteringQuality;
  76904. },
  76905. enumerable: true,
  76906. configurable: true
  76907. });
  76908. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76909. /**
  76910. * Gets if the current filter is set to "PCSS" (contact hardening).
  76911. */
  76912. get: function () {
  76913. return this.filter === ShadowGenerator.FILTER_PCSS;
  76914. },
  76915. /**
  76916. * Sets the current filter to "PCSS" (contact hardening).
  76917. */
  76918. set: function (value) {
  76919. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76920. return;
  76921. }
  76922. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76923. },
  76924. enumerable: true,
  76925. configurable: true
  76926. });
  76927. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76928. /**
  76929. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76930. * Using a ratio helps keeping shape stability independently of the map size.
  76931. *
  76932. * It does not account for the light projection as it was having too much
  76933. * instability during the light setup or during light position changes.
  76934. *
  76935. * Only valid if useContactHardeningShadow is true.
  76936. */
  76937. get: function () {
  76938. return this._contactHardeningLightSizeUVRatio;
  76939. },
  76940. /**
  76941. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76942. * Using a ratio helps keeping shape stability independently of the map size.
  76943. *
  76944. * It does not account for the light projection as it was having too much
  76945. * instability during the light setup or during light position changes.
  76946. *
  76947. * Only valid if useContactHardeningShadow is true.
  76948. */
  76949. set: function (contactHardeningLightSizeUVRatio) {
  76950. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76951. },
  76952. enumerable: true,
  76953. configurable: true
  76954. });
  76955. /**
  76956. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76957. * 0 means strongest and 1 would means no shadow.
  76958. * @returns the darkness.
  76959. */
  76960. ShadowGenerator.prototype.getDarkness = function () {
  76961. return this._darkness;
  76962. };
  76963. /**
  76964. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76965. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76966. * @returns the shadow generator allowing fluent coding.
  76967. */
  76968. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76969. if (darkness >= 1.0) {
  76970. this._darkness = 1.0;
  76971. }
  76972. else if (darkness <= 0.0) {
  76973. this._darkness = 0.0;
  76974. }
  76975. else {
  76976. this._darkness = darkness;
  76977. }
  76978. return this;
  76979. };
  76980. /**
  76981. * Sets the ability to have transparent shadow (boolean).
  76982. * @param transparent True if transparent else False
  76983. * @returns the shadow generator allowing fluent coding
  76984. */
  76985. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76986. this._transparencyShadow = transparent;
  76987. return this;
  76988. };
  76989. /**
  76990. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76991. * @returns The render target texture if present otherwise, null
  76992. */
  76993. ShadowGenerator.prototype.getShadowMap = function () {
  76994. return this._shadowMap;
  76995. };
  76996. /**
  76997. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76998. * @returns The render target texture if the shadow map is present otherwise, null
  76999. */
  77000. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77001. if (this._shadowMap2) {
  77002. return this._shadowMap2;
  77003. }
  77004. return this._shadowMap;
  77005. };
  77006. /**
  77007. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77008. * @param mesh Mesh to add
  77009. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77010. * @returns the Shadow Generator itself
  77011. */
  77012. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77013. if (includeDescendants === void 0) { includeDescendants = true; }
  77014. var _a;
  77015. if (!this._shadowMap) {
  77016. return this;
  77017. }
  77018. if (!this._shadowMap.renderList) {
  77019. this._shadowMap.renderList = [];
  77020. }
  77021. this._shadowMap.renderList.push(mesh);
  77022. if (includeDescendants) {
  77023. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77024. }
  77025. return this;
  77026. };
  77027. /**
  77028. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77029. * @param mesh Mesh to remove
  77030. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77031. * @returns the Shadow Generator itself
  77032. */
  77033. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77034. if (includeDescendants === void 0) { includeDescendants = true; }
  77035. if (!this._shadowMap || !this._shadowMap.renderList) {
  77036. return this;
  77037. }
  77038. var index = this._shadowMap.renderList.indexOf(mesh);
  77039. if (index !== -1) {
  77040. this._shadowMap.renderList.splice(index, 1);
  77041. }
  77042. if (includeDescendants) {
  77043. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77044. var child = _a[_i];
  77045. this.removeShadowCaster(child);
  77046. }
  77047. }
  77048. return this;
  77049. };
  77050. /**
  77051. * Returns the associated light object.
  77052. * @returns the light generating the shadow
  77053. */
  77054. ShadowGenerator.prototype.getLight = function () {
  77055. return this._light;
  77056. };
  77057. ShadowGenerator.prototype._initializeGenerator = function () {
  77058. this._light._markMeshesAsLightDirty();
  77059. this._initializeShadowMap();
  77060. };
  77061. ShadowGenerator.prototype._initializeShadowMap = function () {
  77062. var _this = this;
  77063. // Render target
  77064. var engine = this._scene.getEngine();
  77065. if (engine.webGLVersion > 1) {
  77066. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77067. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77068. }
  77069. else {
  77070. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77071. }
  77072. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77073. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77074. this._shadowMap.anisotropicFilteringLevel = 1;
  77075. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77076. this._shadowMap.renderParticles = false;
  77077. this._shadowMap.ignoreCameraViewport = true;
  77078. // Record Face Index before render.
  77079. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77080. _this._currentFaceIndex = faceIndex;
  77081. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77082. engine.setColorWrite(false);
  77083. }
  77084. });
  77085. // Custom render function.
  77086. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77087. // Blur if required afer render.
  77088. this._shadowMap.onAfterUnbindObservable.add(function () {
  77089. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77090. engine.setColorWrite(true);
  77091. }
  77092. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77093. return;
  77094. }
  77095. var shadowMap = _this.getShadowMapForRendering();
  77096. if (shadowMap) {
  77097. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77098. }
  77099. });
  77100. // Clear according to the chosen filter.
  77101. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77102. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77103. this._shadowMap.onClearObservable.add(function (engine) {
  77104. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77105. engine.clear(clearOne, false, true, false);
  77106. }
  77107. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77108. engine.clear(clearZero, true, true, false);
  77109. }
  77110. else {
  77111. engine.clear(clearOne, true, true, false);
  77112. }
  77113. });
  77114. };
  77115. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77116. var _this = this;
  77117. var engine = this._scene.getEngine();
  77118. var targetSize = this._mapSize / this.blurScale;
  77119. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77120. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77121. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77122. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77123. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77124. }
  77125. if (this.useKernelBlur) {
  77126. 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);
  77127. this._kernelBlurXPostprocess.width = targetSize;
  77128. this._kernelBlurXPostprocess.height = targetSize;
  77129. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77130. effect.setTexture("textureSampler", _this._shadowMap);
  77131. });
  77132. 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);
  77133. this._kernelBlurXPostprocess.autoClear = false;
  77134. this._kernelBlurYPostprocess.autoClear = false;
  77135. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77136. this._kernelBlurXPostprocess.packedFloat = true;
  77137. this._kernelBlurYPostprocess.packedFloat = true;
  77138. }
  77139. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77140. }
  77141. else {
  77142. 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);
  77143. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77144. effect.setFloat2("screenSize", targetSize, targetSize);
  77145. effect.setTexture("textureSampler", _this._shadowMap);
  77146. });
  77147. this._boxBlurPostprocess.autoClear = false;
  77148. this._blurPostProcesses = [this._boxBlurPostprocess];
  77149. }
  77150. };
  77151. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77152. var index;
  77153. var engine = this._scene.getEngine();
  77154. if (depthOnlySubMeshes.length) {
  77155. engine.setColorWrite(false);
  77156. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77157. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77158. }
  77159. engine.setColorWrite(true);
  77160. }
  77161. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77162. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77163. }
  77164. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77165. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77166. }
  77167. if (this._transparencyShadow) {
  77168. for (index = 0; index < transparentSubMeshes.length; index++) {
  77169. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77170. }
  77171. }
  77172. };
  77173. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77174. var _this = this;
  77175. var mesh = subMesh.getRenderingMesh();
  77176. var scene = this._scene;
  77177. var engine = scene.getEngine();
  77178. var material = subMesh.getMaterial();
  77179. if (!material || subMesh.verticesCount === 0) {
  77180. return;
  77181. }
  77182. // Culling
  77183. engine.setState(material.backFaceCulling);
  77184. // Managing instances
  77185. var batch = mesh._getInstancesRenderList(subMesh._id);
  77186. if (batch.mustReturn) {
  77187. return;
  77188. }
  77189. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77190. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77191. engine.enableEffect(this._effect);
  77192. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77193. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77194. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77195. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77196. this._effect.setVector3("lightData", this._cachedDirection);
  77197. }
  77198. else {
  77199. this._effect.setVector3("lightData", this._cachedPosition);
  77200. }
  77201. if (scene.activeCamera) {
  77202. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77203. }
  77204. // Alpha test
  77205. if (material && material.needAlphaTesting()) {
  77206. var alphaTexture = material.getAlphaTestTexture();
  77207. if (alphaTexture) {
  77208. this._effect.setTexture("diffuseSampler", alphaTexture);
  77209. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77210. }
  77211. }
  77212. // Bones
  77213. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77214. var skeleton = mesh.skeleton;
  77215. if (skeleton.isUsingTextureForMatrices) {
  77216. var boneTexture = skeleton.getTransformMatrixTexture();
  77217. if (!boneTexture) {
  77218. return;
  77219. }
  77220. this._effect.setTexture("boneSampler", boneTexture);
  77221. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77222. }
  77223. else {
  77224. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77225. }
  77226. }
  77227. // Morph targets
  77228. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77229. if (this.forceBackFacesOnly) {
  77230. engine.setState(true, 0, false, true);
  77231. }
  77232. // Draw
  77233. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77234. if (this.forceBackFacesOnly) {
  77235. engine.setState(true, 0, false, false);
  77236. }
  77237. }
  77238. else {
  77239. // Need to reset refresh rate of the shadowMap
  77240. if (this._shadowMap) {
  77241. this._shadowMap.resetRefreshCounter();
  77242. }
  77243. }
  77244. };
  77245. ShadowGenerator.prototype._applyFilterValues = function () {
  77246. if (!this._shadowMap) {
  77247. return;
  77248. }
  77249. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77250. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77251. }
  77252. else {
  77253. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77254. }
  77255. };
  77256. /**
  77257. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77258. * @param onCompiled Callback triggered at the and of the effects compilation
  77259. * @param options Sets of optional options forcing the compilation with different modes
  77260. */
  77261. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77262. var _this = this;
  77263. var localOptions = __assign({ useInstances: false }, options);
  77264. var shadowMap = this.getShadowMap();
  77265. if (!shadowMap) {
  77266. if (onCompiled) {
  77267. onCompiled(this);
  77268. }
  77269. return;
  77270. }
  77271. var renderList = shadowMap.renderList;
  77272. if (!renderList) {
  77273. if (onCompiled) {
  77274. onCompiled(this);
  77275. }
  77276. return;
  77277. }
  77278. var subMeshes = new Array();
  77279. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77280. var mesh = renderList_1[_i];
  77281. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77282. }
  77283. if (subMeshes.length === 0) {
  77284. if (onCompiled) {
  77285. onCompiled(this);
  77286. }
  77287. return;
  77288. }
  77289. var currentIndex = 0;
  77290. var checkReady = function () {
  77291. if (!_this._scene || !_this._scene.getEngine()) {
  77292. return;
  77293. }
  77294. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77295. currentIndex++;
  77296. if (currentIndex >= subMeshes.length) {
  77297. if (onCompiled) {
  77298. onCompiled(_this);
  77299. }
  77300. return;
  77301. }
  77302. }
  77303. setTimeout(checkReady, 16);
  77304. };
  77305. checkReady();
  77306. };
  77307. /**
  77308. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77309. * @param options Sets of optional options forcing the compilation with different modes
  77310. * @returns A promise that resolves when the compilation completes
  77311. */
  77312. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77313. var _this = this;
  77314. return new Promise(function (resolve) {
  77315. _this.forceCompilation(function () {
  77316. resolve();
  77317. }, options);
  77318. });
  77319. };
  77320. /**
  77321. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77322. * @param subMesh The submesh we want to render in the shadow map
  77323. * @param useInstances Defines wether will draw in the map using instances
  77324. * @returns true if ready otherwise, false
  77325. */
  77326. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77327. var defines = [];
  77328. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77329. defines.push("#define FLOAT");
  77330. }
  77331. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77332. defines.push("#define ESM");
  77333. }
  77334. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77335. defines.push("#define DEPTHTEXTURE");
  77336. }
  77337. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77338. var mesh = subMesh.getMesh();
  77339. var material = subMesh.getMaterial();
  77340. // Normal bias.
  77341. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77342. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77343. defines.push("#define NORMAL");
  77344. if (mesh.nonUniformScaling) {
  77345. defines.push("#define NONUNIFORMSCALING");
  77346. }
  77347. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77348. defines.push("#define DIRECTIONINLIGHTDATA");
  77349. }
  77350. }
  77351. // Alpha test
  77352. if (material && material.needAlphaTesting()) {
  77353. var alphaTexture = material.getAlphaTestTexture();
  77354. if (alphaTexture) {
  77355. defines.push("#define ALPHATEST");
  77356. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77357. attribs.push(BABYLON.VertexBuffer.UVKind);
  77358. defines.push("#define UV1");
  77359. }
  77360. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77361. if (alphaTexture.coordinatesIndex === 1) {
  77362. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77363. defines.push("#define UV2");
  77364. }
  77365. }
  77366. }
  77367. }
  77368. // Bones
  77369. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77370. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77371. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77372. if (mesh.numBoneInfluencers > 4) {
  77373. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77374. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77375. }
  77376. var skeleton = mesh.skeleton;
  77377. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77378. if (skeleton.isUsingTextureForMatrices) {
  77379. defines.push("#define BONETEXTURE");
  77380. }
  77381. else {
  77382. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77383. }
  77384. }
  77385. else {
  77386. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77387. }
  77388. // Morph targets
  77389. var manager = mesh.morphTargetManager;
  77390. var morphInfluencers = 0;
  77391. if (manager) {
  77392. if (manager.numInfluencers > 0) {
  77393. defines.push("#define MORPHTARGETS");
  77394. morphInfluencers = manager.numInfluencers;
  77395. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77396. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77397. }
  77398. }
  77399. // Instances
  77400. if (useInstances) {
  77401. defines.push("#define INSTANCES");
  77402. attribs.push("world0");
  77403. attribs.push("world1");
  77404. attribs.push("world2");
  77405. attribs.push("world3");
  77406. }
  77407. // Get correct effect
  77408. var join = defines.join("\n");
  77409. if (this._cachedDefines !== join) {
  77410. this._cachedDefines = join;
  77411. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences", "boneTextureWidth"], ["diffuseSampler", "boneSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  77412. }
  77413. if (!this._effect.isReady()) {
  77414. return false;
  77415. }
  77416. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77417. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77418. this._initializeBlurRTTAndPostProcesses();
  77419. }
  77420. }
  77421. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77422. return false;
  77423. }
  77424. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77425. return false;
  77426. }
  77427. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77428. return false;
  77429. }
  77430. return true;
  77431. };
  77432. /**
  77433. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77434. * @param defines Defines of the material we want to update
  77435. * @param lightIndex Index of the light in the enabled light list of the material
  77436. */
  77437. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77438. var scene = this._scene;
  77439. var light = this._light;
  77440. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77441. return;
  77442. }
  77443. defines["SHADOW" + lightIndex] = true;
  77444. if (this.useContactHardeningShadow) {
  77445. defines["SHADOWPCSS" + lightIndex] = true;
  77446. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77447. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77448. }
  77449. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77450. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77451. }
  77452. // else default to high.
  77453. }
  77454. if (this.usePercentageCloserFiltering) {
  77455. defines["SHADOWPCF" + lightIndex] = true;
  77456. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77457. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77458. }
  77459. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77460. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77461. }
  77462. // else default to high.
  77463. }
  77464. else if (this.usePoissonSampling) {
  77465. defines["SHADOWPOISSON" + lightIndex] = true;
  77466. }
  77467. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77468. defines["SHADOWESM" + lightIndex] = true;
  77469. }
  77470. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77471. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77472. }
  77473. if (light.needCube()) {
  77474. defines["SHADOWCUBE" + lightIndex] = true;
  77475. }
  77476. };
  77477. /**
  77478. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77479. * defined in the generator but impacting the effect).
  77480. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77481. * @param effect The effect we are binfing the information for
  77482. */
  77483. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77484. var light = this._light;
  77485. var scene = this._scene;
  77486. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77487. return;
  77488. }
  77489. var camera = scene.activeCamera;
  77490. if (!camera) {
  77491. return;
  77492. }
  77493. var shadowMap = this.getShadowMap();
  77494. if (!shadowMap) {
  77495. return;
  77496. }
  77497. if (!light.needCube()) {
  77498. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77499. }
  77500. // Only PCF uses depth stencil texture.
  77501. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77502. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77503. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77504. }
  77505. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77506. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77507. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77508. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77509. }
  77510. else {
  77511. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77512. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77513. }
  77514. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77515. };
  77516. /**
  77517. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77518. * (eq to shadow prjection matrix * light transform matrix)
  77519. * @returns The transform matrix used to create the shadow map
  77520. */
  77521. ShadowGenerator.prototype.getTransformMatrix = function () {
  77522. var scene = this._scene;
  77523. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77524. return this._transformMatrix;
  77525. }
  77526. this._currentRenderID = scene.getRenderId();
  77527. this._currentFaceIndexCache = this._currentFaceIndex;
  77528. var lightPosition = this._light.position;
  77529. if (this._light.computeTransformedInformation()) {
  77530. lightPosition = this._light.transformedPosition;
  77531. }
  77532. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77533. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77534. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77535. }
  77536. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77537. this._cachedPosition.copyFrom(lightPosition);
  77538. this._cachedDirection.copyFrom(this._lightDirection);
  77539. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77540. var shadowMap = this.getShadowMap();
  77541. if (shadowMap) {
  77542. var renderList = shadowMap.renderList;
  77543. if (renderList) {
  77544. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77545. }
  77546. }
  77547. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77548. }
  77549. return this._transformMatrix;
  77550. };
  77551. /**
  77552. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77553. * Cube and 2D textures for instance.
  77554. */
  77555. ShadowGenerator.prototype.recreateShadowMap = function () {
  77556. var shadowMap = this._shadowMap;
  77557. if (!shadowMap) {
  77558. return;
  77559. }
  77560. // Track render list.
  77561. var renderList = shadowMap.renderList;
  77562. // Clean up existing data.
  77563. this._disposeRTTandPostProcesses();
  77564. // Reinitializes.
  77565. this._initializeGenerator();
  77566. // Reaffect the filter to ensure a correct fallback if necessary.
  77567. this.filter = this.filter;
  77568. // Reaffect the filter.
  77569. this._applyFilterValues();
  77570. // Reaffect Render List.
  77571. this._shadowMap.renderList = renderList;
  77572. };
  77573. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77574. if (this._shadowMap2) {
  77575. this._shadowMap2.dispose();
  77576. this._shadowMap2 = null;
  77577. }
  77578. if (this._boxBlurPostprocess) {
  77579. this._boxBlurPostprocess.dispose();
  77580. this._boxBlurPostprocess = null;
  77581. }
  77582. if (this._kernelBlurXPostprocess) {
  77583. this._kernelBlurXPostprocess.dispose();
  77584. this._kernelBlurXPostprocess = null;
  77585. }
  77586. if (this._kernelBlurYPostprocess) {
  77587. this._kernelBlurYPostprocess.dispose();
  77588. this._kernelBlurYPostprocess = null;
  77589. }
  77590. this._blurPostProcesses = [];
  77591. };
  77592. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77593. if (this._shadowMap) {
  77594. this._shadowMap.dispose();
  77595. this._shadowMap = null;
  77596. }
  77597. this._disposeBlurPostProcesses();
  77598. };
  77599. /**
  77600. * Disposes the ShadowGenerator.
  77601. * Returns nothing.
  77602. */
  77603. ShadowGenerator.prototype.dispose = function () {
  77604. this._disposeRTTandPostProcesses();
  77605. if (this._light) {
  77606. this._light._shadowGenerator = null;
  77607. this._light._markMeshesAsLightDirty();
  77608. }
  77609. };
  77610. /**
  77611. * Serializes the shadow generator setup to a json object.
  77612. * @returns The serialized JSON object
  77613. */
  77614. ShadowGenerator.prototype.serialize = function () {
  77615. var serializationObject = {};
  77616. var shadowMap = this.getShadowMap();
  77617. if (!shadowMap) {
  77618. return serializationObject;
  77619. }
  77620. serializationObject.lightId = this._light.id;
  77621. serializationObject.mapSize = shadowMap.getRenderSize();
  77622. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77623. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77624. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77625. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77626. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77627. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77628. serializationObject.depthScale = this.depthScale;
  77629. serializationObject.darkness = this.getDarkness();
  77630. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77631. serializationObject.blurKernel = this.blurKernel;
  77632. serializationObject.blurScale = this.blurScale;
  77633. serializationObject.useKernelBlur = this.useKernelBlur;
  77634. serializationObject.transparencyShadow = this._transparencyShadow;
  77635. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77636. serializationObject.bias = this.bias;
  77637. serializationObject.normalBias = this.normalBias;
  77638. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77639. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77640. serializationObject.filteringQuality = this.filteringQuality;
  77641. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77642. serializationObject.renderList = [];
  77643. if (shadowMap.renderList) {
  77644. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77645. var mesh = shadowMap.renderList[meshIndex];
  77646. serializationObject.renderList.push(mesh.id);
  77647. }
  77648. }
  77649. return serializationObject;
  77650. };
  77651. /**
  77652. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77653. * @param parsedShadowGenerator The JSON object to parse
  77654. * @param scene The scene to create the shadow map for
  77655. * @returns The parsed shadow generator
  77656. */
  77657. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77658. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77659. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77660. var shadowMap = shadowGenerator.getShadowMap();
  77661. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77662. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77663. meshes.forEach(function (mesh) {
  77664. if (!shadowMap) {
  77665. return;
  77666. }
  77667. if (!shadowMap.renderList) {
  77668. shadowMap.renderList = [];
  77669. }
  77670. shadowMap.renderList.push(mesh);
  77671. });
  77672. }
  77673. if (parsedShadowGenerator.usePoissonSampling) {
  77674. shadowGenerator.usePoissonSampling = true;
  77675. }
  77676. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77677. shadowGenerator.useExponentialShadowMap = true;
  77678. }
  77679. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77680. shadowGenerator.useBlurExponentialShadowMap = true;
  77681. }
  77682. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77683. shadowGenerator.useCloseExponentialShadowMap = true;
  77684. }
  77685. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77686. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77687. }
  77688. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77689. shadowGenerator.usePercentageCloserFiltering = true;
  77690. }
  77691. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77692. shadowGenerator.useContactHardeningShadow = true;
  77693. }
  77694. if (parsedShadowGenerator.filteringQuality) {
  77695. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77696. }
  77697. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77698. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77699. }
  77700. // Backward compat
  77701. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77702. shadowGenerator.useExponentialShadowMap = true;
  77703. }
  77704. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77705. shadowGenerator.useBlurExponentialShadowMap = true;
  77706. }
  77707. if (parsedShadowGenerator.depthScale) {
  77708. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77709. }
  77710. if (parsedShadowGenerator.blurScale) {
  77711. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77712. }
  77713. if (parsedShadowGenerator.blurBoxOffset) {
  77714. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77715. }
  77716. if (parsedShadowGenerator.useKernelBlur) {
  77717. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77718. }
  77719. if (parsedShadowGenerator.blurKernel) {
  77720. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77721. }
  77722. if (parsedShadowGenerator.bias !== undefined) {
  77723. shadowGenerator.bias = parsedShadowGenerator.bias;
  77724. }
  77725. if (parsedShadowGenerator.normalBias !== undefined) {
  77726. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77727. }
  77728. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77729. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77730. }
  77731. if (parsedShadowGenerator.darkness) {
  77732. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77733. }
  77734. if (parsedShadowGenerator.transparencyShadow) {
  77735. shadowGenerator.setTransparencyShadow(true);
  77736. }
  77737. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77738. return shadowGenerator;
  77739. };
  77740. /**
  77741. * Shadow generator mode None: no filtering applied.
  77742. */
  77743. ShadowGenerator.FILTER_NONE = 0;
  77744. /**
  77745. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77746. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77747. */
  77748. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77749. /**
  77750. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77751. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77752. */
  77753. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77754. /**
  77755. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77756. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77757. */
  77758. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77759. /**
  77760. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77761. * edge artifacts on steep falloff.
  77762. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77763. */
  77764. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77765. /**
  77766. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77767. * edge artifacts on steep falloff.
  77768. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77769. */
  77770. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77771. /**
  77772. * Shadow generator mode PCF: Percentage Closer Filtering
  77773. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77774. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77775. */
  77776. ShadowGenerator.FILTER_PCF = 6;
  77777. /**
  77778. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77779. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77780. * Contact Hardening
  77781. */
  77782. ShadowGenerator.FILTER_PCSS = 7;
  77783. /**
  77784. * Reserved for PCF and PCSS
  77785. * Highest Quality.
  77786. *
  77787. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77788. *
  77789. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77790. */
  77791. ShadowGenerator.QUALITY_HIGH = 0;
  77792. /**
  77793. * Reserved for PCF and PCSS
  77794. * Good tradeoff for quality/perf cross devices
  77795. *
  77796. * Execute PCF on a 3*3 kernel.
  77797. *
  77798. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77799. */
  77800. ShadowGenerator.QUALITY_MEDIUM = 1;
  77801. /**
  77802. * Reserved for PCF and PCSS
  77803. * The lowest quality but the fastest.
  77804. *
  77805. * Execute PCF on a 1*1 kernel.
  77806. *
  77807. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77808. */
  77809. ShadowGenerator.QUALITY_LOW = 2;
  77810. return ShadowGenerator;
  77811. }());
  77812. BABYLON.ShadowGenerator = ShadowGenerator;
  77813. })(BABYLON || (BABYLON = {}));
  77814. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77815. var BABYLON;
  77816. (function (BABYLON) {
  77817. // Adds the parser to the scene parsers.
  77818. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77819. // Shadows
  77820. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77821. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77822. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77823. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77824. // SG would be available on their associated lights
  77825. }
  77826. }
  77827. });
  77828. /**
  77829. * Defines the shadow generator component responsible to manage any shadow generators
  77830. * in a given scene.
  77831. */
  77832. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77833. /**
  77834. * Creates a new instance of the component for the given scene
  77835. * @param scene Defines the scene to register the component in
  77836. */
  77837. function ShadowGeneratorSceneComponent(scene) {
  77838. /**
  77839. * The component name helpfull to identify the component in the list of scene components.
  77840. */
  77841. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77842. this.scene = scene;
  77843. }
  77844. /**
  77845. * Registers the component in a given scene
  77846. */
  77847. ShadowGeneratorSceneComponent.prototype.register = function () {
  77848. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77849. };
  77850. /**
  77851. * Rebuilds the elements related to this component in case of
  77852. * context lost for instance.
  77853. */
  77854. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77855. // Nothing To Do Here.
  77856. };
  77857. /**
  77858. * Serializes the component data to the specified json object
  77859. * @param serializationObject The object to serialize to
  77860. */
  77861. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77862. // Shadows
  77863. serializationObject.shadowGenerators = [];
  77864. var lights = this.scene.lights;
  77865. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77866. var light = lights_1[_i];
  77867. var shadowGenerator = light.getShadowGenerator();
  77868. if (shadowGenerator) {
  77869. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77870. }
  77871. }
  77872. };
  77873. /**
  77874. * Adds all the element from the container to the scene
  77875. * @param container the container holding the elements
  77876. */
  77877. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77878. // Nothing To Do Here. (directly attached to a light)
  77879. };
  77880. /**
  77881. * Removes all the elements in the container from the scene
  77882. * @param container contains the elements to remove
  77883. */
  77884. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77885. // Nothing To Do Here. (directly attached to a light)
  77886. };
  77887. /**
  77888. * Rebuilds the elements related to this component in case of
  77889. * context lost for instance.
  77890. */
  77891. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77892. // Nothing To Do Here.
  77893. };
  77894. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77895. // Shadows
  77896. var scene = this.scene;
  77897. if (this.scene.shadowsEnabled) {
  77898. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77899. var light = scene.lights[lightIndex];
  77900. var shadowGenerator = light.getShadowGenerator();
  77901. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77902. var shadowMap = (shadowGenerator.getShadowMap());
  77903. if (scene.textures.indexOf(shadowMap) !== -1) {
  77904. renderTargets.push(shadowMap);
  77905. }
  77906. }
  77907. }
  77908. }
  77909. };
  77910. return ShadowGeneratorSceneComponent;
  77911. }());
  77912. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77913. })(BABYLON || (BABYLON = {}));
  77914. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77915. var BABYLON;
  77916. (function (BABYLON) {
  77917. /**
  77918. * Class used for the default loading screen
  77919. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77920. */
  77921. var DefaultLoadingScreen = /** @class */ (function () {
  77922. /**
  77923. * Creates a new default loading screen
  77924. * @param _renderingCanvas defines the canvas used to render the scene
  77925. * @param _loadingText defines the default text to display
  77926. * @param _loadingDivBackgroundColor defines the default background color
  77927. */
  77928. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77929. if (_loadingText === void 0) { _loadingText = ""; }
  77930. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77931. var _this = this;
  77932. this._renderingCanvas = _renderingCanvas;
  77933. this._loadingText = _loadingText;
  77934. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77935. // Resize
  77936. this._resizeLoadingUI = function () {
  77937. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77938. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77939. if (!_this._loadingDiv) {
  77940. return;
  77941. }
  77942. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77943. _this._loadingDiv.style.left = canvasRect.left + "px";
  77944. _this._loadingDiv.style.top = canvasRect.top + "px";
  77945. _this._loadingDiv.style.width = canvasRect.width + "px";
  77946. _this._loadingDiv.style.height = canvasRect.height + "px";
  77947. };
  77948. }
  77949. /**
  77950. * Function called to display the loading screen
  77951. */
  77952. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77953. if (this._loadingDiv) {
  77954. // Do not add a loading screen if there is already one
  77955. return;
  77956. }
  77957. this._loadingDiv = document.createElement("div");
  77958. this._loadingDiv.id = "babylonjsLoadingDiv";
  77959. this._loadingDiv.style.opacity = "0";
  77960. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77961. this._loadingDiv.style.pointerEvents = "none";
  77962. // Loading text
  77963. this._loadingTextDiv = document.createElement("div");
  77964. this._loadingTextDiv.style.position = "absolute";
  77965. this._loadingTextDiv.style.left = "0";
  77966. this._loadingTextDiv.style.top = "50%";
  77967. this._loadingTextDiv.style.marginTop = "80px";
  77968. this._loadingTextDiv.style.width = "100%";
  77969. this._loadingTextDiv.style.height = "20px";
  77970. this._loadingTextDiv.style.fontFamily = "Arial";
  77971. this._loadingTextDiv.style.fontSize = "14px";
  77972. this._loadingTextDiv.style.color = "white";
  77973. this._loadingTextDiv.style.textAlign = "center";
  77974. this._loadingTextDiv.innerHTML = "Loading";
  77975. this._loadingDiv.appendChild(this._loadingTextDiv);
  77976. //set the predefined text
  77977. this._loadingTextDiv.innerHTML = this._loadingText;
  77978. // Generating keyframes
  77979. var style = document.createElement('style');
  77980. style.type = 'text/css';
  77981. 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 }";
  77982. style.innerHTML = keyFrames;
  77983. document.getElementsByTagName('head')[0].appendChild(style);
  77984. // Loading img
  77985. var imgBack = new Image();
  77986. imgBack.src = "data:image/png;base64,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";
  77987. imgBack.style.position = "absolute";
  77988. imgBack.style.left = "50%";
  77989. imgBack.style.top = "50%";
  77990. imgBack.style.marginLeft = "-60px";
  77991. imgBack.style.marginTop = "-60px";
  77992. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77993. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77994. imgBack.style.transformOrigin = "50% 50%";
  77995. imgBack.style.webkitTransformOrigin = "50% 50%";
  77996. this._loadingDiv.appendChild(imgBack);
  77997. this._resizeLoadingUI();
  77998. window.addEventListener("resize", this._resizeLoadingUI);
  77999. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78000. document.body.appendChild(this._loadingDiv);
  78001. this._loadingDiv.style.opacity = "1";
  78002. };
  78003. /**
  78004. * Function called to hide the loading screen
  78005. */
  78006. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78007. var _this = this;
  78008. if (!this._loadingDiv) {
  78009. return;
  78010. }
  78011. var onTransitionEnd = function () {
  78012. if (!_this._loadingDiv) {
  78013. return;
  78014. }
  78015. if (_this._loadingDiv.parentElement) {
  78016. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78017. }
  78018. window.removeEventListener("resize", _this._resizeLoadingUI);
  78019. _this._loadingDiv = null;
  78020. };
  78021. this._loadingDiv.style.opacity = "0";
  78022. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78023. };
  78024. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78025. get: function () {
  78026. return this._loadingText;
  78027. },
  78028. /**
  78029. * Gets or sets the text to display while loading
  78030. */
  78031. set: function (text) {
  78032. this._loadingText = text;
  78033. if (this._loadingTextDiv) {
  78034. this._loadingTextDiv.innerHTML = this._loadingText;
  78035. }
  78036. },
  78037. enumerable: true,
  78038. configurable: true
  78039. });
  78040. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78041. /**
  78042. * Gets or sets the color to use for the background
  78043. */
  78044. get: function () {
  78045. return this._loadingDivBackgroundColor;
  78046. },
  78047. set: function (color) {
  78048. this._loadingDivBackgroundColor = color;
  78049. if (!this._loadingDiv) {
  78050. return;
  78051. }
  78052. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78053. },
  78054. enumerable: true,
  78055. configurable: true
  78056. });
  78057. return DefaultLoadingScreen;
  78058. }());
  78059. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78060. })(BABYLON || (BABYLON = {}));
  78061. //# sourceMappingURL=babylon.loadingScreen.js.map
  78062. var BABYLON;
  78063. (function (BABYLON) {
  78064. /**
  78065. * Class used to represent data loading progression
  78066. */
  78067. var SceneLoaderProgressEvent = /** @class */ (function () {
  78068. /**
  78069. * Create a new progress event
  78070. * @param lengthComputable defines if data length to load can be evaluated
  78071. * @param loaded defines the loaded data length
  78072. * @param total defines the data length to load
  78073. */
  78074. function SceneLoaderProgressEvent(
  78075. /** defines if data length to load can be evaluated */
  78076. lengthComputable,
  78077. /** defines the loaded data length */
  78078. loaded,
  78079. /** defines the data length to load */
  78080. total) {
  78081. this.lengthComputable = lengthComputable;
  78082. this.loaded = loaded;
  78083. this.total = total;
  78084. }
  78085. /**
  78086. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78087. * @param event defines the source event
  78088. * @returns a new SceneLoaderProgressEvent
  78089. */
  78090. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78091. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78092. };
  78093. return SceneLoaderProgressEvent;
  78094. }());
  78095. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78096. /**
  78097. * Class used to load scene from various file formats using registered plugins
  78098. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78099. */
  78100. var SceneLoader = /** @class */ (function () {
  78101. function SceneLoader() {
  78102. }
  78103. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78104. /**
  78105. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78106. */
  78107. get: function () {
  78108. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78109. },
  78110. set: function (value) {
  78111. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78112. },
  78113. enumerable: true,
  78114. configurable: true
  78115. });
  78116. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78117. /**
  78118. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78119. */
  78120. get: function () {
  78121. return SceneLoader._ShowLoadingScreen;
  78122. },
  78123. set: function (value) {
  78124. SceneLoader._ShowLoadingScreen = value;
  78125. },
  78126. enumerable: true,
  78127. configurable: true
  78128. });
  78129. Object.defineProperty(SceneLoader, "loggingLevel", {
  78130. /**
  78131. * Defines the current logging level (while loading the scene)
  78132. * @ignorenaming
  78133. */
  78134. get: function () {
  78135. return SceneLoader._loggingLevel;
  78136. },
  78137. set: function (value) {
  78138. SceneLoader._loggingLevel = value;
  78139. },
  78140. enumerable: true,
  78141. configurable: true
  78142. });
  78143. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78144. /**
  78145. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78146. */
  78147. get: function () {
  78148. return SceneLoader._CleanBoneMatrixWeights;
  78149. },
  78150. set: function (value) {
  78151. SceneLoader._CleanBoneMatrixWeights = value;
  78152. },
  78153. enumerable: true,
  78154. configurable: true
  78155. });
  78156. SceneLoader._getDefaultPlugin = function () {
  78157. return SceneLoader._registeredPlugins[".babylon"];
  78158. };
  78159. SceneLoader._getPluginForExtension = function (extension) {
  78160. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78161. if (registeredPlugin) {
  78162. return registeredPlugin;
  78163. }
  78164. 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");
  78165. return SceneLoader._getDefaultPlugin();
  78166. };
  78167. SceneLoader._getPluginForDirectLoad = function (data) {
  78168. for (var extension in SceneLoader._registeredPlugins) {
  78169. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78170. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78171. return SceneLoader._registeredPlugins[extension];
  78172. }
  78173. }
  78174. return SceneLoader._getDefaultPlugin();
  78175. };
  78176. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78177. var queryStringPosition = sceneFilename.indexOf("?");
  78178. if (queryStringPosition !== -1) {
  78179. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78180. }
  78181. var dotPosition = sceneFilename.lastIndexOf(".");
  78182. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78183. return SceneLoader._getPluginForExtension(extension);
  78184. };
  78185. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78186. SceneLoader._getDirectLoad = function (sceneFilename) {
  78187. if (sceneFilename.substr(0, 5) === "data:") {
  78188. return sceneFilename.substr(5);
  78189. }
  78190. return null;
  78191. };
  78192. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78193. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78194. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78195. var plugin;
  78196. if (registeredPlugin.plugin.createPlugin) {
  78197. plugin = registeredPlugin.plugin.createPlugin();
  78198. }
  78199. else {
  78200. plugin = registeredPlugin.plugin;
  78201. }
  78202. var useArrayBuffer = registeredPlugin.isBinary;
  78203. var offlineProvider;
  78204. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78205. var dataCallback = function (data, responseURL) {
  78206. if (scene.isDisposed) {
  78207. onError("Scene has been disposed");
  78208. return;
  78209. }
  78210. scene.offlineProvider = offlineProvider;
  78211. onSuccess(plugin, data, responseURL);
  78212. };
  78213. var request = null;
  78214. var pluginDisposed = false;
  78215. var onDisposeObservable = plugin.onDisposeObservable;
  78216. if (onDisposeObservable) {
  78217. onDisposeObservable.add(function () {
  78218. pluginDisposed = true;
  78219. if (request) {
  78220. request.abort();
  78221. request = null;
  78222. }
  78223. onDispose();
  78224. });
  78225. }
  78226. var manifestChecked = function () {
  78227. if (pluginDisposed) {
  78228. return;
  78229. }
  78230. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78231. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78232. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78233. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78234. });
  78235. };
  78236. if (directLoad) {
  78237. dataCallback(directLoad);
  78238. return plugin;
  78239. }
  78240. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78241. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78242. var engine = scene.getEngine();
  78243. var canUseOfflineSupport = engine.enableOfflineSupport;
  78244. if (canUseOfflineSupport) {
  78245. // Also check for exceptions
  78246. var exceptionFound = false;
  78247. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78248. var regex = _a[_i];
  78249. if (regex.test(fileInfo.url)) {
  78250. exceptionFound = true;
  78251. break;
  78252. }
  78253. }
  78254. canUseOfflineSupport = !exceptionFound;
  78255. }
  78256. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78257. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78258. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78259. }
  78260. else {
  78261. manifestChecked();
  78262. }
  78263. }
  78264. // Loading file from disk via input file or drag'n'drop
  78265. else {
  78266. if (file) {
  78267. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78268. }
  78269. else {
  78270. onError("Unable to find file named " + fileInfo.name);
  78271. }
  78272. }
  78273. return plugin;
  78274. };
  78275. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78276. var url;
  78277. var name;
  78278. var file = null;
  78279. if (!sceneFilename) {
  78280. url = rootUrl;
  78281. name = BABYLON.Tools.GetFilename(rootUrl);
  78282. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78283. }
  78284. else if (sceneFilename instanceof File) {
  78285. url = rootUrl + sceneFilename.name;
  78286. name = sceneFilename.name;
  78287. file = sceneFilename;
  78288. }
  78289. else {
  78290. if (sceneFilename.substr(0, 1) === "/") {
  78291. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78292. return null;
  78293. }
  78294. url = rootUrl + sceneFilename;
  78295. name = sceneFilename;
  78296. }
  78297. return {
  78298. url: url,
  78299. rootUrl: rootUrl,
  78300. name: name,
  78301. file: file
  78302. };
  78303. };
  78304. // Public functions
  78305. /**
  78306. * Gets a plugin that can load the given extension
  78307. * @param extension defines the extension to load
  78308. * @returns a plugin or null if none works
  78309. */
  78310. SceneLoader.GetPluginForExtension = function (extension) {
  78311. return SceneLoader._getPluginForExtension(extension).plugin;
  78312. };
  78313. /**
  78314. * Gets a boolean indicating that the given extension can be loaded
  78315. * @param extension defines the extension to load
  78316. * @returns true if the extension is supported
  78317. */
  78318. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78319. return !!SceneLoader._registeredPlugins[extension];
  78320. };
  78321. /**
  78322. * Adds a new plugin to the list of registered plugins
  78323. * @param plugin defines the plugin to add
  78324. */
  78325. SceneLoader.RegisterPlugin = function (plugin) {
  78326. if (typeof plugin.extensions === "string") {
  78327. var extension = plugin.extensions;
  78328. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78329. plugin: plugin,
  78330. isBinary: false
  78331. };
  78332. }
  78333. else {
  78334. var extensions = plugin.extensions;
  78335. Object.keys(extensions).forEach(function (extension) {
  78336. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78337. plugin: plugin,
  78338. isBinary: extensions[extension].isBinary
  78339. };
  78340. });
  78341. }
  78342. };
  78343. /**
  78344. * Import meshes into a scene
  78345. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78346. * @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)
  78347. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78348. * @param scene the instance of BABYLON.Scene to append to
  78349. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78350. * @param onProgress a callback with a progress event for each file being loaded
  78351. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78352. * @param pluginExtension the extension used to determine the plugin
  78353. * @returns The loaded plugin
  78354. */
  78355. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78356. if (sceneFilename === void 0) { sceneFilename = ""; }
  78357. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78358. if (onSuccess === void 0) { onSuccess = null; }
  78359. if (onProgress === void 0) { onProgress = null; }
  78360. if (onError === void 0) { onError = null; }
  78361. if (pluginExtension === void 0) { pluginExtension = null; }
  78362. if (!scene) {
  78363. BABYLON.Tools.Error("No scene available to import mesh to");
  78364. return null;
  78365. }
  78366. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78367. if (!fileInfo) {
  78368. return null;
  78369. }
  78370. var loadingToken = {};
  78371. scene._addPendingData(loadingToken);
  78372. var disposeHandler = function () {
  78373. scene._removePendingData(loadingToken);
  78374. };
  78375. var errorHandler = function (message, exception) {
  78376. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78377. if (onError) {
  78378. onError(scene, errorMessage, exception);
  78379. }
  78380. else {
  78381. BABYLON.Tools.Error(errorMessage);
  78382. // should the exception be thrown?
  78383. }
  78384. disposeHandler();
  78385. };
  78386. var progressHandler = onProgress ? function (event) {
  78387. try {
  78388. onProgress(event);
  78389. }
  78390. catch (e) {
  78391. errorHandler("Error in onProgress callback", e);
  78392. }
  78393. } : undefined;
  78394. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78395. scene.importedMeshesFiles.push(fileInfo.url);
  78396. if (onSuccess) {
  78397. try {
  78398. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78399. }
  78400. catch (e) {
  78401. errorHandler("Error in onSuccess callback", e);
  78402. }
  78403. }
  78404. scene._removePendingData(loadingToken);
  78405. };
  78406. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78407. if (plugin.rewriteRootURL) {
  78408. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78409. }
  78410. if (plugin.importMesh) {
  78411. var syncedPlugin = plugin;
  78412. var meshes = new Array();
  78413. var particleSystems = new Array();
  78414. var skeletons = new Array();
  78415. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78416. return;
  78417. }
  78418. scene.loadingPluginName = plugin.name;
  78419. successHandler(meshes, particleSystems, skeletons, []);
  78420. }
  78421. else {
  78422. var asyncedPlugin = plugin;
  78423. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78424. scene.loadingPluginName = plugin.name;
  78425. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78426. }).catch(function (error) {
  78427. errorHandler(error.message, error);
  78428. });
  78429. }
  78430. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78431. };
  78432. /**
  78433. * Import meshes into a scene
  78434. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78435. * @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)
  78436. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78437. * @param scene the instance of BABYLON.Scene to append to
  78438. * @param onProgress a callback with a progress event for each file being loaded
  78439. * @param pluginExtension the extension used to determine the plugin
  78440. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78441. */
  78442. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78443. if (sceneFilename === void 0) { sceneFilename = ""; }
  78444. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78445. if (onProgress === void 0) { onProgress = null; }
  78446. if (pluginExtension === void 0) { pluginExtension = null; }
  78447. return new Promise(function (resolve, reject) {
  78448. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78449. resolve({
  78450. meshes: meshes,
  78451. particleSystems: particleSystems,
  78452. skeletons: skeletons,
  78453. animationGroups: animationGroups
  78454. });
  78455. }, onProgress, function (scene, message, exception) {
  78456. reject(exception || new Error(message));
  78457. }, pluginExtension);
  78458. });
  78459. };
  78460. /**
  78461. * Load a scene
  78462. * @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)
  78463. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78464. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78465. * @param onSuccess a callback with the scene when import succeeds
  78466. * @param onProgress a callback with a progress event for each file being loaded
  78467. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78468. * @param pluginExtension the extension used to determine the plugin
  78469. * @returns The loaded plugin
  78470. */
  78471. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78472. if (sceneFilename === void 0) { sceneFilename = ""; }
  78473. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78474. if (onSuccess === void 0) { onSuccess = null; }
  78475. if (onProgress === void 0) { onProgress = null; }
  78476. if (onError === void 0) { onError = null; }
  78477. if (pluginExtension === void 0) { pluginExtension = null; }
  78478. if (!engine) {
  78479. BABYLON.Tools.Error("No engine available");
  78480. return null;
  78481. }
  78482. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78483. };
  78484. /**
  78485. * Load a scene
  78486. * @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)
  78487. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78488. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78489. * @param onProgress a callback with a progress event for each file being loaded
  78490. * @param pluginExtension the extension used to determine the plugin
  78491. * @returns The loaded scene
  78492. */
  78493. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78494. if (sceneFilename === void 0) { sceneFilename = ""; }
  78495. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78496. if (onProgress === void 0) { onProgress = null; }
  78497. if (pluginExtension === void 0) { pluginExtension = null; }
  78498. return new Promise(function (resolve, reject) {
  78499. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78500. resolve(scene);
  78501. }, onProgress, function (scene, message, exception) {
  78502. reject(exception || new Error(message));
  78503. }, pluginExtension);
  78504. });
  78505. };
  78506. /**
  78507. * Append a scene
  78508. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78509. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78510. * @param scene is the instance of BABYLON.Scene to append to
  78511. * @param onSuccess a callback with the scene when import succeeds
  78512. * @param onProgress a callback with a progress event for each file being loaded
  78513. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78514. * @param pluginExtension the extension used to determine the plugin
  78515. * @returns The loaded plugin
  78516. */
  78517. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78518. if (sceneFilename === void 0) { sceneFilename = ""; }
  78519. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78520. if (onSuccess === void 0) { onSuccess = null; }
  78521. if (onProgress === void 0) { onProgress = null; }
  78522. if (onError === void 0) { onError = null; }
  78523. if (pluginExtension === void 0) { pluginExtension = null; }
  78524. if (!scene) {
  78525. BABYLON.Tools.Error("No scene available to append to");
  78526. return null;
  78527. }
  78528. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78529. if (!fileInfo) {
  78530. return null;
  78531. }
  78532. if (SceneLoader.ShowLoadingScreen) {
  78533. scene.getEngine().displayLoadingUI();
  78534. }
  78535. var loadingToken = {};
  78536. scene._addPendingData(loadingToken);
  78537. var disposeHandler = function () {
  78538. scene._removePendingData(loadingToken);
  78539. scene.getEngine().hideLoadingUI();
  78540. };
  78541. var errorHandler = function (message, exception) {
  78542. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78543. if (onError) {
  78544. onError(scene, errorMessage, exception);
  78545. }
  78546. else {
  78547. BABYLON.Tools.Error(errorMessage);
  78548. // should the exception be thrown?
  78549. }
  78550. disposeHandler();
  78551. };
  78552. var progressHandler = onProgress ? function (event) {
  78553. try {
  78554. onProgress(event);
  78555. }
  78556. catch (e) {
  78557. errorHandler("Error in onProgress callback", e);
  78558. }
  78559. } : undefined;
  78560. var successHandler = function () {
  78561. if (onSuccess) {
  78562. try {
  78563. onSuccess(scene);
  78564. }
  78565. catch (e) {
  78566. errorHandler("Error in onSuccess callback", e);
  78567. }
  78568. }
  78569. scene._removePendingData(loadingToken);
  78570. };
  78571. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78572. if (plugin.load) {
  78573. var syncedPlugin = plugin;
  78574. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78575. return;
  78576. }
  78577. scene.loadingPluginName = plugin.name;
  78578. successHandler();
  78579. }
  78580. else {
  78581. var asyncedPlugin = plugin;
  78582. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78583. scene.loadingPluginName = plugin.name;
  78584. successHandler();
  78585. }).catch(function (error) {
  78586. errorHandler(error.message, error);
  78587. });
  78588. }
  78589. if (SceneLoader.ShowLoadingScreen) {
  78590. scene.executeWhenReady(function () {
  78591. scene.getEngine().hideLoadingUI();
  78592. });
  78593. }
  78594. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78595. };
  78596. /**
  78597. * Append a scene
  78598. * @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)
  78599. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78600. * @param scene is the instance of BABYLON.Scene to append to
  78601. * @param onProgress a callback with a progress event for each file being loaded
  78602. * @param pluginExtension the extension used to determine the plugin
  78603. * @returns The given scene
  78604. */
  78605. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78606. if (sceneFilename === void 0) { sceneFilename = ""; }
  78607. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78608. if (onProgress === void 0) { onProgress = null; }
  78609. if (pluginExtension === void 0) { pluginExtension = null; }
  78610. return new Promise(function (resolve, reject) {
  78611. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78612. resolve(scene);
  78613. }, onProgress, function (scene, message, exception) {
  78614. reject(exception || new Error(message));
  78615. }, pluginExtension);
  78616. });
  78617. };
  78618. /**
  78619. * Load a scene into an asset container
  78620. * @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)
  78621. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78622. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78623. * @param onSuccess a callback with the scene when import succeeds
  78624. * @param onProgress a callback with a progress event for each file being loaded
  78625. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78626. * @param pluginExtension the extension used to determine the plugin
  78627. * @returns The loaded plugin
  78628. */
  78629. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78630. if (sceneFilename === void 0) { sceneFilename = ""; }
  78631. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78632. if (onSuccess === void 0) { onSuccess = null; }
  78633. if (onProgress === void 0) { onProgress = null; }
  78634. if (onError === void 0) { onError = null; }
  78635. if (pluginExtension === void 0) { pluginExtension = null; }
  78636. if (!scene) {
  78637. BABYLON.Tools.Error("No scene available to load asset container to");
  78638. return null;
  78639. }
  78640. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78641. if (!fileInfo) {
  78642. return null;
  78643. }
  78644. var loadingToken = {};
  78645. scene._addPendingData(loadingToken);
  78646. var disposeHandler = function () {
  78647. scene._removePendingData(loadingToken);
  78648. };
  78649. var errorHandler = function (message, exception) {
  78650. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78651. if (onError) {
  78652. onError(scene, errorMessage, exception);
  78653. }
  78654. else {
  78655. BABYLON.Tools.Error(errorMessage);
  78656. // should the exception be thrown?
  78657. }
  78658. disposeHandler();
  78659. };
  78660. var progressHandler = onProgress ? function (event) {
  78661. try {
  78662. onProgress(event);
  78663. }
  78664. catch (e) {
  78665. errorHandler("Error in onProgress callback", e);
  78666. }
  78667. } : undefined;
  78668. var successHandler = function (assets) {
  78669. if (onSuccess) {
  78670. try {
  78671. onSuccess(assets);
  78672. }
  78673. catch (e) {
  78674. errorHandler("Error in onSuccess callback", e);
  78675. }
  78676. }
  78677. scene._removePendingData(loadingToken);
  78678. };
  78679. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78680. if (plugin.loadAssetContainer) {
  78681. var syncedPlugin = plugin;
  78682. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78683. if (!assetContainer) {
  78684. return;
  78685. }
  78686. scene.loadingPluginName = plugin.name;
  78687. successHandler(assetContainer);
  78688. }
  78689. else if (plugin.loadAssetContainerAsync) {
  78690. var asyncedPlugin = plugin;
  78691. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78692. scene.loadingPluginName = plugin.name;
  78693. successHandler(assetContainer);
  78694. }).catch(function (error) {
  78695. errorHandler(error.message, error);
  78696. });
  78697. }
  78698. else {
  78699. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78700. }
  78701. if (SceneLoader.ShowLoadingScreen) {
  78702. scene.executeWhenReady(function () {
  78703. scene.getEngine().hideLoadingUI();
  78704. });
  78705. }
  78706. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78707. };
  78708. /**
  78709. * Load a scene into an asset container
  78710. * @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)
  78711. * @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)
  78712. * @param scene is the instance of BABYLON.Scene to append to
  78713. * @param onProgress a callback with a progress event for each file being loaded
  78714. * @param pluginExtension the extension used to determine the plugin
  78715. * @returns The loaded asset container
  78716. */
  78717. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78718. if (sceneFilename === void 0) { sceneFilename = ""; }
  78719. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78720. if (onProgress === void 0) { onProgress = null; }
  78721. if (pluginExtension === void 0) { pluginExtension = null; }
  78722. return new Promise(function (resolve, reject) {
  78723. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78724. resolve(assetContainer);
  78725. }, onProgress, function (scene, message, exception) {
  78726. reject(exception || new Error(message));
  78727. }, pluginExtension);
  78728. });
  78729. };
  78730. // Flags
  78731. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78732. SceneLoader._ShowLoadingScreen = true;
  78733. SceneLoader._CleanBoneMatrixWeights = false;
  78734. /**
  78735. * No logging while loading
  78736. */
  78737. SceneLoader.NO_LOGGING = 0;
  78738. /**
  78739. * Minimal logging while loading
  78740. */
  78741. SceneLoader.MINIMAL_LOGGING = 1;
  78742. /**
  78743. * Summary logging while loading
  78744. */
  78745. SceneLoader.SUMMARY_LOGGING = 2;
  78746. /**
  78747. * Detailled logging while loading
  78748. */
  78749. SceneLoader.DETAILED_LOGGING = 3;
  78750. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78751. // Members
  78752. /**
  78753. * Event raised when a plugin is used to load a scene
  78754. */
  78755. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78756. SceneLoader._registeredPlugins = {};
  78757. return SceneLoader;
  78758. }());
  78759. BABYLON.SceneLoader = SceneLoader;
  78760. })(BABYLON || (BABYLON = {}));
  78761. //# sourceMappingURL=babylon.sceneLoader.js.map
  78762. var BABYLON;
  78763. (function (BABYLON) {
  78764. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78765. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78766. var parsedMaterial = parsedData.materials[index];
  78767. if (parsedMaterial.id === id) {
  78768. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78769. }
  78770. }
  78771. return null;
  78772. };
  78773. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78774. for (var i in names) {
  78775. if (mesh.name === names[i]) {
  78776. hierarchyIds.push(mesh.id);
  78777. return true;
  78778. }
  78779. }
  78780. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78781. hierarchyIds.push(mesh.id);
  78782. return true;
  78783. }
  78784. return false;
  78785. };
  78786. var logOperation = function (operation, producer) {
  78787. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78788. };
  78789. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78790. if (addToScene === void 0) { addToScene = false; }
  78791. var container = new BABYLON.AssetContainer(scene);
  78792. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78793. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78794. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78795. // and avoid problems with multiple concurrent .babylon loads.
  78796. var log = "importScene has failed JSON parse";
  78797. try {
  78798. var parsedData = JSON.parse(data);
  78799. log = "";
  78800. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78801. var index;
  78802. var cache;
  78803. // Lights
  78804. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78805. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78806. var parsedLight = parsedData.lights[index];
  78807. var light = BABYLON.Light.Parse(parsedLight, scene);
  78808. if (light) {
  78809. container.lights.push(light);
  78810. log += (index === 0 ? "\n\tLights:" : "");
  78811. log += "\n\t\t" + light.toString(fullDetails);
  78812. }
  78813. }
  78814. }
  78815. // Reflection probes
  78816. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78817. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78818. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78819. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78820. if (reflectionProbe) {
  78821. container.reflectionProbes.push(reflectionProbe);
  78822. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78823. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78824. }
  78825. }
  78826. }
  78827. // Animations
  78828. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78829. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78830. var parsedAnimation = parsedData.animations[index];
  78831. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78832. scene.animations.push(animation);
  78833. container.animations.push(animation);
  78834. log += (index === 0 ? "\n\tAnimations:" : "");
  78835. log += "\n\t\t" + animation.toString(fullDetails);
  78836. }
  78837. }
  78838. // Materials
  78839. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78840. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78841. var parsedMaterial = parsedData.materials[index];
  78842. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78843. container.materials.push(mat);
  78844. log += (index === 0 ? "\n\tMaterials:" : "");
  78845. log += "\n\t\t" + mat.toString(fullDetails);
  78846. }
  78847. }
  78848. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78849. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78850. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78851. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78852. container.multiMaterials.push(mmat);
  78853. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78854. log += "\n\t\t" + mmat.toString(fullDetails);
  78855. }
  78856. }
  78857. // Morph targets
  78858. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78859. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78860. var managerData = _a[_i];
  78861. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78862. }
  78863. }
  78864. // Skeletons
  78865. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78866. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78867. var parsedSkeleton = parsedData.skeletons[index];
  78868. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78869. container.skeletons.push(skeleton);
  78870. log += (index === 0 ? "\n\tSkeletons:" : "");
  78871. log += "\n\t\t" + skeleton.toString(fullDetails);
  78872. }
  78873. }
  78874. // Geometries
  78875. var geometries = parsedData.geometries;
  78876. if (geometries !== undefined && geometries !== null) {
  78877. var addedGeometry = new Array();
  78878. // Boxes
  78879. var boxes = geometries.boxes;
  78880. if (boxes !== undefined && boxes !== null) {
  78881. for (index = 0, cache = boxes.length; index < cache; index++) {
  78882. var parsedBox = boxes[index];
  78883. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78884. }
  78885. }
  78886. // Spheres
  78887. var spheres = geometries.spheres;
  78888. if (spheres !== undefined && spheres !== null) {
  78889. for (index = 0, cache = spheres.length; index < cache; index++) {
  78890. var parsedSphere = spheres[index];
  78891. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78892. }
  78893. }
  78894. // Cylinders
  78895. var cylinders = geometries.cylinders;
  78896. if (cylinders !== undefined && cylinders !== null) {
  78897. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78898. var parsedCylinder = cylinders[index];
  78899. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78900. }
  78901. }
  78902. // Toruses
  78903. var toruses = geometries.toruses;
  78904. if (toruses !== undefined && toruses !== null) {
  78905. for (index = 0, cache = toruses.length; index < cache; index++) {
  78906. var parsedTorus = toruses[index];
  78907. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78908. }
  78909. }
  78910. // Grounds
  78911. var grounds = geometries.grounds;
  78912. if (grounds !== undefined && grounds !== null) {
  78913. for (index = 0, cache = grounds.length; index < cache; index++) {
  78914. var parsedGround = grounds[index];
  78915. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78916. }
  78917. }
  78918. // Planes
  78919. var planes = geometries.planes;
  78920. if (planes !== undefined && planes !== null) {
  78921. for (index = 0, cache = planes.length; index < cache; index++) {
  78922. var parsedPlane = planes[index];
  78923. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78924. }
  78925. }
  78926. // TorusKnots
  78927. var torusKnots = geometries.torusKnots;
  78928. if (torusKnots !== undefined && torusKnots !== null) {
  78929. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78930. var parsedTorusKnot = torusKnots[index];
  78931. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78932. }
  78933. }
  78934. // VertexData
  78935. var vertexData = geometries.vertexData;
  78936. if (vertexData !== undefined && vertexData !== null) {
  78937. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78938. var parsedVertexData = vertexData[index];
  78939. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78940. }
  78941. }
  78942. addedGeometry.forEach(function (g) {
  78943. if (g) {
  78944. container.geometries.push(g);
  78945. }
  78946. });
  78947. }
  78948. // Transform nodes
  78949. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78950. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78951. var parsedTransformNode = parsedData.transformNodes[index];
  78952. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78953. container.transformNodes.push(node);
  78954. }
  78955. }
  78956. // Meshes
  78957. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78958. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78959. var parsedMesh = parsedData.meshes[index];
  78960. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78961. container.meshes.push(mesh);
  78962. log += (index === 0 ? "\n\tMeshes:" : "");
  78963. log += "\n\t\t" + mesh.toString(fullDetails);
  78964. }
  78965. }
  78966. // Cameras
  78967. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78968. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78969. var parsedCamera = parsedData.cameras[index];
  78970. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78971. container.cameras.push(camera);
  78972. log += (index === 0 ? "\n\tCameras:" : "");
  78973. log += "\n\t\t" + camera.toString(fullDetails);
  78974. }
  78975. }
  78976. // Animation Groups
  78977. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78978. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78979. var parsedAnimationGroup = parsedData.animationGroups[index];
  78980. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78981. container.animationGroups.push(animationGroup);
  78982. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78983. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78984. }
  78985. }
  78986. // Browsing all the graph to connect the dots
  78987. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78988. var camera = scene.cameras[index];
  78989. if (camera._waitingParentId) {
  78990. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78991. camera._waitingParentId = null;
  78992. }
  78993. }
  78994. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78995. var light_1 = scene.lights[index];
  78996. if (light_1 && light_1._waitingParentId) {
  78997. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78998. light_1._waitingParentId = null;
  78999. }
  79000. }
  79001. // Connect parents & children and parse actions
  79002. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79003. var transformNode = scene.transformNodes[index];
  79004. if (transformNode._waitingParentId) {
  79005. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79006. transformNode._waitingParentId = null;
  79007. }
  79008. }
  79009. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79010. var mesh = scene.meshes[index];
  79011. if (mesh._waitingParentId) {
  79012. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79013. mesh._waitingParentId = null;
  79014. }
  79015. }
  79016. // freeze world matrix application
  79017. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79018. var currentMesh = scene.meshes[index];
  79019. if (currentMesh._waitingFreezeWorldMatrix) {
  79020. currentMesh.freezeWorldMatrix();
  79021. currentMesh._waitingFreezeWorldMatrix = null;
  79022. }
  79023. else {
  79024. currentMesh.computeWorldMatrix(true);
  79025. }
  79026. }
  79027. // Lights exclusions / inclusions
  79028. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79029. var light_2 = scene.lights[index];
  79030. // Excluded check
  79031. if (light_2._excludedMeshesIds.length > 0) {
  79032. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79033. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79034. if (excludedMesh) {
  79035. light_2.excludedMeshes.push(excludedMesh);
  79036. }
  79037. }
  79038. light_2._excludedMeshesIds = [];
  79039. }
  79040. // Included check
  79041. if (light_2._includedOnlyMeshesIds.length > 0) {
  79042. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79043. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79044. if (includedOnlyMesh) {
  79045. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79046. }
  79047. }
  79048. light_2._includedOnlyMeshesIds = [];
  79049. }
  79050. }
  79051. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79052. // Actions (scene) Done last as it can access other objects.
  79053. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79054. var mesh = scene.meshes[index];
  79055. if (mesh._waitingActions) {
  79056. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79057. mesh._waitingActions = null;
  79058. }
  79059. }
  79060. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79061. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79062. }
  79063. if (!addToScene) {
  79064. container.removeAllFromScene();
  79065. }
  79066. }
  79067. catch (err) {
  79068. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79069. if (onError) {
  79070. onError(msg, err);
  79071. }
  79072. else {
  79073. BABYLON.Tools.Log(msg);
  79074. throw err;
  79075. }
  79076. }
  79077. finally {
  79078. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79079. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79080. }
  79081. }
  79082. return container;
  79083. };
  79084. BABYLON.SceneLoader.RegisterPlugin({
  79085. name: "babylon.js",
  79086. extensions: ".babylon",
  79087. canDirectLoad: function (data) {
  79088. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79089. return true;
  79090. }
  79091. return false;
  79092. },
  79093. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79094. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79095. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79096. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79097. // and avoid problems with multiple concurrent .babylon loads.
  79098. var log = "importMesh has failed JSON parse";
  79099. try {
  79100. var parsedData = JSON.parse(data);
  79101. log = "";
  79102. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79103. if (!meshesNames) {
  79104. meshesNames = null;
  79105. }
  79106. else if (!Array.isArray(meshesNames)) {
  79107. meshesNames = [meshesNames];
  79108. }
  79109. var hierarchyIds = new Array();
  79110. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79111. var loadedSkeletonsIds = [];
  79112. var loadedMaterialsIds = [];
  79113. var index;
  79114. var cache;
  79115. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79116. var parsedMesh = parsedData.meshes[index];
  79117. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79118. if (meshesNames !== null) {
  79119. // Remove found mesh name from list.
  79120. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79121. }
  79122. //Geometry?
  79123. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79124. //does the file contain geometries?
  79125. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79126. //find the correct geometry and add it to the scene
  79127. var found = false;
  79128. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79129. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79130. return;
  79131. }
  79132. else {
  79133. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79134. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79135. switch (geometryType) {
  79136. case "boxes":
  79137. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79138. break;
  79139. case "spheres":
  79140. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79141. break;
  79142. case "cylinders":
  79143. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79144. break;
  79145. case "toruses":
  79146. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79147. break;
  79148. case "grounds":
  79149. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79150. break;
  79151. case "planes":
  79152. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79153. break;
  79154. case "torusKnots":
  79155. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79156. break;
  79157. case "vertexData":
  79158. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79159. break;
  79160. }
  79161. found = true;
  79162. }
  79163. });
  79164. }
  79165. });
  79166. if (found === false) {
  79167. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79168. }
  79169. }
  79170. }
  79171. // Material ?
  79172. if (parsedMesh.materialId) {
  79173. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79174. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79175. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79176. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79177. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79178. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79179. var subMatId = parsedMultiMaterial.materials[matIndex];
  79180. loadedMaterialsIds.push(subMatId);
  79181. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79182. if (mat) {
  79183. log += "\n\tMaterial " + mat.toString(fullDetails);
  79184. }
  79185. }
  79186. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79187. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79188. if (mmat) {
  79189. materialFound = true;
  79190. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79191. }
  79192. break;
  79193. }
  79194. }
  79195. }
  79196. if (materialFound === false) {
  79197. loadedMaterialsIds.push(parsedMesh.materialId);
  79198. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79199. if (!mat) {
  79200. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79201. }
  79202. else {
  79203. log += "\n\tMaterial " + mat.toString(fullDetails);
  79204. }
  79205. }
  79206. }
  79207. // Skeleton ?
  79208. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79209. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79210. if (skeletonAlreadyLoaded === false) {
  79211. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79212. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79213. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79214. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79215. skeletons.push(skeleton);
  79216. loadedSkeletonsIds.push(parsedSkeleton.id);
  79217. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79218. }
  79219. }
  79220. }
  79221. }
  79222. // Morph targets ?
  79223. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79224. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79225. var managerData = _a[_i];
  79226. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79227. }
  79228. }
  79229. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79230. meshes.push(mesh);
  79231. log += "\n\tMesh " + mesh.toString(fullDetails);
  79232. }
  79233. }
  79234. // Connecting parents
  79235. var currentMesh;
  79236. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79237. currentMesh = scene.meshes[index];
  79238. if (currentMesh._waitingParentId) {
  79239. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79240. currentMesh._waitingParentId = null;
  79241. }
  79242. }
  79243. // freeze and compute world matrix application
  79244. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79245. currentMesh = scene.meshes[index];
  79246. if (currentMesh._waitingFreezeWorldMatrix) {
  79247. currentMesh.freezeWorldMatrix();
  79248. currentMesh._waitingFreezeWorldMatrix = null;
  79249. }
  79250. else {
  79251. currentMesh.computeWorldMatrix(true);
  79252. }
  79253. }
  79254. }
  79255. // Particles
  79256. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79257. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79258. if (parser) {
  79259. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79260. var parsedParticleSystem = parsedData.particleSystems[index];
  79261. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79262. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79263. }
  79264. }
  79265. }
  79266. }
  79267. return true;
  79268. }
  79269. catch (err) {
  79270. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79271. if (onError) {
  79272. onError(msg, err);
  79273. }
  79274. else {
  79275. BABYLON.Tools.Log(msg);
  79276. throw err;
  79277. }
  79278. }
  79279. finally {
  79280. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79281. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79282. }
  79283. }
  79284. return false;
  79285. },
  79286. load: function (scene, data, rootUrl, onError) {
  79287. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79288. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79289. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79290. // and avoid problems with multiple concurrent .babylon loads.
  79291. var log = "importScene has failed JSON parse";
  79292. try {
  79293. var parsedData = JSON.parse(data);
  79294. log = "";
  79295. // Scene
  79296. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79297. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79298. }
  79299. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79300. scene.autoClear = parsedData.autoClear;
  79301. }
  79302. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79303. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79304. }
  79305. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79306. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79307. }
  79308. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79309. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79310. }
  79311. // Fog
  79312. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79313. scene.fogMode = parsedData.fogMode;
  79314. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79315. scene.fogStart = parsedData.fogStart;
  79316. scene.fogEnd = parsedData.fogEnd;
  79317. scene.fogDensity = parsedData.fogDensity;
  79318. log += "\tFog mode for scene: ";
  79319. switch (scene.fogMode) {
  79320. // getters not compiling, so using hardcoded
  79321. case 1:
  79322. log += "exp\n";
  79323. break;
  79324. case 2:
  79325. log += "exp2\n";
  79326. break;
  79327. case 3:
  79328. log += "linear\n";
  79329. break;
  79330. }
  79331. }
  79332. //Physics
  79333. if (parsedData.physicsEnabled) {
  79334. var physicsPlugin;
  79335. if (parsedData.physicsEngine === "cannon") {
  79336. physicsPlugin = new BABYLON.CannonJSPlugin();
  79337. }
  79338. else if (parsedData.physicsEngine === "oimo") {
  79339. physicsPlugin = new BABYLON.OimoJSPlugin();
  79340. }
  79341. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79342. //else - default engine, which is currently oimo
  79343. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79344. scene.enablePhysics(physicsGravity, physicsPlugin);
  79345. }
  79346. // Metadata
  79347. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79348. scene.metadata = parsedData.metadata;
  79349. }
  79350. //collisions, if defined. otherwise, default is true
  79351. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79352. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79353. }
  79354. scene.workerCollisions = !!parsedData.workerCollisions;
  79355. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79356. if (!container) {
  79357. return false;
  79358. }
  79359. if (parsedData.autoAnimate) {
  79360. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79361. }
  79362. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79363. scene.setActiveCameraByID(parsedData.activeCameraID);
  79364. }
  79365. // Environment texture
  79366. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79367. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79368. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79369. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  79370. if (parsedData.environmentTextureRotationY) {
  79371. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79372. }
  79373. scene.environmentTexture = hdrTexture;
  79374. }
  79375. else {
  79376. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79377. if (parsedData.environmentTextureRotationY) {
  79378. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79379. }
  79380. scene.environmentTexture = cubeTexture;
  79381. }
  79382. if (parsedData.createDefaultSkybox === true) {
  79383. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79384. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79385. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  79386. }
  79387. }
  79388. // Finish
  79389. return true;
  79390. }
  79391. catch (err) {
  79392. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79393. if (onError) {
  79394. onError(msg, err);
  79395. }
  79396. else {
  79397. BABYLON.Tools.Log(msg);
  79398. throw err;
  79399. }
  79400. }
  79401. finally {
  79402. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79403. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79404. }
  79405. }
  79406. return false;
  79407. },
  79408. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79409. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79410. return container;
  79411. }
  79412. });
  79413. })(BABYLON || (BABYLON = {}));
  79414. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79415. var BABYLON;
  79416. (function (BABYLON) {
  79417. /**
  79418. * Class used to help managing file picking and drag'n'drop
  79419. */
  79420. var FilesInput = /** @class */ (function () {
  79421. /**
  79422. * Creates a new FilesInput
  79423. * @param engine defines the rendering engine
  79424. * @param scene defines the hosting scene
  79425. * @param sceneLoadedCallback callback called when scene is loaded
  79426. * @param progressCallback callback called to track progress
  79427. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79428. * @param textureLoadingCallback callback called when a texture is loading
  79429. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79430. * @param onReloadCallback callback called when a reload is requested
  79431. * @param errorCallback callback call if an error occurs
  79432. */
  79433. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79434. /**
  79435. * Callback called when a file is processed
  79436. */
  79437. this.onProcessFileCallback = function () { return true; };
  79438. this._engine = engine;
  79439. this._currentScene = scene;
  79440. this._sceneLoadedCallback = sceneLoadedCallback;
  79441. this._progressCallback = progressCallback;
  79442. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79443. this._textureLoadingCallback = textureLoadingCallback;
  79444. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79445. this._onReloadCallback = onReloadCallback;
  79446. this._errorCallback = errorCallback;
  79447. }
  79448. /**
  79449. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79450. * @param elementToMonitor defines the DOM element to track
  79451. */
  79452. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79453. var _this = this;
  79454. if (elementToMonitor) {
  79455. this._elementToMonitor = elementToMonitor;
  79456. this._dragEnterHandler = function (e) { _this.drag(e); };
  79457. this._dragOverHandler = function (e) { _this.drag(e); };
  79458. this._dropHandler = function (e) { _this.drop(e); };
  79459. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79460. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79461. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79462. }
  79463. };
  79464. /**
  79465. * Release all associated resources
  79466. */
  79467. FilesInput.prototype.dispose = function () {
  79468. if (!this._elementToMonitor) {
  79469. return;
  79470. }
  79471. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79472. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79473. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79474. };
  79475. FilesInput.prototype.renderFunction = function () {
  79476. if (this._additionalRenderLoopLogicCallback) {
  79477. this._additionalRenderLoopLogicCallback();
  79478. }
  79479. if (this._currentScene) {
  79480. if (this._textureLoadingCallback) {
  79481. var remaining = this._currentScene.getWaitingItemsCount();
  79482. if (remaining > 0) {
  79483. this._textureLoadingCallback(remaining);
  79484. }
  79485. }
  79486. this._currentScene.render();
  79487. }
  79488. };
  79489. FilesInput.prototype.drag = function (e) {
  79490. e.stopPropagation();
  79491. e.preventDefault();
  79492. };
  79493. FilesInput.prototype.drop = function (eventDrop) {
  79494. eventDrop.stopPropagation();
  79495. eventDrop.preventDefault();
  79496. this.loadFiles(eventDrop);
  79497. };
  79498. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79499. var _this = this;
  79500. var reader = folder.createReader();
  79501. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79502. reader.readEntries(function (entries) {
  79503. remaining.count += entries.length;
  79504. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79505. var entry = entries_1[_i];
  79506. if (entry.isFile) {
  79507. entry.file(function (file) {
  79508. file.correctName = relativePath + file.name;
  79509. files.push(file);
  79510. if (--remaining.count === 0) {
  79511. callback();
  79512. }
  79513. });
  79514. }
  79515. else if (entry.isDirectory) {
  79516. _this._traverseFolder(entry, files, remaining, callback);
  79517. }
  79518. }
  79519. if (--remaining.count) {
  79520. callback();
  79521. }
  79522. });
  79523. };
  79524. FilesInput.prototype._processFiles = function (files) {
  79525. for (var i = 0; i < files.length; i++) {
  79526. var name = files[i].correctName.toLowerCase();
  79527. var extension = name.split('.').pop();
  79528. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79529. continue;
  79530. }
  79531. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79532. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79533. this._sceneFileToLoad = files[i];
  79534. }
  79535. FilesInput.FilesToLoad[name] = files[i];
  79536. }
  79537. };
  79538. /**
  79539. * Load files from a drop event
  79540. * @param event defines the drop event to use as source
  79541. */
  79542. FilesInput.prototype.loadFiles = function (event) {
  79543. var _this = this;
  79544. // Handling data transfer via drag'n'drop
  79545. if (event && event.dataTransfer && event.dataTransfer.files) {
  79546. this._filesToLoad = event.dataTransfer.files;
  79547. }
  79548. // Handling files from input files
  79549. if (event && event.target && event.target.files) {
  79550. this._filesToLoad = event.target.files;
  79551. }
  79552. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79553. return;
  79554. }
  79555. if (this._startingProcessingFilesCallback) {
  79556. this._startingProcessingFilesCallback(this._filesToLoad);
  79557. }
  79558. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79559. var files_1 = new Array();
  79560. var folders = [];
  79561. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79562. for (var i = 0; i < this._filesToLoad.length; i++) {
  79563. var fileToLoad = this._filesToLoad[i];
  79564. var name_1 = fileToLoad.name.toLowerCase();
  79565. var entry = void 0;
  79566. fileToLoad.correctName = name_1;
  79567. if (items) {
  79568. var item = items[i];
  79569. if (item.getAsEntry) {
  79570. entry = item.getAsEntry();
  79571. }
  79572. else if (item.webkitGetAsEntry) {
  79573. entry = item.webkitGetAsEntry();
  79574. }
  79575. }
  79576. if (!entry) {
  79577. files_1.push(fileToLoad);
  79578. }
  79579. else {
  79580. if (entry.isDirectory) {
  79581. folders.push(entry);
  79582. }
  79583. else {
  79584. files_1.push(fileToLoad);
  79585. }
  79586. }
  79587. }
  79588. if (folders.length === 0) {
  79589. this._processFiles(files_1);
  79590. this._processReload();
  79591. }
  79592. else {
  79593. var remaining = { count: folders.length };
  79594. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79595. var folder = folders_1[_i];
  79596. this._traverseFolder(folder, files_1, remaining, function () {
  79597. _this._processFiles(files_1);
  79598. if (remaining.count === 0) {
  79599. _this._processReload();
  79600. }
  79601. });
  79602. }
  79603. }
  79604. }
  79605. };
  79606. FilesInput.prototype._processReload = function () {
  79607. if (this._onReloadCallback) {
  79608. this._onReloadCallback(this._sceneFileToLoad);
  79609. }
  79610. else {
  79611. this.reload();
  79612. }
  79613. };
  79614. /**
  79615. * Reload the current scene from the loaded files
  79616. */
  79617. FilesInput.prototype.reload = function () {
  79618. var _this = this;
  79619. // If a scene file has been provided
  79620. if (this._sceneFileToLoad) {
  79621. if (this._currentScene) {
  79622. if (BABYLON.Tools.errorsCount > 0) {
  79623. BABYLON.Tools.ClearLogCache();
  79624. }
  79625. this._engine.stopRenderLoop();
  79626. }
  79627. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79628. if (_this._progressCallback) {
  79629. _this._progressCallback(progress);
  79630. }
  79631. }).then(function (scene) {
  79632. if (_this._currentScene) {
  79633. _this._currentScene.dispose();
  79634. }
  79635. _this._currentScene = scene;
  79636. if (_this._sceneLoadedCallback) {
  79637. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79638. }
  79639. // Wait for textures and shaders to be ready
  79640. _this._currentScene.executeWhenReady(function () {
  79641. _this._engine.runRenderLoop(function () {
  79642. _this.renderFunction();
  79643. });
  79644. });
  79645. }).catch(function (error) {
  79646. if (_this._errorCallback) {
  79647. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79648. }
  79649. });
  79650. }
  79651. else {
  79652. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79653. }
  79654. };
  79655. /**
  79656. * List of files ready to be loaded
  79657. */
  79658. FilesInput.FilesToLoad = {};
  79659. return FilesInput;
  79660. }());
  79661. BABYLON.FilesInput = FilesInput;
  79662. })(BABYLON || (BABYLON = {}));
  79663. //# sourceMappingURL=babylon.filesInput.js.map
  79664. var BABYLON;
  79665. (function (BABYLON) {
  79666. /**
  79667. * Class used to store custom tags
  79668. */
  79669. var Tags = /** @class */ (function () {
  79670. function Tags() {
  79671. }
  79672. /**
  79673. * Adds support for tags on the given object
  79674. * @param obj defines the object to use
  79675. */
  79676. Tags.EnableFor = function (obj) {
  79677. obj._tags = obj._tags || {};
  79678. obj.hasTags = function () {
  79679. return Tags.HasTags(obj);
  79680. };
  79681. obj.addTags = function (tagsString) {
  79682. return Tags.AddTagsTo(obj, tagsString);
  79683. };
  79684. obj.removeTags = function (tagsString) {
  79685. return Tags.RemoveTagsFrom(obj, tagsString);
  79686. };
  79687. obj.matchesTagsQuery = function (tagsQuery) {
  79688. return Tags.MatchesQuery(obj, tagsQuery);
  79689. };
  79690. };
  79691. /**
  79692. * Removes tags support
  79693. * @param obj defines the object to use
  79694. */
  79695. Tags.DisableFor = function (obj) {
  79696. delete obj._tags;
  79697. delete obj.hasTags;
  79698. delete obj.addTags;
  79699. delete obj.removeTags;
  79700. delete obj.matchesTagsQuery;
  79701. };
  79702. /**
  79703. * Gets a boolean indicating if the given object has tags
  79704. * @param obj defines the object to use
  79705. * @returns a boolean
  79706. */
  79707. Tags.HasTags = function (obj) {
  79708. if (!obj._tags) {
  79709. return false;
  79710. }
  79711. return !BABYLON.Tools.IsEmpty(obj._tags);
  79712. };
  79713. /**
  79714. * Gets the tags available on a given object
  79715. * @param obj defines the object to use
  79716. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79717. * @returns the tags
  79718. */
  79719. Tags.GetTags = function (obj, asString) {
  79720. if (asString === void 0) { asString = true; }
  79721. if (!obj._tags) {
  79722. return null;
  79723. }
  79724. if (asString) {
  79725. var tagsArray = [];
  79726. for (var tag in obj._tags) {
  79727. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79728. tagsArray.push(tag);
  79729. }
  79730. }
  79731. return tagsArray.join(" ");
  79732. }
  79733. else {
  79734. return obj._tags;
  79735. }
  79736. };
  79737. /**
  79738. * Adds tags to an object
  79739. * @param obj defines the object to use
  79740. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79741. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79742. */
  79743. Tags.AddTagsTo = function (obj, tagsString) {
  79744. if (!tagsString) {
  79745. return;
  79746. }
  79747. if (typeof tagsString !== "string") {
  79748. return;
  79749. }
  79750. var tags = tagsString.split(" ");
  79751. tags.forEach(function (tag, index, array) {
  79752. Tags._AddTagTo(obj, tag);
  79753. });
  79754. };
  79755. /**
  79756. * @hidden
  79757. */
  79758. Tags._AddTagTo = function (obj, tag) {
  79759. tag = tag.trim();
  79760. if (tag === "" || tag === "true" || tag === "false") {
  79761. return;
  79762. }
  79763. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79764. return;
  79765. }
  79766. Tags.EnableFor(obj);
  79767. obj._tags[tag] = true;
  79768. };
  79769. /**
  79770. * Removes specific tags from a specific object
  79771. * @param obj defines the object to use
  79772. * @param tagsString defines the tags to remove
  79773. */
  79774. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79775. if (!Tags.HasTags(obj)) {
  79776. return;
  79777. }
  79778. var tags = tagsString.split(" ");
  79779. for (var t in tags) {
  79780. Tags._RemoveTagFrom(obj, tags[t]);
  79781. }
  79782. };
  79783. /**
  79784. * @hidden
  79785. */
  79786. Tags._RemoveTagFrom = function (obj, tag) {
  79787. delete obj._tags[tag];
  79788. };
  79789. /**
  79790. * Defines if tags hosted on an object match a given query
  79791. * @param obj defines the object to use
  79792. * @param tagsQuery defines the tag query
  79793. * @returns a boolean
  79794. */
  79795. Tags.MatchesQuery = function (obj, tagsQuery) {
  79796. if (tagsQuery === undefined) {
  79797. return true;
  79798. }
  79799. if (tagsQuery === "") {
  79800. return Tags.HasTags(obj);
  79801. }
  79802. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79803. };
  79804. return Tags;
  79805. }());
  79806. BABYLON.Tags = Tags;
  79807. })(BABYLON || (BABYLON = {}));
  79808. //# sourceMappingURL=babylon.tags.js.map
  79809. var BABYLON;
  79810. (function (BABYLON) {
  79811. /**
  79812. * Class used to evalaute queries containing `and` and `or` operators
  79813. */
  79814. var AndOrNotEvaluator = /** @class */ (function () {
  79815. function AndOrNotEvaluator() {
  79816. }
  79817. /**
  79818. * Evaluate a query
  79819. * @param query defines the query to evaluate
  79820. * @param evaluateCallback defines the callback used to filter result
  79821. * @returns true if the query matches
  79822. */
  79823. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79824. if (!query.match(/\([^\(\)]*\)/g)) {
  79825. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79826. }
  79827. else {
  79828. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79829. // remove parenthesis
  79830. r = r.slice(1, r.length - 1);
  79831. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79832. });
  79833. }
  79834. if (query === "true") {
  79835. return true;
  79836. }
  79837. if (query === "false") {
  79838. return false;
  79839. }
  79840. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79841. };
  79842. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79843. evaluateCallback = evaluateCallback || (function (r) {
  79844. return r === "true" ? true : false;
  79845. });
  79846. var result;
  79847. var or = parenthesisContent.split("||");
  79848. for (var i in or) {
  79849. if (or.hasOwnProperty(i)) {
  79850. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79851. var and = ori.split("&&");
  79852. if (and.length > 1) {
  79853. for (var j = 0; j < and.length; ++j) {
  79854. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79855. if (andj !== "true" && andj !== "false") {
  79856. if (andj[0] === "!") {
  79857. result = !evaluateCallback(andj.substring(1));
  79858. }
  79859. else {
  79860. result = evaluateCallback(andj);
  79861. }
  79862. }
  79863. else {
  79864. result = andj === "true" ? true : false;
  79865. }
  79866. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79867. ori = "false";
  79868. break;
  79869. }
  79870. }
  79871. }
  79872. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79873. result = true;
  79874. break;
  79875. }
  79876. // result equals false (or undefined)
  79877. if (ori !== "true" && ori !== "false") {
  79878. if (ori[0] === "!") {
  79879. result = !evaluateCallback(ori.substring(1));
  79880. }
  79881. else {
  79882. result = evaluateCallback(ori);
  79883. }
  79884. }
  79885. else {
  79886. result = ori === "true" ? true : false;
  79887. }
  79888. }
  79889. }
  79890. // the whole parenthesis scope is replaced by 'true' or 'false'
  79891. return result ? "true" : "false";
  79892. };
  79893. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79894. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79895. // remove whitespaces
  79896. r = r.replace(/[\s]/g, function () { return ""; });
  79897. return r.length % 2 ? "!" : "";
  79898. });
  79899. booleanString = booleanString.trim();
  79900. if (booleanString === "!true") {
  79901. booleanString = "false";
  79902. }
  79903. else if (booleanString === "!false") {
  79904. booleanString = "true";
  79905. }
  79906. return booleanString;
  79907. };
  79908. return AndOrNotEvaluator;
  79909. }());
  79910. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79911. })(BABYLON || (BABYLON = {}));
  79912. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79913. var BABYLON;
  79914. (function (BABYLON) {
  79915. // Sets the default offline provider to Babylon.js
  79916. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79917. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79918. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79919. };
  79920. /**
  79921. * Class used to enable access to IndexedDB
  79922. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79923. */
  79924. var Database = /** @class */ (function () {
  79925. /**
  79926. * Creates a new Database
  79927. * @param urlToScene defines the url to load the scene
  79928. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79929. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79930. */
  79931. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79932. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79933. var _this = this;
  79934. // Handling various flavors of prefixed version of IndexedDB
  79935. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79936. this._callbackManifestChecked = callbackManifestChecked;
  79937. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79938. this._db = null;
  79939. this._enableSceneOffline = false;
  79940. this._enableTexturesOffline = false;
  79941. this._manifestVersionFound = 0;
  79942. this._mustUpdateRessources = false;
  79943. this._hasReachedQuota = false;
  79944. if (!Database.IDBStorageEnabled) {
  79945. this._callbackManifestChecked(true);
  79946. }
  79947. else {
  79948. if (disableManifestCheck) {
  79949. this._enableSceneOffline = true;
  79950. this._enableTexturesOffline = true;
  79951. this._manifestVersionFound = 1;
  79952. BABYLON.Tools.SetImmediate(function () {
  79953. _this._callbackManifestChecked(true);
  79954. });
  79955. }
  79956. else {
  79957. this._checkManifestFile();
  79958. }
  79959. }
  79960. }
  79961. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79962. /**
  79963. * Gets a boolean indicating if scene must be saved in the database
  79964. */
  79965. get: function () {
  79966. return this._enableSceneOffline;
  79967. },
  79968. enumerable: true,
  79969. configurable: true
  79970. });
  79971. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79972. /**
  79973. * Gets a boolean indicating if textures must be saved in the database
  79974. */
  79975. get: function () {
  79976. return this._enableTexturesOffline;
  79977. },
  79978. enumerable: true,
  79979. configurable: true
  79980. });
  79981. Database.prototype._checkManifestFile = function () {
  79982. var _this = this;
  79983. var noManifestFile = function () {
  79984. _this._enableSceneOffline = false;
  79985. _this._enableTexturesOffline = false;
  79986. _this._callbackManifestChecked(false);
  79987. };
  79988. var timeStampUsed = false;
  79989. var manifestURL = this._currentSceneUrl + ".manifest";
  79990. var xhr = new XMLHttpRequest();
  79991. if (navigator.onLine) {
  79992. // Adding a timestamp to by-pass browsers' cache
  79993. timeStampUsed = true;
  79994. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79995. }
  79996. xhr.open("GET", manifestURL, true);
  79997. xhr.addEventListener("load", function () {
  79998. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79999. try {
  80000. var manifestFile = JSON.parse(xhr.response);
  80001. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80002. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80003. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80004. _this._manifestVersionFound = manifestFile.version;
  80005. }
  80006. if (_this._callbackManifestChecked) {
  80007. _this._callbackManifestChecked(true);
  80008. }
  80009. }
  80010. catch (ex) {
  80011. noManifestFile();
  80012. }
  80013. }
  80014. else {
  80015. noManifestFile();
  80016. }
  80017. }, false);
  80018. xhr.addEventListener("error", function (event) {
  80019. if (timeStampUsed) {
  80020. timeStampUsed = false;
  80021. // Let's retry without the timeStamp
  80022. // It could fail when coupled with HTML5 Offline API
  80023. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80024. xhr.open("GET", retryManifestURL, true);
  80025. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80026. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80027. }
  80028. xhr.send();
  80029. }
  80030. else {
  80031. noManifestFile();
  80032. }
  80033. }, false);
  80034. try {
  80035. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80036. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80037. }
  80038. xhr.send();
  80039. }
  80040. catch (ex) {
  80041. BABYLON.Tools.Error("Error on XHR send request.");
  80042. this._callbackManifestChecked(false);
  80043. }
  80044. };
  80045. /**
  80046. * Open the database and make it available
  80047. * @param successCallback defines the callback to call on success
  80048. * @param errorCallback defines the callback to call on error
  80049. */
  80050. Database.prototype.open = function (successCallback, errorCallback) {
  80051. var _this = this;
  80052. var handleError = function () {
  80053. _this._isSupported = false;
  80054. if (errorCallback) {
  80055. errorCallback();
  80056. }
  80057. };
  80058. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80059. // Your browser doesn't support IndexedDB
  80060. this._isSupported = false;
  80061. if (errorCallback) {
  80062. errorCallback();
  80063. }
  80064. }
  80065. else {
  80066. // If the DB hasn't been opened or created yet
  80067. if (!this._db) {
  80068. this._hasReachedQuota = false;
  80069. this._isSupported = true;
  80070. var request = this._idbFactory.open("babylonjs", 1);
  80071. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80072. request.onerror = function (event) {
  80073. handleError();
  80074. };
  80075. // executes when a version change transaction cannot complete due to other active transactions
  80076. request.onblocked = function (event) {
  80077. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80078. handleError();
  80079. };
  80080. // DB has been opened successfully
  80081. request.onsuccess = function (event) {
  80082. _this._db = request.result;
  80083. successCallback();
  80084. };
  80085. // Initialization of the DB. Creating Scenes & Textures stores
  80086. request.onupgradeneeded = function (event) {
  80087. _this._db = (event.target).result;
  80088. if (_this._db) {
  80089. try {
  80090. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80091. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80092. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80093. }
  80094. catch (ex) {
  80095. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80096. handleError();
  80097. }
  80098. }
  80099. };
  80100. }
  80101. // DB has already been created and opened
  80102. else {
  80103. if (successCallback) {
  80104. successCallback();
  80105. }
  80106. }
  80107. }
  80108. };
  80109. /**
  80110. * Loads an image from the database
  80111. * @param url defines the url to load from
  80112. * @param image defines the target DOM image
  80113. */
  80114. Database.prototype.loadImage = function (url, image) {
  80115. var _this = this;
  80116. var completeURL = Database._ReturnFullUrlLocation(url);
  80117. var saveAndLoadImage = function () {
  80118. if (!_this._hasReachedQuota && _this._db !== null) {
  80119. // the texture is not yet in the DB, let's try to save it
  80120. _this._saveImageIntoDBAsync(completeURL, image);
  80121. }
  80122. // If the texture is not in the DB and we've reached the DB quota limit
  80123. // let's load it directly from the web
  80124. else {
  80125. image.src = url;
  80126. }
  80127. };
  80128. if (!this._mustUpdateRessources) {
  80129. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80130. }
  80131. // First time we're download the images or update requested in the manifest file by a version change
  80132. else {
  80133. saveAndLoadImage();
  80134. }
  80135. };
  80136. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80137. if (this._isSupported && this._db !== null) {
  80138. var texture;
  80139. var transaction = this._db.transaction(["textures"]);
  80140. transaction.onabort = function (event) {
  80141. image.src = url;
  80142. };
  80143. transaction.oncomplete = function (event) {
  80144. var blobTextureURL;
  80145. if (texture) {
  80146. var URL = window.URL || window.webkitURL;
  80147. blobTextureURL = URL.createObjectURL(texture.data);
  80148. image.onerror = function () {
  80149. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80150. image.src = url;
  80151. };
  80152. image.src = blobTextureURL;
  80153. }
  80154. else {
  80155. notInDBCallback();
  80156. }
  80157. };
  80158. var getRequest = transaction.objectStore("textures").get(url);
  80159. getRequest.onsuccess = function (event) {
  80160. texture = (event.target).result;
  80161. };
  80162. getRequest.onerror = function (event) {
  80163. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80164. image.src = url;
  80165. };
  80166. }
  80167. else {
  80168. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80169. image.src = url;
  80170. }
  80171. };
  80172. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80173. var _this = this;
  80174. if (this._isSupported) {
  80175. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80176. var generateBlobUrl = function () {
  80177. var blobTextureURL;
  80178. if (blob) {
  80179. var URL = window.URL || window.webkitURL;
  80180. try {
  80181. blobTextureURL = URL.createObjectURL(blob);
  80182. }
  80183. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80184. catch (ex) {
  80185. blobTextureURL = URL.createObjectURL(blob);
  80186. }
  80187. }
  80188. if (blobTextureURL) {
  80189. image.src = blobTextureURL;
  80190. }
  80191. };
  80192. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80193. var xhr = new XMLHttpRequest(), blob;
  80194. xhr.open("GET", url, true);
  80195. xhr.responseType = "blob";
  80196. xhr.addEventListener("load", function () {
  80197. if (xhr.status === 200 && _this._db) {
  80198. // Blob as response (XHR2)
  80199. blob = xhr.response;
  80200. var transaction = _this._db.transaction(["textures"], "readwrite");
  80201. // the transaction could abort because of a QuotaExceededError error
  80202. transaction.onabort = function (event) {
  80203. try {
  80204. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80205. var srcElement = (event.srcElement || event.target);
  80206. var error = srcElement.error;
  80207. if (error && error.name === "QuotaExceededError") {
  80208. _this._hasReachedQuota = true;
  80209. }
  80210. }
  80211. catch (ex) { }
  80212. generateBlobUrl();
  80213. };
  80214. transaction.oncomplete = function (event) {
  80215. generateBlobUrl();
  80216. };
  80217. var newTexture = { textureUrl: url, data: blob };
  80218. try {
  80219. // Put the blob into the dabase
  80220. var addRequest = transaction.objectStore("textures").put(newTexture);
  80221. addRequest.onsuccess = function (event) {
  80222. };
  80223. addRequest.onerror = function (event) {
  80224. generateBlobUrl();
  80225. };
  80226. }
  80227. catch (ex) {
  80228. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80229. if (ex.code === 25) {
  80230. Database.IsUASupportingBlobStorage = false;
  80231. _this._enableTexturesOffline = false;
  80232. }
  80233. image.src = url;
  80234. }
  80235. }
  80236. else {
  80237. image.src = url;
  80238. }
  80239. }, false);
  80240. xhr.addEventListener("error", function (event) {
  80241. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80242. image.src = url;
  80243. }, false);
  80244. if (BABYLON.Tools.CustomRequestHeaders) {
  80245. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80246. }
  80247. xhr.send();
  80248. }
  80249. else {
  80250. image.src = url;
  80251. }
  80252. }
  80253. else {
  80254. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80255. image.src = url;
  80256. }
  80257. };
  80258. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80259. var _this = this;
  80260. var updateVersion = function () {
  80261. // the version is not yet in the DB or we need to update it
  80262. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80263. };
  80264. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80265. };
  80266. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80267. var _this = this;
  80268. if (this._isSupported && this._db) {
  80269. var version;
  80270. try {
  80271. var transaction = this._db.transaction(["versions"]);
  80272. transaction.oncomplete = function (event) {
  80273. if (version) {
  80274. // If the version in the JSON file is different from the version in DB
  80275. if (_this._manifestVersionFound !== version.data) {
  80276. _this._mustUpdateRessources = true;
  80277. updateInDBCallback();
  80278. }
  80279. else {
  80280. callback(version.data);
  80281. }
  80282. }
  80283. // version was not found in DB
  80284. else {
  80285. _this._mustUpdateRessources = true;
  80286. updateInDBCallback();
  80287. }
  80288. };
  80289. transaction.onabort = function (event) {
  80290. callback(-1);
  80291. };
  80292. var getRequest = transaction.objectStore("versions").get(url);
  80293. getRequest.onsuccess = function (event) {
  80294. version = (event.target).result;
  80295. };
  80296. getRequest.onerror = function (event) {
  80297. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80298. callback(-1);
  80299. };
  80300. }
  80301. catch (ex) {
  80302. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80303. callback(-1);
  80304. }
  80305. }
  80306. else {
  80307. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80308. callback(-1);
  80309. }
  80310. };
  80311. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80312. var _this = this;
  80313. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80314. try {
  80315. // Open a transaction to the database
  80316. var transaction = this._db.transaction(["versions"], "readwrite");
  80317. // the transaction could abort because of a QuotaExceededError error
  80318. transaction.onabort = function (event) {
  80319. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80320. var error = event.srcElement['error'];
  80321. if (error && error.name === "QuotaExceededError") {
  80322. _this._hasReachedQuota = true;
  80323. }
  80324. }
  80325. catch (ex) { }
  80326. callback(-1);
  80327. };
  80328. transaction.oncomplete = function (event) {
  80329. callback(_this._manifestVersionFound);
  80330. };
  80331. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80332. // Put the scene into the database
  80333. var addRequest = transaction.objectStore("versions").put(newVersion);
  80334. addRequest.onsuccess = function (event) {
  80335. };
  80336. addRequest.onerror = function (event) {
  80337. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80338. };
  80339. }
  80340. catch (ex) {
  80341. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80342. callback(-1);
  80343. }
  80344. }
  80345. else {
  80346. callback(-1);
  80347. }
  80348. };
  80349. /**
  80350. * Loads a file from database
  80351. * @param url defines the URL to load from
  80352. * @param sceneLoaded defines a callback to call on success
  80353. * @param progressCallBack defines a callback to call when progress changed
  80354. * @param errorCallback defines a callback to call on error
  80355. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80356. */
  80357. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80358. var _this = this;
  80359. var completeUrl = Database._ReturnFullUrlLocation(url);
  80360. var saveAndLoadFile = function () {
  80361. // the scene is not yet in the DB, let's try to save it
  80362. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80363. };
  80364. this._checkVersionFromDB(completeUrl, function (version) {
  80365. if (version !== -1) {
  80366. if (!_this._mustUpdateRessources) {
  80367. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80368. }
  80369. else {
  80370. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80371. }
  80372. }
  80373. else {
  80374. if (errorCallback) {
  80375. errorCallback();
  80376. }
  80377. }
  80378. });
  80379. };
  80380. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80381. if (this._isSupported && this._db) {
  80382. var targetStore;
  80383. if (url.indexOf(".babylon") !== -1) {
  80384. targetStore = "scenes";
  80385. }
  80386. else {
  80387. targetStore = "textures";
  80388. }
  80389. var file;
  80390. var transaction = this._db.transaction([targetStore]);
  80391. transaction.oncomplete = function (event) {
  80392. if (file) {
  80393. callback(file.data);
  80394. }
  80395. // file was not found in DB
  80396. else {
  80397. notInDBCallback();
  80398. }
  80399. };
  80400. transaction.onabort = function (event) {
  80401. notInDBCallback();
  80402. };
  80403. var getRequest = transaction.objectStore(targetStore).get(url);
  80404. getRequest.onsuccess = function (event) {
  80405. file = (event.target).result;
  80406. };
  80407. getRequest.onerror = function (event) {
  80408. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80409. notInDBCallback();
  80410. };
  80411. }
  80412. else {
  80413. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80414. callback();
  80415. }
  80416. };
  80417. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80418. var _this = this;
  80419. if (this._isSupported) {
  80420. var targetStore;
  80421. if (url.indexOf(".babylon") !== -1) {
  80422. targetStore = "scenes";
  80423. }
  80424. else {
  80425. targetStore = "textures";
  80426. }
  80427. // Create XHR
  80428. var xhr = new XMLHttpRequest();
  80429. var fileData;
  80430. xhr.open("GET", url + "?" + Date.now(), true);
  80431. if (useArrayBuffer) {
  80432. xhr.responseType = "arraybuffer";
  80433. }
  80434. if (progressCallback) {
  80435. xhr.onprogress = progressCallback;
  80436. }
  80437. xhr.addEventListener("load", function () {
  80438. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80439. // Blob as response (XHR2)
  80440. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80441. if (!_this._hasReachedQuota && _this._db) {
  80442. // Open a transaction to the database
  80443. var transaction = _this._db.transaction([targetStore], "readwrite");
  80444. // the transaction could abort because of a QuotaExceededError error
  80445. transaction.onabort = function (event) {
  80446. try {
  80447. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80448. var error = event.srcElement['error'];
  80449. if (error && error.name === "QuotaExceededError") {
  80450. _this._hasReachedQuota = true;
  80451. }
  80452. }
  80453. catch (ex) { }
  80454. callback(fileData);
  80455. };
  80456. transaction.oncomplete = function (event) {
  80457. callback(fileData);
  80458. };
  80459. var newFile;
  80460. if (targetStore === "scenes") {
  80461. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80462. }
  80463. else {
  80464. newFile = { textureUrl: url, data: fileData };
  80465. }
  80466. try {
  80467. // Put the scene into the database
  80468. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80469. addRequest.onsuccess = function (event) {
  80470. };
  80471. addRequest.onerror = function (event) {
  80472. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80473. };
  80474. }
  80475. catch (ex) {
  80476. callback(fileData);
  80477. }
  80478. }
  80479. else {
  80480. callback(fileData);
  80481. }
  80482. }
  80483. else {
  80484. if (xhr.status >= 400 && errorCallback) {
  80485. errorCallback(xhr);
  80486. }
  80487. else {
  80488. callback();
  80489. }
  80490. }
  80491. }, false);
  80492. xhr.addEventListener("error", function (event) {
  80493. BABYLON.Tools.Error("error on XHR request.");
  80494. callback();
  80495. }, false);
  80496. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80497. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80498. }
  80499. xhr.send();
  80500. }
  80501. else {
  80502. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80503. callback();
  80504. }
  80505. };
  80506. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80507. Database.IsUASupportingBlobStorage = true;
  80508. /**
  80509. * Gets a boolean indicating if Database storate is enabled (off by default)
  80510. */
  80511. Database.IDBStorageEnabled = false;
  80512. Database._ParseURL = function (url) {
  80513. var a = document.createElement('a');
  80514. a.href = url;
  80515. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80516. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80517. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80518. return absLocation;
  80519. };
  80520. Database._ReturnFullUrlLocation = function (url) {
  80521. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80522. return (Database._ParseURL(window.location.href) + url);
  80523. }
  80524. else {
  80525. return url;
  80526. }
  80527. };
  80528. return Database;
  80529. }());
  80530. BABYLON.Database = Database;
  80531. })(BABYLON || (BABYLON = {}));
  80532. //# sourceMappingURL=babylon.database.js.map
  80533. var BABYLON;
  80534. (function (BABYLON) {
  80535. /**
  80536. * This represents all the required information to add a fresnel effect on a material:
  80537. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80538. */
  80539. var FresnelParameters = /** @class */ (function () {
  80540. function FresnelParameters() {
  80541. this._isEnabled = true;
  80542. /**
  80543. * Define the color used on edges (grazing angle)
  80544. */
  80545. this.leftColor = BABYLON.Color3.White();
  80546. /**
  80547. * Define the color used on center
  80548. */
  80549. this.rightColor = BABYLON.Color3.Black();
  80550. /**
  80551. * Define bias applied to computed fresnel term
  80552. */
  80553. this.bias = 0;
  80554. /**
  80555. * Defined the power exponent applied to fresnel term
  80556. */
  80557. this.power = 1;
  80558. }
  80559. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80560. /**
  80561. * Define if the fresnel effect is enable or not.
  80562. */
  80563. get: function () {
  80564. return this._isEnabled;
  80565. },
  80566. set: function (value) {
  80567. if (this._isEnabled === value) {
  80568. return;
  80569. }
  80570. this._isEnabled = value;
  80571. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80572. },
  80573. enumerable: true,
  80574. configurable: true
  80575. });
  80576. /**
  80577. * Clones the current fresnel and its valuues
  80578. * @returns a clone fresnel configuration
  80579. */
  80580. FresnelParameters.prototype.clone = function () {
  80581. var newFresnelParameters = new FresnelParameters();
  80582. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80583. return newFresnelParameters;
  80584. };
  80585. /**
  80586. * Serializes the current fresnel parameters to a JSON representation.
  80587. * @return the JSON serialization
  80588. */
  80589. FresnelParameters.prototype.serialize = function () {
  80590. var serializationObject = {};
  80591. serializationObject.isEnabled = this.isEnabled;
  80592. serializationObject.leftColor = this.leftColor.asArray();
  80593. serializationObject.rightColor = this.rightColor.asArray();
  80594. serializationObject.bias = this.bias;
  80595. serializationObject.power = this.power;
  80596. return serializationObject;
  80597. };
  80598. /**
  80599. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80600. * @param parsedFresnelParameters Define the JSON representation
  80601. * @returns the parsed parameters
  80602. */
  80603. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80604. var fresnelParameters = new FresnelParameters();
  80605. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80606. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80607. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80608. fresnelParameters.bias = parsedFresnelParameters.bias;
  80609. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80610. return fresnelParameters;
  80611. };
  80612. return FresnelParameters;
  80613. }());
  80614. BABYLON.FresnelParameters = FresnelParameters;
  80615. })(BABYLON || (BABYLON = {}));
  80616. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80617. var BABYLON;
  80618. (function (BABYLON) {
  80619. /**
  80620. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80621. * separate meshes. This can be use to improve performances.
  80622. * @see http://doc.babylonjs.com/how_to/multi_materials
  80623. */
  80624. var MultiMaterial = /** @class */ (function (_super) {
  80625. __extends(MultiMaterial, _super);
  80626. /**
  80627. * Instantiates a new Multi Material
  80628. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80629. * separate meshes. This can be use to improve performances.
  80630. * @see http://doc.babylonjs.com/how_to/multi_materials
  80631. * @param name Define the name in the scene
  80632. * @param scene Define the scene the material belongs to
  80633. */
  80634. function MultiMaterial(name, scene) {
  80635. var _this = _super.call(this, name, scene, true) || this;
  80636. scene.multiMaterials.push(_this);
  80637. _this.subMaterials = new Array();
  80638. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80639. return _this;
  80640. }
  80641. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80642. /**
  80643. * Gets or Sets the list of Materials used within the multi material.
  80644. * They need to be ordered according to the submeshes order in the associated mesh
  80645. */
  80646. get: function () {
  80647. return this._subMaterials;
  80648. },
  80649. set: function (value) {
  80650. this._subMaterials = value;
  80651. this._hookArray(value);
  80652. },
  80653. enumerable: true,
  80654. configurable: true
  80655. });
  80656. /**
  80657. * Function used to align with Node.getChildren()
  80658. * @returns the list of Materials used within the multi material
  80659. */
  80660. MultiMaterial.prototype.getChildren = function () {
  80661. return this.subMaterials;
  80662. };
  80663. MultiMaterial.prototype._hookArray = function (array) {
  80664. var _this = this;
  80665. var oldPush = array.push;
  80666. array.push = function () {
  80667. var items = [];
  80668. for (var _i = 0; _i < arguments.length; _i++) {
  80669. items[_i] = arguments[_i];
  80670. }
  80671. var result = oldPush.apply(array, items);
  80672. _this._markAllSubMeshesAsTexturesDirty();
  80673. return result;
  80674. };
  80675. var oldSplice = array.splice;
  80676. array.splice = function (index, deleteCount) {
  80677. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80678. _this._markAllSubMeshesAsTexturesDirty();
  80679. return deleted;
  80680. };
  80681. };
  80682. /**
  80683. * Get one of the submaterial by its index in the submaterials array
  80684. * @param index The index to look the sub material at
  80685. * @returns The Material if the index has been defined
  80686. */
  80687. MultiMaterial.prototype.getSubMaterial = function (index) {
  80688. if (index < 0 || index >= this.subMaterials.length) {
  80689. return this.getScene().defaultMaterial;
  80690. }
  80691. return this.subMaterials[index];
  80692. };
  80693. /**
  80694. * Get the list of active textures for the whole sub materials list.
  80695. * @returns All the textures that will be used during the rendering
  80696. */
  80697. MultiMaterial.prototype.getActiveTextures = function () {
  80698. var _a;
  80699. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80700. if (subMaterial) {
  80701. return subMaterial.getActiveTextures();
  80702. }
  80703. else {
  80704. return [];
  80705. }
  80706. }));
  80707. };
  80708. /**
  80709. * Gets the current class name of the material e.g. "MultiMaterial"
  80710. * Mainly use in serialization.
  80711. * @returns the class name
  80712. */
  80713. MultiMaterial.prototype.getClassName = function () {
  80714. return "MultiMaterial";
  80715. };
  80716. /**
  80717. * Checks if the material is ready to render the requested sub mesh
  80718. * @param mesh Define the mesh the submesh belongs to
  80719. * @param subMesh Define the sub mesh to look readyness for
  80720. * @param useInstances Define whether or not the material is used with instances
  80721. * @returns true if ready, otherwise false
  80722. */
  80723. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80724. for (var index = 0; index < this.subMaterials.length; index++) {
  80725. var subMaterial = this.subMaterials[index];
  80726. if (subMaterial) {
  80727. if (subMaterial._storeEffectOnSubMeshes) {
  80728. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80729. return false;
  80730. }
  80731. continue;
  80732. }
  80733. if (!subMaterial.isReady(mesh)) {
  80734. return false;
  80735. }
  80736. }
  80737. }
  80738. return true;
  80739. };
  80740. /**
  80741. * Clones the current material and its related sub materials
  80742. * @param name Define the name of the newly cloned material
  80743. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80744. * @returns the cloned material
  80745. */
  80746. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80747. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80748. for (var index = 0; index < this.subMaterials.length; index++) {
  80749. var subMaterial = null;
  80750. var current = this.subMaterials[index];
  80751. if (cloneChildren && current) {
  80752. subMaterial = current.clone(name + "-" + current.name);
  80753. }
  80754. else {
  80755. subMaterial = this.subMaterials[index];
  80756. }
  80757. newMultiMaterial.subMaterials.push(subMaterial);
  80758. }
  80759. return newMultiMaterial;
  80760. };
  80761. /**
  80762. * Serializes the materials into a JSON representation.
  80763. * @returns the JSON representation
  80764. */
  80765. MultiMaterial.prototype.serialize = function () {
  80766. var serializationObject = {};
  80767. serializationObject.name = this.name;
  80768. serializationObject.id = this.id;
  80769. if (BABYLON.Tags) {
  80770. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80771. }
  80772. serializationObject.materials = [];
  80773. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80774. var subMat = this.subMaterials[matIndex];
  80775. if (subMat) {
  80776. serializationObject.materials.push(subMat.id);
  80777. }
  80778. else {
  80779. serializationObject.materials.push(null);
  80780. }
  80781. }
  80782. return serializationObject;
  80783. };
  80784. /**
  80785. * Dispose the material and release its associated resources
  80786. * @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)
  80787. * @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)
  80788. */
  80789. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80790. var scene = this.getScene();
  80791. if (!scene) {
  80792. return;
  80793. }
  80794. var index = scene.multiMaterials.indexOf(this);
  80795. if (index >= 0) {
  80796. scene.multiMaterials.splice(index, 1);
  80797. }
  80798. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80799. };
  80800. return MultiMaterial;
  80801. }(BABYLON.Material));
  80802. BABYLON.MultiMaterial = MultiMaterial;
  80803. })(BABYLON || (BABYLON = {}));
  80804. //# sourceMappingURL=babylon.multiMaterial.js.map
  80805. var BABYLON;
  80806. (function (BABYLON) {
  80807. /**
  80808. * Manage the touch inputs to control the movement of a free camera.
  80809. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80810. */
  80811. var FreeCameraTouchInput = /** @class */ (function () {
  80812. function FreeCameraTouchInput() {
  80813. /**
  80814. * Defines the touch sensibility for rotation.
  80815. * The higher the faster.
  80816. */
  80817. this.touchAngularSensibility = 200000.0;
  80818. /**
  80819. * Defines the touch sensibility for move.
  80820. * The higher the faster.
  80821. */
  80822. this.touchMoveSensibility = 250.0;
  80823. this._offsetX = null;
  80824. this._offsetY = null;
  80825. this._pointerPressed = new Array();
  80826. }
  80827. /**
  80828. * Attach the input controls to a specific dom element to get the input from.
  80829. * @param element Defines the element the controls should be listened from
  80830. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80831. */
  80832. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80833. var _this = this;
  80834. var previousPosition = null;
  80835. if (this._pointerInput === undefined) {
  80836. this._onLostFocus = function (evt) {
  80837. _this._offsetX = null;
  80838. _this._offsetY = null;
  80839. };
  80840. this._pointerInput = function (p, s) {
  80841. var evt = p.event;
  80842. if (evt.pointerType === "mouse") {
  80843. return;
  80844. }
  80845. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80846. if (!noPreventDefault) {
  80847. evt.preventDefault();
  80848. }
  80849. _this._pointerPressed.push(evt.pointerId);
  80850. if (_this._pointerPressed.length !== 1) {
  80851. return;
  80852. }
  80853. previousPosition = {
  80854. x: evt.clientX,
  80855. y: evt.clientY
  80856. };
  80857. }
  80858. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80859. if (!noPreventDefault) {
  80860. evt.preventDefault();
  80861. }
  80862. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80863. if (index === -1) {
  80864. return;
  80865. }
  80866. _this._pointerPressed.splice(index, 1);
  80867. if (index != 0) {
  80868. return;
  80869. }
  80870. previousPosition = null;
  80871. _this._offsetX = null;
  80872. _this._offsetY = null;
  80873. }
  80874. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80875. if (!noPreventDefault) {
  80876. evt.preventDefault();
  80877. }
  80878. if (!previousPosition) {
  80879. return;
  80880. }
  80881. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80882. if (index != 0) {
  80883. return;
  80884. }
  80885. _this._offsetX = evt.clientX - previousPosition.x;
  80886. _this._offsetY = -(evt.clientY - previousPosition.y);
  80887. }
  80888. };
  80889. }
  80890. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80891. if (this._onLostFocus) {
  80892. element.addEventListener("blur", this._onLostFocus);
  80893. }
  80894. };
  80895. /**
  80896. * Detach the current controls from the specified dom element.
  80897. * @param element Defines the element to stop listening the inputs from
  80898. */
  80899. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80900. if (this._pointerInput && element) {
  80901. if (this._observer) {
  80902. this.camera.getScene().onPointerObservable.remove(this._observer);
  80903. this._observer = null;
  80904. }
  80905. if (this._onLostFocus) {
  80906. element.removeEventListener("blur", this._onLostFocus);
  80907. this._onLostFocus = null;
  80908. }
  80909. this._pointerPressed = [];
  80910. this._offsetX = null;
  80911. this._offsetY = null;
  80912. }
  80913. };
  80914. /**
  80915. * Update the current camera state depending on the inputs that have been used this frame.
  80916. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80917. */
  80918. FreeCameraTouchInput.prototype.checkInputs = function () {
  80919. if (this._offsetX && this._offsetY) {
  80920. var camera = this.camera;
  80921. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80922. if (this._pointerPressed.length > 1) {
  80923. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80924. }
  80925. else {
  80926. var speed = camera._computeLocalCameraSpeed();
  80927. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80928. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80929. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80930. }
  80931. }
  80932. };
  80933. /**
  80934. * Gets the class name of the current intput.
  80935. * @returns the class name
  80936. */
  80937. FreeCameraTouchInput.prototype.getClassName = function () {
  80938. return "FreeCameraTouchInput";
  80939. };
  80940. /**
  80941. * Get the friendly name associated with the input class.
  80942. * @returns the input friendly name
  80943. */
  80944. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80945. return "touch";
  80946. };
  80947. __decorate([
  80948. BABYLON.serialize()
  80949. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80950. __decorate([
  80951. BABYLON.serialize()
  80952. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80953. return FreeCameraTouchInput;
  80954. }());
  80955. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80956. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80957. })(BABYLON || (BABYLON = {}));
  80958. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80959. var BABYLON;
  80960. (function (BABYLON) {
  80961. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80962. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80963. });
  80964. /**
  80965. * This represents a FPS type of camera controlled by touch.
  80966. * This is like a universal camera minus the Gamepad controls.
  80967. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80968. */
  80969. var TouchCamera = /** @class */ (function (_super) {
  80970. __extends(TouchCamera, _super);
  80971. /**
  80972. * Instantiates a new touch camera.
  80973. * This represents a FPS type of camera controlled by touch.
  80974. * This is like a universal camera minus the Gamepad controls.
  80975. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80976. * @param name Define the name of the camera in the scene
  80977. * @param position Define the start position of the camera in the scene
  80978. * @param scene Define the scene the camera belongs to
  80979. */
  80980. function TouchCamera(name, position, scene) {
  80981. var _this = _super.call(this, name, position, scene) || this;
  80982. _this.inputs.addTouch();
  80983. _this._setupInputs();
  80984. return _this;
  80985. }
  80986. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80987. /**
  80988. * Defines the touch sensibility for rotation.
  80989. * The higher the faster.
  80990. */
  80991. get: function () {
  80992. var touch = this.inputs.attached["touch"];
  80993. if (touch) {
  80994. return touch.touchAngularSensibility;
  80995. }
  80996. return 0;
  80997. },
  80998. set: function (value) {
  80999. var touch = this.inputs.attached["touch"];
  81000. if (touch) {
  81001. touch.touchAngularSensibility = value;
  81002. }
  81003. },
  81004. enumerable: true,
  81005. configurable: true
  81006. });
  81007. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81008. /**
  81009. * Defines the touch sensibility for move.
  81010. * The higher the faster.
  81011. */
  81012. get: function () {
  81013. var touch = this.inputs.attached["touch"];
  81014. if (touch) {
  81015. return touch.touchMoveSensibility;
  81016. }
  81017. return 0;
  81018. },
  81019. set: function (value) {
  81020. var touch = this.inputs.attached["touch"];
  81021. if (touch) {
  81022. touch.touchMoveSensibility = value;
  81023. }
  81024. },
  81025. enumerable: true,
  81026. configurable: true
  81027. });
  81028. /**
  81029. * Gets the current object class name.
  81030. * @return the class name
  81031. */
  81032. TouchCamera.prototype.getClassName = function () {
  81033. return "TouchCamera";
  81034. };
  81035. /** @hidden */
  81036. TouchCamera.prototype._setupInputs = function () {
  81037. var mouse = this.inputs.attached["mouse"];
  81038. if (mouse) {
  81039. mouse.touchEnabled = false;
  81040. }
  81041. };
  81042. return TouchCamera;
  81043. }(BABYLON.FreeCamera));
  81044. BABYLON.TouchCamera = TouchCamera;
  81045. })(BABYLON || (BABYLON = {}));
  81046. //# sourceMappingURL=babylon.touchCamera.js.map
  81047. var BABYLON;
  81048. (function (BABYLON) {
  81049. /**
  81050. * 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.
  81051. * This is the base class of any Procedural texture and contains most of the shareable code.
  81052. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81053. */
  81054. var ProceduralTexture = /** @class */ (function (_super) {
  81055. __extends(ProceduralTexture, _super);
  81056. /**
  81057. * Instantiates a new procedural texture.
  81058. * 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.
  81059. * This is the base class of any Procedural texture and contains most of the shareable code.
  81060. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81061. * @param name Define the name of the texture
  81062. * @param size Define the size of the texture to create
  81063. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81064. * @param scene Define the scene the texture belongs to
  81065. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81066. * @param generateMipMaps Define if the texture should creates mip maps or not
  81067. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81068. */
  81069. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81070. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81071. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81072. if (isCube === void 0) { isCube = false; }
  81073. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81074. _this.isCube = isCube;
  81075. /**
  81076. * Define if the texture is enabled or not (disabled texture will not render)
  81077. */
  81078. _this.isEnabled = true;
  81079. /**
  81080. * Define if the texture must be cleared before rendering (default is true)
  81081. */
  81082. _this.autoClear = true;
  81083. /**
  81084. * Event raised when the texture is generated
  81085. */
  81086. _this.onGeneratedObservable = new BABYLON.Observable();
  81087. /** @hidden */
  81088. _this._textures = {};
  81089. _this._currentRefreshId = -1;
  81090. _this._refreshRate = 1;
  81091. _this._vertexBuffers = {};
  81092. _this._uniforms = new Array();
  81093. _this._samplers = new Array();
  81094. _this._floats = {};
  81095. _this._ints = {};
  81096. _this._floatsArrays = {};
  81097. _this._colors3 = {};
  81098. _this._colors4 = {};
  81099. _this._vectors2 = {};
  81100. _this._vectors3 = {};
  81101. _this._matrices = {};
  81102. _this._fallbackTextureUsed = false;
  81103. _this._cachedDefines = "";
  81104. _this._contentUpdateId = -1;
  81105. scene = _this.getScene();
  81106. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81107. if (!component) {
  81108. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81109. scene._addComponent(component);
  81110. }
  81111. scene.proceduralTextures.push(_this);
  81112. _this._engine = scene.getEngine();
  81113. _this.name = name;
  81114. _this.isRenderTarget = true;
  81115. _this._size = size;
  81116. _this._generateMipMaps = generateMipMaps;
  81117. _this.setFragment(fragment);
  81118. _this._fallbackTexture = fallbackTexture;
  81119. if (isCube) {
  81120. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81121. _this.setFloat("face", 0);
  81122. }
  81123. else {
  81124. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81125. }
  81126. // VBO
  81127. var vertices = [];
  81128. vertices.push(1, 1);
  81129. vertices.push(-1, 1);
  81130. vertices.push(-1, -1);
  81131. vertices.push(1, -1);
  81132. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81133. _this._createIndexBuffer();
  81134. return _this;
  81135. }
  81136. /**
  81137. * The effect that is created when initializing the post process.
  81138. * @returns The created effect corrisponding the the postprocess.
  81139. */
  81140. ProceduralTexture.prototype.getEffect = function () {
  81141. return this._effect;
  81142. };
  81143. /**
  81144. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81145. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81146. */
  81147. ProceduralTexture.prototype.getContent = function () {
  81148. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81149. return this._contentData;
  81150. }
  81151. this._contentData = this.readPixels(0, 0, this._contentData);
  81152. this._contentUpdateId = this._currentRefreshId;
  81153. return this._contentData;
  81154. };
  81155. ProceduralTexture.prototype._createIndexBuffer = function () {
  81156. var engine = this._engine;
  81157. // Indices
  81158. var indices = [];
  81159. indices.push(0);
  81160. indices.push(1);
  81161. indices.push(2);
  81162. indices.push(0);
  81163. indices.push(2);
  81164. indices.push(3);
  81165. this._indexBuffer = engine.createIndexBuffer(indices);
  81166. };
  81167. /** @hidden */
  81168. ProceduralTexture.prototype._rebuild = function () {
  81169. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81170. if (vb) {
  81171. vb._rebuild();
  81172. }
  81173. this._createIndexBuffer();
  81174. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81175. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81176. }
  81177. };
  81178. /**
  81179. * Resets the texture in order to recreate its associated resources.
  81180. * This can be called in case of context loss
  81181. */
  81182. ProceduralTexture.prototype.reset = function () {
  81183. if (this._effect === undefined) {
  81184. return;
  81185. }
  81186. var engine = this._engine;
  81187. engine._releaseEffect(this._effect);
  81188. };
  81189. ProceduralTexture.prototype._getDefines = function () {
  81190. return "";
  81191. };
  81192. /**
  81193. * Is the texture ready to be used ? (rendered at least once)
  81194. * @returns true if ready, otherwise, false.
  81195. */
  81196. ProceduralTexture.prototype.isReady = function () {
  81197. var _this = this;
  81198. var engine = this._engine;
  81199. var shaders;
  81200. if (!this._fragment) {
  81201. return false;
  81202. }
  81203. if (this._fallbackTextureUsed) {
  81204. return true;
  81205. }
  81206. var defines = this._getDefines();
  81207. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81208. return true;
  81209. }
  81210. if (this._fragment.fragmentElement !== undefined) {
  81211. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81212. }
  81213. else {
  81214. shaders = { vertex: "procedural", fragment: this._fragment };
  81215. }
  81216. this._cachedDefines = defines;
  81217. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81218. _this.releaseInternalTexture();
  81219. if (_this._fallbackTexture) {
  81220. _this._texture = _this._fallbackTexture._texture;
  81221. if (_this._texture) {
  81222. _this._texture.incrementReferences();
  81223. }
  81224. }
  81225. _this._fallbackTextureUsed = true;
  81226. });
  81227. return this._effect.isReady();
  81228. };
  81229. /**
  81230. * Resets the refresh counter of the texture and start bak from scratch.
  81231. * Could be useful to regenerate the texture if it is setup to render only once.
  81232. */
  81233. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81234. this._currentRefreshId = -1;
  81235. };
  81236. /**
  81237. * Set the fragment shader to use in order to render the texture.
  81238. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81239. */
  81240. ProceduralTexture.prototype.setFragment = function (fragment) {
  81241. this._fragment = fragment;
  81242. };
  81243. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81244. /**
  81245. * Define the refresh rate of the texture or the rendering frequency.
  81246. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81247. */
  81248. get: function () {
  81249. return this._refreshRate;
  81250. },
  81251. set: function (value) {
  81252. this._refreshRate = value;
  81253. this.resetRefreshCounter();
  81254. },
  81255. enumerable: true,
  81256. configurable: true
  81257. });
  81258. /** @hidden */
  81259. ProceduralTexture.prototype._shouldRender = function () {
  81260. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81261. if (this._texture) {
  81262. this._texture.isReady = false;
  81263. }
  81264. return false;
  81265. }
  81266. if (this._fallbackTextureUsed) {
  81267. return false;
  81268. }
  81269. if (this._currentRefreshId === -1) { // At least render once
  81270. this._currentRefreshId = 1;
  81271. return true;
  81272. }
  81273. if (this.refreshRate === this._currentRefreshId) {
  81274. this._currentRefreshId = 1;
  81275. return true;
  81276. }
  81277. this._currentRefreshId++;
  81278. return false;
  81279. };
  81280. /**
  81281. * Get the size the texture is rendering at.
  81282. * @returns the size (texture is always squared)
  81283. */
  81284. ProceduralTexture.prototype.getRenderSize = function () {
  81285. return this._size;
  81286. };
  81287. /**
  81288. * Resize the texture to new value.
  81289. * @param size Define the new size the texture should have
  81290. * @param generateMipMaps Define whether the new texture should create mip maps
  81291. */
  81292. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81293. if (this._fallbackTextureUsed) {
  81294. return;
  81295. }
  81296. this.releaseInternalTexture();
  81297. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81298. // Update properties
  81299. this._size = size;
  81300. this._generateMipMaps = generateMipMaps;
  81301. };
  81302. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81303. if (this._uniforms.indexOf(uniformName) === -1) {
  81304. this._uniforms.push(uniformName);
  81305. }
  81306. };
  81307. /**
  81308. * Set a texture in the shader program used to render.
  81309. * @param name Define the name of the uniform samplers as defined in the shader
  81310. * @param texture Define the texture to bind to this sampler
  81311. * @return the texture itself allowing "fluent" like uniform updates
  81312. */
  81313. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81314. if (this._samplers.indexOf(name) === -1) {
  81315. this._samplers.push(name);
  81316. }
  81317. this._textures[name] = texture;
  81318. return this;
  81319. };
  81320. /**
  81321. * Set a float in the shader.
  81322. * @param name Define the name of the uniform as defined in the shader
  81323. * @param value Define the value to give to the uniform
  81324. * @return the texture itself allowing "fluent" like uniform updates
  81325. */
  81326. ProceduralTexture.prototype.setFloat = function (name, value) {
  81327. this._checkUniform(name);
  81328. this._floats[name] = value;
  81329. return this;
  81330. };
  81331. /**
  81332. * Set a int in the shader.
  81333. * @param name Define the name of the uniform as defined in the shader
  81334. * @param value Define the value to give to the uniform
  81335. * @return the texture itself allowing "fluent" like uniform updates
  81336. */
  81337. ProceduralTexture.prototype.setInt = function (name, value) {
  81338. this._checkUniform(name);
  81339. this._ints[name] = value;
  81340. return this;
  81341. };
  81342. /**
  81343. * Set an array of floats in the shader.
  81344. * @param name Define the name of the uniform as defined in the shader
  81345. * @param value Define the value to give to the uniform
  81346. * @return the texture itself allowing "fluent" like uniform updates
  81347. */
  81348. ProceduralTexture.prototype.setFloats = function (name, value) {
  81349. this._checkUniform(name);
  81350. this._floatsArrays[name] = value;
  81351. return this;
  81352. };
  81353. /**
  81354. * Set a vec3 in the shader from a Color3.
  81355. * @param name Define the name of the uniform as defined in the shader
  81356. * @param value Define the value to give to the uniform
  81357. * @return the texture itself allowing "fluent" like uniform updates
  81358. */
  81359. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81360. this._checkUniform(name);
  81361. this._colors3[name] = value;
  81362. return this;
  81363. };
  81364. /**
  81365. * Set a vec4 in the shader from a Color4.
  81366. * @param name Define the name of the uniform as defined in the shader
  81367. * @param value Define the value to give to the uniform
  81368. * @return the texture itself allowing "fluent" like uniform updates
  81369. */
  81370. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81371. this._checkUniform(name);
  81372. this._colors4[name] = value;
  81373. return this;
  81374. };
  81375. /**
  81376. * Set a vec2 in the shader from a Vector2.
  81377. * @param name Define the name of the uniform as defined in the shader
  81378. * @param value Define the value to give to the uniform
  81379. * @return the texture itself allowing "fluent" like uniform updates
  81380. */
  81381. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81382. this._checkUniform(name);
  81383. this._vectors2[name] = value;
  81384. return this;
  81385. };
  81386. /**
  81387. * Set a vec3 in the shader from a Vector3.
  81388. * @param name Define the name of the uniform as defined in the shader
  81389. * @param value Define the value to give to the uniform
  81390. * @return the texture itself allowing "fluent" like uniform updates
  81391. */
  81392. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81393. this._checkUniform(name);
  81394. this._vectors3[name] = value;
  81395. return this;
  81396. };
  81397. /**
  81398. * Set a mat4 in the shader from a MAtrix.
  81399. * @param name Define the name of the uniform as defined in the shader
  81400. * @param value Define the value to give to the uniform
  81401. * @return the texture itself allowing "fluent" like uniform updates
  81402. */
  81403. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81404. this._checkUniform(name);
  81405. this._matrices[name] = value;
  81406. return this;
  81407. };
  81408. /**
  81409. * Render the texture to its associated render target.
  81410. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81411. */
  81412. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81413. var scene = this.getScene();
  81414. if (!scene) {
  81415. return;
  81416. }
  81417. var engine = this._engine;
  81418. // Render
  81419. engine.enableEffect(this._effect);
  81420. engine.setState(false);
  81421. // Texture
  81422. for (var name in this._textures) {
  81423. this._effect.setTexture(name, this._textures[name]);
  81424. }
  81425. // Float
  81426. for (name in this._ints) {
  81427. this._effect.setInt(name, this._ints[name]);
  81428. }
  81429. // Float
  81430. for (name in this._floats) {
  81431. this._effect.setFloat(name, this._floats[name]);
  81432. }
  81433. // Floats
  81434. for (name in this._floatsArrays) {
  81435. this._effect.setArray(name, this._floatsArrays[name]);
  81436. }
  81437. // Color3
  81438. for (name in this._colors3) {
  81439. this._effect.setColor3(name, this._colors3[name]);
  81440. }
  81441. // Color4
  81442. for (name in this._colors4) {
  81443. var color = this._colors4[name];
  81444. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81445. }
  81446. // Vector2
  81447. for (name in this._vectors2) {
  81448. this._effect.setVector2(name, this._vectors2[name]);
  81449. }
  81450. // Vector3
  81451. for (name in this._vectors3) {
  81452. this._effect.setVector3(name, this._vectors3[name]);
  81453. }
  81454. // Matrix
  81455. for (name in this._matrices) {
  81456. this._effect.setMatrix(name, this._matrices[name]);
  81457. }
  81458. if (!this._texture) {
  81459. return;
  81460. }
  81461. if (this.isCube) {
  81462. for (var face = 0; face < 6; face++) {
  81463. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81464. // VBOs
  81465. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81466. this._effect.setFloat("face", face);
  81467. // Clear
  81468. if (this.autoClear) {
  81469. engine.clear(scene.clearColor, true, false, false);
  81470. }
  81471. // Draw order
  81472. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81473. // Mipmaps
  81474. if (face === 5) {
  81475. engine.generateMipMapsForCubemap(this._texture);
  81476. }
  81477. }
  81478. }
  81479. else {
  81480. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81481. // VBOs
  81482. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81483. // Clear
  81484. if (this.autoClear) {
  81485. engine.clear(scene.clearColor, true, false, false);
  81486. }
  81487. // Draw order
  81488. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81489. }
  81490. // Unbind
  81491. engine.unBindFramebuffer(this._texture, this.isCube);
  81492. if (this.onGenerated) {
  81493. this.onGenerated();
  81494. }
  81495. this.onGeneratedObservable.notifyObservers(this);
  81496. };
  81497. /**
  81498. * Clone the texture.
  81499. * @returns the cloned texture
  81500. */
  81501. ProceduralTexture.prototype.clone = function () {
  81502. var textureSize = this.getSize();
  81503. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81504. // Base texture
  81505. newTexture.hasAlpha = this.hasAlpha;
  81506. newTexture.level = this.level;
  81507. // RenderTarget Texture
  81508. newTexture.coordinatesMode = this.coordinatesMode;
  81509. return newTexture;
  81510. };
  81511. /**
  81512. * Dispose the texture and release its asoociated resources.
  81513. */
  81514. ProceduralTexture.prototype.dispose = function () {
  81515. var scene = this.getScene();
  81516. if (!scene) {
  81517. return;
  81518. }
  81519. var index = scene.proceduralTextures.indexOf(this);
  81520. if (index >= 0) {
  81521. scene.proceduralTextures.splice(index, 1);
  81522. }
  81523. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81524. if (vertexBuffer) {
  81525. vertexBuffer.dispose();
  81526. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81527. }
  81528. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81529. this._indexBuffer = null;
  81530. }
  81531. _super.prototype.dispose.call(this);
  81532. };
  81533. __decorate([
  81534. BABYLON.serialize()
  81535. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81536. __decorate([
  81537. BABYLON.serialize()
  81538. ], ProceduralTexture.prototype, "autoClear", void 0);
  81539. __decorate([
  81540. BABYLON.serialize()
  81541. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81542. __decorate([
  81543. BABYLON.serialize()
  81544. ], ProceduralTexture.prototype, "_size", void 0);
  81545. __decorate([
  81546. BABYLON.serialize()
  81547. ], ProceduralTexture.prototype, "refreshRate", null);
  81548. return ProceduralTexture;
  81549. }(BABYLON.Texture));
  81550. BABYLON.ProceduralTexture = ProceduralTexture;
  81551. })(BABYLON || (BABYLON = {}));
  81552. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81553. var BABYLON;
  81554. (function (BABYLON) {
  81555. /**
  81556. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81557. * in a given scene.
  81558. */
  81559. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81560. /**
  81561. * Creates a new instance of the component for the given scene
  81562. * @param scene Defines the scene to register the component in
  81563. */
  81564. function ProceduralTextureSceneComponent(scene) {
  81565. /**
  81566. * The component name helpfull to identify the component in the list of scene components.
  81567. */
  81568. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81569. this.scene = scene;
  81570. this.scene.proceduralTextures = new Array();
  81571. scene.layers = new Array();
  81572. }
  81573. /**
  81574. * Registers the component in a given scene
  81575. */
  81576. ProceduralTextureSceneComponent.prototype.register = function () {
  81577. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81578. };
  81579. /**
  81580. * Rebuilds the elements related to this component in case of
  81581. * context lost for instance.
  81582. */
  81583. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81584. // Nothing to do here.
  81585. };
  81586. /**
  81587. * Disposes the component and the associated ressources.
  81588. */
  81589. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81590. // Nothing to do here.
  81591. };
  81592. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81593. if (this.scene.proceduralTexturesEnabled) {
  81594. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81595. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81596. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81597. if (proceduralTexture._shouldRender()) {
  81598. proceduralTexture.render();
  81599. }
  81600. }
  81601. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81602. }
  81603. };
  81604. return ProceduralTextureSceneComponent;
  81605. }());
  81606. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81607. })(BABYLON || (BABYLON = {}));
  81608. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81609. var BABYLON;
  81610. (function (BABYLON) {
  81611. /**
  81612. * 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.
  81613. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81614. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81615. */
  81616. var CustomProceduralTexture = /** @class */ (function (_super) {
  81617. __extends(CustomProceduralTexture, _super);
  81618. /**
  81619. * Instantiates a new Custom Procedural Texture.
  81620. * 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.
  81621. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81622. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81623. * @param name Define the name of the texture
  81624. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81625. * @param size Define the size of the texture to create
  81626. * @param scene Define the scene the texture belongs to
  81627. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81628. * @param generateMipMaps Define if the texture should creates mip maps or not
  81629. */
  81630. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81631. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81632. _this._animate = true;
  81633. _this._time = 0;
  81634. _this._texturePath = texturePath;
  81635. //Try to load json
  81636. _this._loadJson(texturePath);
  81637. _this.refreshRate = 1;
  81638. return _this;
  81639. }
  81640. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81641. var _this = this;
  81642. var noConfigFile = function () {
  81643. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81644. try {
  81645. _this.setFragment(_this._texturePath);
  81646. }
  81647. catch (ex) {
  81648. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81649. }
  81650. };
  81651. var configFileUrl = jsonUrl + "/config.json";
  81652. var xhr = new XMLHttpRequest();
  81653. xhr.open("GET", configFileUrl, true);
  81654. xhr.addEventListener("load", function () {
  81655. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81656. try {
  81657. _this._config = JSON.parse(xhr.response);
  81658. _this.updateShaderUniforms();
  81659. _this.updateTextures();
  81660. _this.setFragment(_this._texturePath + "/custom");
  81661. _this._animate = _this._config.animate;
  81662. _this.refreshRate = _this._config.refreshrate;
  81663. }
  81664. catch (ex) {
  81665. noConfigFile();
  81666. }
  81667. }
  81668. else {
  81669. noConfigFile();
  81670. }
  81671. }, false);
  81672. xhr.addEventListener("error", function () {
  81673. noConfigFile();
  81674. }, false);
  81675. try {
  81676. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81677. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81678. }
  81679. xhr.send();
  81680. }
  81681. catch (ex) {
  81682. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81683. }
  81684. };
  81685. /**
  81686. * Is the texture ready to be used ? (rendered at least once)
  81687. * @returns true if ready, otherwise, false.
  81688. */
  81689. CustomProceduralTexture.prototype.isReady = function () {
  81690. if (!_super.prototype.isReady.call(this)) {
  81691. return false;
  81692. }
  81693. for (var name in this._textures) {
  81694. var texture = this._textures[name];
  81695. if (!texture.isReady()) {
  81696. return false;
  81697. }
  81698. }
  81699. return true;
  81700. };
  81701. /**
  81702. * Render the texture to its associated render target.
  81703. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81704. */
  81705. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81706. var scene = this.getScene();
  81707. if (this._animate && scene) {
  81708. this._time += scene.getAnimationRatio() * 0.03;
  81709. this.updateShaderUniforms();
  81710. }
  81711. _super.prototype.render.call(this, useCameraPostProcess);
  81712. };
  81713. /**
  81714. * Update the list of dependant textures samplers in the shader.
  81715. */
  81716. CustomProceduralTexture.prototype.updateTextures = function () {
  81717. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81718. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81719. }
  81720. };
  81721. /**
  81722. * Update the uniform values of the procedural texture in the shader.
  81723. */
  81724. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81725. if (this._config) {
  81726. for (var j = 0; j < this._config.uniforms.length; j++) {
  81727. var uniform = this._config.uniforms[j];
  81728. switch (uniform.type) {
  81729. case "float":
  81730. this.setFloat(uniform.name, uniform.value);
  81731. break;
  81732. case "color3":
  81733. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81734. break;
  81735. case "color4":
  81736. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81737. break;
  81738. case "vector2":
  81739. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81740. break;
  81741. case "vector3":
  81742. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81743. break;
  81744. }
  81745. }
  81746. }
  81747. this.setFloat("time", this._time);
  81748. };
  81749. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81750. /**
  81751. * Define if the texture animates or not.
  81752. */
  81753. get: function () {
  81754. return this._animate;
  81755. },
  81756. set: function (value) {
  81757. this._animate = value;
  81758. },
  81759. enumerable: true,
  81760. configurable: true
  81761. });
  81762. return CustomProceduralTexture;
  81763. }(BABYLON.ProceduralTexture));
  81764. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81765. })(BABYLON || (BABYLON = {}));
  81766. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81767. var BABYLON;
  81768. (function (BABYLON) {
  81769. /**
  81770. * Manage the gamepad inputs to control a free camera.
  81771. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81772. */
  81773. var FreeCameraGamepadInput = /** @class */ (function () {
  81774. function FreeCameraGamepadInput() {
  81775. /**
  81776. * Defines the gamepad rotation sensiblity.
  81777. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81778. */
  81779. this.gamepadAngularSensibility = 200;
  81780. /**
  81781. * Defines the gamepad move sensiblity.
  81782. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81783. */
  81784. this.gamepadMoveSensibility = 40;
  81785. this._cameraTransform = BABYLON.Matrix.Identity();
  81786. this._deltaTransform = BABYLON.Vector3.Zero();
  81787. this._vector3 = BABYLON.Vector3.Zero();
  81788. this._vector2 = BABYLON.Vector2.Zero();
  81789. }
  81790. /**
  81791. * Attach the input controls to a specific dom element to get the input from.
  81792. * @param element Defines the element the controls should be listened from
  81793. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81794. */
  81795. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81796. var _this = this;
  81797. var manager = this.camera.getScene().gamepadManager;
  81798. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81799. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81800. // prioritize XBOX gamepads.
  81801. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81802. _this.gamepad = gamepad;
  81803. }
  81804. }
  81805. });
  81806. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81807. if (_this.gamepad === gamepad) {
  81808. _this.gamepad = null;
  81809. }
  81810. });
  81811. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81812. };
  81813. /**
  81814. * Detach the current controls from the specified dom element.
  81815. * @param element Defines the element to stop listening the inputs from
  81816. */
  81817. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81818. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81819. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81820. this.gamepad = null;
  81821. };
  81822. /**
  81823. * Update the current camera state depending on the inputs that have been used this frame.
  81824. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81825. */
  81826. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81827. if (this.gamepad && this.gamepad.leftStick) {
  81828. var camera = this.camera;
  81829. var LSValues = this.gamepad.leftStick;
  81830. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81831. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81832. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81833. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81834. var RSValues = this.gamepad.rightStick;
  81835. if (RSValues) {
  81836. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81837. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81838. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81839. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81840. }
  81841. else {
  81842. RSValues = { x: 0, y: 0 };
  81843. }
  81844. if (!camera.rotationQuaternion) {
  81845. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81846. }
  81847. else {
  81848. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81849. }
  81850. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81851. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81852. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81853. camera.cameraDirection.addInPlace(this._deltaTransform);
  81854. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81855. camera.cameraRotation.addInPlace(this._vector2);
  81856. }
  81857. };
  81858. /**
  81859. * Gets the class name of the current intput.
  81860. * @returns the class name
  81861. */
  81862. FreeCameraGamepadInput.prototype.getClassName = function () {
  81863. return "FreeCameraGamepadInput";
  81864. };
  81865. /**
  81866. * Get the friendly name associated with the input class.
  81867. * @returns the input friendly name
  81868. */
  81869. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81870. return "gamepad";
  81871. };
  81872. __decorate([
  81873. BABYLON.serialize()
  81874. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81875. __decorate([
  81876. BABYLON.serialize()
  81877. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81878. return FreeCameraGamepadInput;
  81879. }());
  81880. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81881. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81882. })(BABYLON || (BABYLON = {}));
  81883. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81884. var BABYLON;
  81885. (function (BABYLON) {
  81886. /**
  81887. * Manage the gamepad inputs to control an arc rotate camera.
  81888. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81889. */
  81890. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81891. function ArcRotateCameraGamepadInput() {
  81892. /**
  81893. * Defines the gamepad rotation sensiblity.
  81894. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81895. */
  81896. this.gamepadRotationSensibility = 80;
  81897. /**
  81898. * Defines the gamepad move sensiblity.
  81899. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81900. */
  81901. this.gamepadMoveSensibility = 40;
  81902. }
  81903. /**
  81904. * Attach the input controls to a specific dom element to get the input from.
  81905. * @param element Defines the element the controls should be listened from
  81906. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81907. */
  81908. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81909. var _this = this;
  81910. var manager = this.camera.getScene().gamepadManager;
  81911. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81912. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81913. // prioritize XBOX gamepads.
  81914. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81915. _this.gamepad = gamepad;
  81916. }
  81917. }
  81918. });
  81919. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81920. if (_this.gamepad === gamepad) {
  81921. _this.gamepad = null;
  81922. }
  81923. });
  81924. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81925. };
  81926. /**
  81927. * Detach the current controls from the specified dom element.
  81928. * @param element Defines the element to stop listening the inputs from
  81929. */
  81930. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81931. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81932. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81933. this.gamepad = null;
  81934. };
  81935. /**
  81936. * Update the current camera state depending on the inputs that have been used this frame.
  81937. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81938. */
  81939. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81940. if (this.gamepad) {
  81941. var camera = this.camera;
  81942. var RSValues = this.gamepad.rightStick;
  81943. if (RSValues) {
  81944. if (RSValues.x != 0) {
  81945. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81946. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81947. camera.inertialAlphaOffset += normalizedRX;
  81948. }
  81949. }
  81950. if (RSValues.y != 0) {
  81951. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81952. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81953. camera.inertialBetaOffset += normalizedRY;
  81954. }
  81955. }
  81956. }
  81957. var LSValues = this.gamepad.leftStick;
  81958. if (LSValues && LSValues.y != 0) {
  81959. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81960. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81961. this.camera.inertialRadiusOffset -= normalizedLY;
  81962. }
  81963. }
  81964. }
  81965. };
  81966. /**
  81967. * Gets the class name of the current intput.
  81968. * @returns the class name
  81969. */
  81970. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81971. return "ArcRotateCameraGamepadInput";
  81972. };
  81973. /**
  81974. * Get the friendly name associated with the input class.
  81975. * @returns the input friendly name
  81976. */
  81977. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81978. return "gamepad";
  81979. };
  81980. __decorate([
  81981. BABYLON.serialize()
  81982. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81983. __decorate([
  81984. BABYLON.serialize()
  81985. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81986. return ArcRotateCameraGamepadInput;
  81987. }());
  81988. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81989. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81990. })(BABYLON || (BABYLON = {}));
  81991. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81992. var BABYLON;
  81993. (function (BABYLON) {
  81994. /**
  81995. * Manager for handling gamepads
  81996. */
  81997. var GamepadManager = /** @class */ (function () {
  81998. /**
  81999. * Initializes the gamepad manager
  82000. * @param _scene BabylonJS scene
  82001. */
  82002. function GamepadManager(_scene) {
  82003. var _this = this;
  82004. this._scene = _scene;
  82005. this._babylonGamepads = [];
  82006. this._oneGamepadConnected = false;
  82007. /** @hidden */
  82008. this._isMonitoring = false;
  82009. /**
  82010. * observable to be triggered when the gamepad controller has been disconnected
  82011. */
  82012. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82013. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82014. this._gamepadEventSupported = false;
  82015. }
  82016. else {
  82017. this._gamepadEventSupported = 'GamepadEvent' in window;
  82018. this._gamepadSupport = (navigator.getGamepads ||
  82019. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82020. }
  82021. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82022. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82023. for (var i in _this._babylonGamepads) {
  82024. var gamepad = _this._babylonGamepads[i];
  82025. if (gamepad && gamepad._isConnected) {
  82026. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82027. }
  82028. }
  82029. });
  82030. this._onGamepadConnectedEvent = function (evt) {
  82031. var gamepad = evt.gamepad;
  82032. if (gamepad.index in _this._babylonGamepads) {
  82033. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82034. return;
  82035. }
  82036. }
  82037. var newGamepad;
  82038. if (_this._babylonGamepads[gamepad.index]) {
  82039. newGamepad = _this._babylonGamepads[gamepad.index];
  82040. newGamepad.browserGamepad = gamepad;
  82041. newGamepad._isConnected = true;
  82042. }
  82043. else {
  82044. newGamepad = _this._addNewGamepad(gamepad);
  82045. }
  82046. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82047. _this._startMonitoringGamepads();
  82048. };
  82049. this._onGamepadDisconnectedEvent = function (evt) {
  82050. var gamepad = evt.gamepad;
  82051. // Remove the gamepad from the list of gamepads to monitor.
  82052. for (var i in _this._babylonGamepads) {
  82053. if (_this._babylonGamepads[i].index === gamepad.index) {
  82054. var disconnectedGamepad = _this._babylonGamepads[i];
  82055. disconnectedGamepad._isConnected = false;
  82056. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82057. break;
  82058. }
  82059. }
  82060. };
  82061. if (this._gamepadSupport) {
  82062. //first add already-connected gamepads
  82063. this._updateGamepadObjects();
  82064. if (this._babylonGamepads.length) {
  82065. this._startMonitoringGamepads();
  82066. }
  82067. // Checking if the gamepad connected event is supported (like in Firefox)
  82068. if (this._gamepadEventSupported) {
  82069. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82070. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82071. }
  82072. else {
  82073. this._startMonitoringGamepads();
  82074. }
  82075. }
  82076. }
  82077. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82078. /**
  82079. * The gamepads in the game pad manager
  82080. */
  82081. get: function () {
  82082. return this._babylonGamepads;
  82083. },
  82084. enumerable: true,
  82085. configurable: true
  82086. });
  82087. /**
  82088. * Get the gamepad controllers based on type
  82089. * @param type The type of gamepad controller
  82090. * @returns Nullable gamepad
  82091. */
  82092. GamepadManager.prototype.getGamepadByType = function (type) {
  82093. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82094. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82095. var gamepad = _a[_i];
  82096. if (gamepad && gamepad.type === type) {
  82097. return gamepad;
  82098. }
  82099. }
  82100. return null;
  82101. };
  82102. /**
  82103. * Disposes the gamepad manager
  82104. */
  82105. GamepadManager.prototype.dispose = function () {
  82106. if (this._gamepadEventSupported) {
  82107. if (this._onGamepadConnectedEvent) {
  82108. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82109. }
  82110. if (this._onGamepadDisconnectedEvent) {
  82111. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82112. }
  82113. this._onGamepadConnectedEvent = null;
  82114. this._onGamepadDisconnectedEvent = null;
  82115. }
  82116. this._babylonGamepads.forEach(function (gamepad) {
  82117. gamepad.dispose();
  82118. });
  82119. this.onGamepadConnectedObservable.clear();
  82120. this.onGamepadDisconnectedObservable.clear();
  82121. this._oneGamepadConnected = false;
  82122. this._stopMonitoringGamepads();
  82123. this._babylonGamepads = [];
  82124. };
  82125. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82126. if (!this._oneGamepadConnected) {
  82127. this._oneGamepadConnected = true;
  82128. }
  82129. var newGamepad;
  82130. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82131. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82132. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82133. }
  82134. // if pose is supported, use the (WebVR) pose enabled controller
  82135. else if (gamepad.pose) {
  82136. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82137. }
  82138. else {
  82139. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82140. }
  82141. this._babylonGamepads[newGamepad.index] = newGamepad;
  82142. return newGamepad;
  82143. };
  82144. GamepadManager.prototype._startMonitoringGamepads = function () {
  82145. if (!this._isMonitoring) {
  82146. this._isMonitoring = true;
  82147. //back-comp
  82148. if (!this._scene) {
  82149. this._checkGamepadsStatus();
  82150. }
  82151. }
  82152. };
  82153. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82154. this._isMonitoring = false;
  82155. };
  82156. /** @hidden */
  82157. GamepadManager.prototype._checkGamepadsStatus = function () {
  82158. var _this = this;
  82159. // Hack to be compatible Chrome
  82160. this._updateGamepadObjects();
  82161. for (var i in this._babylonGamepads) {
  82162. var gamepad = this._babylonGamepads[i];
  82163. if (!gamepad || !gamepad.isConnected) {
  82164. continue;
  82165. }
  82166. gamepad.update();
  82167. }
  82168. if (this._isMonitoring && !this._scene) {
  82169. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82170. }
  82171. };
  82172. // This function is called only on Chrome, which does not properly support
  82173. // connection/disconnection events and forces you to recopy again the gamepad object
  82174. GamepadManager.prototype._updateGamepadObjects = function () {
  82175. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82176. for (var i = 0; i < gamepads.length; i++) {
  82177. var gamepad = gamepads[i];
  82178. if (gamepad) {
  82179. if (!this._babylonGamepads[gamepad.index]) {
  82180. var newGamepad = this._addNewGamepad(gamepad);
  82181. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82182. }
  82183. else {
  82184. // Forced to copy again this object for Chrome for unknown reason
  82185. this._babylonGamepads[i].browserGamepad = gamepad;
  82186. if (!this._babylonGamepads[i].isConnected) {
  82187. this._babylonGamepads[i]._isConnected = true;
  82188. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82189. }
  82190. }
  82191. }
  82192. }
  82193. };
  82194. return GamepadManager;
  82195. }());
  82196. BABYLON.GamepadManager = GamepadManager;
  82197. })(BABYLON || (BABYLON = {}));
  82198. //# sourceMappingURL=babylon.gamepadManager.js.map
  82199. var BABYLON;
  82200. (function (BABYLON) {
  82201. /**
  82202. * Represents a gamepad control stick position
  82203. */
  82204. var StickValues = /** @class */ (function () {
  82205. /**
  82206. * Initializes the gamepad x and y control stick values
  82207. * @param x The x component of the gamepad control stick value
  82208. * @param y The y component of the gamepad control stick value
  82209. */
  82210. function StickValues(
  82211. /**
  82212. * The x component of the control stick
  82213. */
  82214. x,
  82215. /**
  82216. * The y component of the control stick
  82217. */
  82218. y) {
  82219. this.x = x;
  82220. this.y = y;
  82221. }
  82222. return StickValues;
  82223. }());
  82224. BABYLON.StickValues = StickValues;
  82225. /**
  82226. * Represents a gamepad
  82227. */
  82228. var Gamepad = /** @class */ (function () {
  82229. /**
  82230. * Initializes the gamepad
  82231. * @param id The id of the gamepad
  82232. * @param index The index of the gamepad
  82233. * @param browserGamepad The browser gamepad
  82234. * @param leftStickX The x component of the left joystick
  82235. * @param leftStickY The y component of the left joystick
  82236. * @param rightStickX The x component of the right joystick
  82237. * @param rightStickY The y component of the right joystick
  82238. */
  82239. function Gamepad(
  82240. /**
  82241. * The id of the gamepad
  82242. */
  82243. id,
  82244. /**
  82245. * The index of the gamepad
  82246. */
  82247. index,
  82248. /**
  82249. * The browser gamepad
  82250. */
  82251. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82252. if (leftStickX === void 0) { leftStickX = 0; }
  82253. if (leftStickY === void 0) { leftStickY = 1; }
  82254. if (rightStickX === void 0) { rightStickX = 2; }
  82255. if (rightStickY === void 0) { rightStickY = 3; }
  82256. this.id = id;
  82257. this.index = index;
  82258. this.browserGamepad = browserGamepad;
  82259. this._leftStick = { x: 0, y: 0 };
  82260. this._rightStick = { x: 0, y: 0 };
  82261. /** @hidden */
  82262. this._isConnected = true;
  82263. /**
  82264. * Specifies whether the left control stick should be Y-inverted
  82265. */
  82266. this._invertLeftStickY = false;
  82267. this.type = Gamepad.GAMEPAD;
  82268. this._leftStickAxisX = leftStickX;
  82269. this._leftStickAxisY = leftStickY;
  82270. this._rightStickAxisX = rightStickX;
  82271. this._rightStickAxisY = rightStickY;
  82272. if (this.browserGamepad.axes.length >= 2) {
  82273. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82274. }
  82275. if (this.browserGamepad.axes.length >= 4) {
  82276. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82277. }
  82278. }
  82279. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82280. /**
  82281. * Specifies if the gamepad has been connected
  82282. */
  82283. get: function () {
  82284. return this._isConnected;
  82285. },
  82286. enumerable: true,
  82287. configurable: true
  82288. });
  82289. /**
  82290. * Callback triggered when the left joystick has changed
  82291. * @param callback
  82292. */
  82293. Gamepad.prototype.onleftstickchanged = function (callback) {
  82294. this._onleftstickchanged = callback;
  82295. };
  82296. /**
  82297. * Callback triggered when the right joystick has changed
  82298. * @param callback
  82299. */
  82300. Gamepad.prototype.onrightstickchanged = function (callback) {
  82301. this._onrightstickchanged = callback;
  82302. };
  82303. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82304. /**
  82305. * Gets the left joystick
  82306. */
  82307. get: function () {
  82308. return this._leftStick;
  82309. },
  82310. /**
  82311. * Sets the left joystick values
  82312. */
  82313. set: function (newValues) {
  82314. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82315. this._onleftstickchanged(newValues);
  82316. }
  82317. this._leftStick = newValues;
  82318. },
  82319. enumerable: true,
  82320. configurable: true
  82321. });
  82322. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82323. /**
  82324. * Gets the right joystick
  82325. */
  82326. get: function () {
  82327. return this._rightStick;
  82328. },
  82329. /**
  82330. * Sets the right joystick value
  82331. */
  82332. set: function (newValues) {
  82333. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82334. this._onrightstickchanged(newValues);
  82335. }
  82336. this._rightStick = newValues;
  82337. },
  82338. enumerable: true,
  82339. configurable: true
  82340. });
  82341. /**
  82342. * Updates the gamepad joystick positions
  82343. */
  82344. Gamepad.prototype.update = function () {
  82345. if (this._leftStick) {
  82346. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82347. if (this._invertLeftStickY) {
  82348. this.leftStick.y *= -1;
  82349. }
  82350. }
  82351. if (this._rightStick) {
  82352. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82353. }
  82354. };
  82355. /**
  82356. * Disposes the gamepad
  82357. */
  82358. Gamepad.prototype.dispose = function () {
  82359. };
  82360. /**
  82361. * Represents a gamepad controller
  82362. */
  82363. Gamepad.GAMEPAD = 0;
  82364. /**
  82365. * Represents a generic controller
  82366. */
  82367. Gamepad.GENERIC = 1;
  82368. /**
  82369. * Represents an XBox controller
  82370. */
  82371. Gamepad.XBOX = 2;
  82372. /**
  82373. * Represents a pose-enabled controller
  82374. */
  82375. Gamepad.POSE_ENABLED = 3;
  82376. return Gamepad;
  82377. }());
  82378. BABYLON.Gamepad = Gamepad;
  82379. /**
  82380. * Represents a generic gamepad
  82381. */
  82382. var GenericPad = /** @class */ (function (_super) {
  82383. __extends(GenericPad, _super);
  82384. /**
  82385. * Initializes the generic gamepad
  82386. * @param id The id of the generic gamepad
  82387. * @param index The index of the generic gamepad
  82388. * @param browserGamepad The browser gamepad
  82389. */
  82390. function GenericPad(id, index, browserGamepad) {
  82391. var _this = _super.call(this, id, index, browserGamepad) || this;
  82392. /**
  82393. * Observable triggered when a button has been pressed
  82394. */
  82395. _this.onButtonDownObservable = new BABYLON.Observable();
  82396. /**
  82397. * Observable triggered when a button has been released
  82398. */
  82399. _this.onButtonUpObservable = new BABYLON.Observable();
  82400. _this.type = Gamepad.GENERIC;
  82401. _this._buttons = new Array(browserGamepad.buttons.length);
  82402. return _this;
  82403. }
  82404. /**
  82405. * Callback triggered when a button has been pressed
  82406. * @param callback Called when a button has been pressed
  82407. */
  82408. GenericPad.prototype.onbuttondown = function (callback) {
  82409. this._onbuttondown = callback;
  82410. };
  82411. /**
  82412. * Callback triggered when a button has been released
  82413. * @param callback Called when a button has been released
  82414. */
  82415. GenericPad.prototype.onbuttonup = function (callback) {
  82416. this._onbuttonup = callback;
  82417. };
  82418. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82419. if (newValue !== currentValue) {
  82420. if (newValue === 1) {
  82421. if (this._onbuttondown) {
  82422. this._onbuttondown(buttonIndex);
  82423. }
  82424. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82425. }
  82426. if (newValue === 0) {
  82427. if (this._onbuttonup) {
  82428. this._onbuttonup(buttonIndex);
  82429. }
  82430. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82431. }
  82432. }
  82433. return newValue;
  82434. };
  82435. /**
  82436. * Updates the generic gamepad
  82437. */
  82438. GenericPad.prototype.update = function () {
  82439. _super.prototype.update.call(this);
  82440. for (var index = 0; index < this._buttons.length; index++) {
  82441. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82442. }
  82443. };
  82444. /**
  82445. * Disposes the generic gamepad
  82446. */
  82447. GenericPad.prototype.dispose = function () {
  82448. _super.prototype.dispose.call(this);
  82449. this.onButtonDownObservable.clear();
  82450. this.onButtonUpObservable.clear();
  82451. };
  82452. return GenericPad;
  82453. }(Gamepad));
  82454. BABYLON.GenericPad = GenericPad;
  82455. })(BABYLON || (BABYLON = {}));
  82456. //# sourceMappingURL=babylon.gamepad.js.map
  82457. var BABYLON;
  82458. (function (BABYLON) {
  82459. /**
  82460. * Defines supported buttons for XBox360 compatible gamepads
  82461. */
  82462. var Xbox360Button;
  82463. (function (Xbox360Button) {
  82464. /** A */
  82465. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82466. /** B */
  82467. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82468. /** X */
  82469. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82470. /** Y */
  82471. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82472. /** Start */
  82473. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82474. /** Back */
  82475. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82476. /** Left button */
  82477. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82478. /** Right button */
  82479. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82480. /** Left stick */
  82481. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82482. /** Right stick */
  82483. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82484. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82485. /** Defines values for XBox360 DPad */
  82486. var Xbox360Dpad;
  82487. (function (Xbox360Dpad) {
  82488. /** Up */
  82489. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82490. /** Down */
  82491. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82492. /** Left */
  82493. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82494. /** Right */
  82495. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82496. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82497. /**
  82498. * Defines a XBox360 gamepad
  82499. */
  82500. var Xbox360Pad = /** @class */ (function (_super) {
  82501. __extends(Xbox360Pad, _super);
  82502. /**
  82503. * Creates a new XBox360 gamepad object
  82504. * @param id defines the id of this gamepad
  82505. * @param index defines its index
  82506. * @param gamepad defines the internal HTML gamepad object
  82507. * @param xboxOne defines if it is a XBox One gamepad
  82508. */
  82509. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82510. if (xboxOne === void 0) { xboxOne = false; }
  82511. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82512. _this._leftTrigger = 0;
  82513. _this._rightTrigger = 0;
  82514. /** Observable raised when a button is pressed */
  82515. _this.onButtonDownObservable = new BABYLON.Observable();
  82516. /** Observable raised when a button is released */
  82517. _this.onButtonUpObservable = new BABYLON.Observable();
  82518. /** Observable raised when a pad is pressed */
  82519. _this.onPadDownObservable = new BABYLON.Observable();
  82520. /** Observable raised when a pad is released */
  82521. _this.onPadUpObservable = new BABYLON.Observable();
  82522. _this._buttonA = 0;
  82523. _this._buttonB = 0;
  82524. _this._buttonX = 0;
  82525. _this._buttonY = 0;
  82526. _this._buttonBack = 0;
  82527. _this._buttonStart = 0;
  82528. _this._buttonLB = 0;
  82529. _this._buttonRB = 0;
  82530. _this._buttonLeftStick = 0;
  82531. _this._buttonRightStick = 0;
  82532. _this._dPadUp = 0;
  82533. _this._dPadDown = 0;
  82534. _this._dPadLeft = 0;
  82535. _this._dPadRight = 0;
  82536. _this._isXboxOnePad = false;
  82537. _this.type = BABYLON.Gamepad.XBOX;
  82538. _this._isXboxOnePad = xboxOne;
  82539. return _this;
  82540. }
  82541. /**
  82542. * Defines the callback to call when left trigger is pressed
  82543. * @param callback defines the callback to use
  82544. */
  82545. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82546. this._onlefttriggerchanged = callback;
  82547. };
  82548. /**
  82549. * Defines the callback to call when right trigger is pressed
  82550. * @param callback defines the callback to use
  82551. */
  82552. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82553. this._onrighttriggerchanged = callback;
  82554. };
  82555. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82556. /**
  82557. * Gets the left trigger value
  82558. */
  82559. get: function () {
  82560. return this._leftTrigger;
  82561. },
  82562. /**
  82563. * Sets the left trigger value
  82564. */
  82565. set: function (newValue) {
  82566. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82567. this._onlefttriggerchanged(newValue);
  82568. }
  82569. this._leftTrigger = newValue;
  82570. },
  82571. enumerable: true,
  82572. configurable: true
  82573. });
  82574. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82575. /**
  82576. * Gets the right trigger value
  82577. */
  82578. get: function () {
  82579. return this._rightTrigger;
  82580. },
  82581. /**
  82582. * Sets the right trigger value
  82583. */
  82584. set: function (newValue) {
  82585. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82586. this._onrighttriggerchanged(newValue);
  82587. }
  82588. this._rightTrigger = newValue;
  82589. },
  82590. enumerable: true,
  82591. configurable: true
  82592. });
  82593. /**
  82594. * Defines the callback to call when a button is pressed
  82595. * @param callback defines the callback to use
  82596. */
  82597. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82598. this._onbuttondown = callback;
  82599. };
  82600. /**
  82601. * Defines the callback to call when a button is released
  82602. * @param callback defines the callback to use
  82603. */
  82604. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82605. this._onbuttonup = callback;
  82606. };
  82607. /**
  82608. * Defines the callback to call when a pad is pressed
  82609. * @param callback defines the callback to use
  82610. */
  82611. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82612. this._ondpaddown = callback;
  82613. };
  82614. /**
  82615. * Defines the callback to call when a pad is released
  82616. * @param callback defines the callback to use
  82617. */
  82618. Xbox360Pad.prototype.ondpadup = function (callback) {
  82619. this._ondpadup = callback;
  82620. };
  82621. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82622. if (newValue !== currentValue) {
  82623. if (newValue === 1) {
  82624. if (this._onbuttondown) {
  82625. this._onbuttondown(buttonType);
  82626. }
  82627. this.onButtonDownObservable.notifyObservers(buttonType);
  82628. }
  82629. if (newValue === 0) {
  82630. if (this._onbuttonup) {
  82631. this._onbuttonup(buttonType);
  82632. }
  82633. this.onButtonUpObservable.notifyObservers(buttonType);
  82634. }
  82635. }
  82636. return newValue;
  82637. };
  82638. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82639. if (newValue !== currentValue) {
  82640. if (newValue === 1) {
  82641. if (this._ondpaddown) {
  82642. this._ondpaddown(buttonType);
  82643. }
  82644. this.onPadDownObservable.notifyObservers(buttonType);
  82645. }
  82646. if (newValue === 0) {
  82647. if (this._ondpadup) {
  82648. this._ondpadup(buttonType);
  82649. }
  82650. this.onPadUpObservable.notifyObservers(buttonType);
  82651. }
  82652. }
  82653. return newValue;
  82654. };
  82655. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82656. /**
  82657. * Gets the value of the `A` button
  82658. */
  82659. get: function () {
  82660. return this._buttonA;
  82661. },
  82662. /**
  82663. * Sets the value of the `A` button
  82664. */
  82665. set: function (value) {
  82666. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82667. },
  82668. enumerable: true,
  82669. configurable: true
  82670. });
  82671. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82672. /**
  82673. * Gets the value of the `B` button
  82674. */
  82675. get: function () {
  82676. return this._buttonB;
  82677. },
  82678. /**
  82679. * Sets the value of the `B` button
  82680. */
  82681. set: function (value) {
  82682. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82683. },
  82684. enumerable: true,
  82685. configurable: true
  82686. });
  82687. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82688. /**
  82689. * Gets the value of the `X` button
  82690. */
  82691. get: function () {
  82692. return this._buttonX;
  82693. },
  82694. /**
  82695. * Sets the value of the `X` button
  82696. */
  82697. set: function (value) {
  82698. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82699. },
  82700. enumerable: true,
  82701. configurable: true
  82702. });
  82703. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82704. /**
  82705. * Gets the value of the `Y` button
  82706. */
  82707. get: function () {
  82708. return this._buttonY;
  82709. },
  82710. /**
  82711. * Sets the value of the `Y` button
  82712. */
  82713. set: function (value) {
  82714. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82715. },
  82716. enumerable: true,
  82717. configurable: true
  82718. });
  82719. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82720. /**
  82721. * Gets the value of the `Start` button
  82722. */
  82723. get: function () {
  82724. return this._buttonStart;
  82725. },
  82726. /**
  82727. * Sets the value of the `Start` button
  82728. */
  82729. set: function (value) {
  82730. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82731. },
  82732. enumerable: true,
  82733. configurable: true
  82734. });
  82735. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82736. /**
  82737. * Gets the value of the `Back` button
  82738. */
  82739. get: function () {
  82740. return this._buttonBack;
  82741. },
  82742. /**
  82743. * Sets the value of the `Back` button
  82744. */
  82745. set: function (value) {
  82746. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82747. },
  82748. enumerable: true,
  82749. configurable: true
  82750. });
  82751. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82752. /**
  82753. * Gets the value of the `Left` button
  82754. */
  82755. get: function () {
  82756. return this._buttonLB;
  82757. },
  82758. /**
  82759. * Sets the value of the `Left` button
  82760. */
  82761. set: function (value) {
  82762. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82763. },
  82764. enumerable: true,
  82765. configurable: true
  82766. });
  82767. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82768. /**
  82769. * Gets the value of the `Right` button
  82770. */
  82771. get: function () {
  82772. return this._buttonRB;
  82773. },
  82774. /**
  82775. * Sets the value of the `Right` button
  82776. */
  82777. set: function (value) {
  82778. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82779. },
  82780. enumerable: true,
  82781. configurable: true
  82782. });
  82783. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82784. /**
  82785. * Gets the value of the Left joystick
  82786. */
  82787. get: function () {
  82788. return this._buttonLeftStick;
  82789. },
  82790. /**
  82791. * Sets the value of the Left joystick
  82792. */
  82793. set: function (value) {
  82794. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82795. },
  82796. enumerable: true,
  82797. configurable: true
  82798. });
  82799. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82800. /**
  82801. * Gets the value of the Right joystick
  82802. */
  82803. get: function () {
  82804. return this._buttonRightStick;
  82805. },
  82806. /**
  82807. * Sets the value of the Right joystick
  82808. */
  82809. set: function (value) {
  82810. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82811. },
  82812. enumerable: true,
  82813. configurable: true
  82814. });
  82815. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82816. /**
  82817. * Gets the value of D-pad up
  82818. */
  82819. get: function () {
  82820. return this._dPadUp;
  82821. },
  82822. /**
  82823. * Sets the value of D-pad up
  82824. */
  82825. set: function (value) {
  82826. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82827. },
  82828. enumerable: true,
  82829. configurable: true
  82830. });
  82831. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82832. /**
  82833. * Gets the value of D-pad down
  82834. */
  82835. get: function () {
  82836. return this._dPadDown;
  82837. },
  82838. /**
  82839. * Sets the value of D-pad down
  82840. */
  82841. set: function (value) {
  82842. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82843. },
  82844. enumerable: true,
  82845. configurable: true
  82846. });
  82847. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82848. /**
  82849. * Gets the value of D-pad left
  82850. */
  82851. get: function () {
  82852. return this._dPadLeft;
  82853. },
  82854. /**
  82855. * Sets the value of D-pad left
  82856. */
  82857. set: function (value) {
  82858. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82859. },
  82860. enumerable: true,
  82861. configurable: true
  82862. });
  82863. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82864. /**
  82865. * Gets the value of D-pad right
  82866. */
  82867. get: function () {
  82868. return this._dPadRight;
  82869. },
  82870. /**
  82871. * Sets the value of D-pad right
  82872. */
  82873. set: function (value) {
  82874. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82875. },
  82876. enumerable: true,
  82877. configurable: true
  82878. });
  82879. /**
  82880. * Force the gamepad to synchronize with device values
  82881. */
  82882. Xbox360Pad.prototype.update = function () {
  82883. _super.prototype.update.call(this);
  82884. if (this._isXboxOnePad) {
  82885. this.buttonA = this.browserGamepad.buttons[0].value;
  82886. this.buttonB = this.browserGamepad.buttons[1].value;
  82887. this.buttonX = this.browserGamepad.buttons[2].value;
  82888. this.buttonY = this.browserGamepad.buttons[3].value;
  82889. this.buttonLB = this.browserGamepad.buttons[4].value;
  82890. this.buttonRB = this.browserGamepad.buttons[5].value;
  82891. this.leftTrigger = this.browserGamepad.axes[2];
  82892. this.rightTrigger = this.browserGamepad.axes[5];
  82893. this.buttonBack = this.browserGamepad.buttons[9].value;
  82894. this.buttonStart = this.browserGamepad.buttons[8].value;
  82895. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82896. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82897. this.dPadUp = this.browserGamepad.buttons[11].value;
  82898. this.dPadDown = this.browserGamepad.buttons[12].value;
  82899. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82900. this.dPadRight = this.browserGamepad.buttons[14].value;
  82901. }
  82902. else {
  82903. this.buttonA = this.browserGamepad.buttons[0].value;
  82904. this.buttonB = this.browserGamepad.buttons[1].value;
  82905. this.buttonX = this.browserGamepad.buttons[2].value;
  82906. this.buttonY = this.browserGamepad.buttons[3].value;
  82907. this.buttonLB = this.browserGamepad.buttons[4].value;
  82908. this.buttonRB = this.browserGamepad.buttons[5].value;
  82909. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82910. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82911. this.buttonBack = this.browserGamepad.buttons[8].value;
  82912. this.buttonStart = this.browserGamepad.buttons[9].value;
  82913. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82914. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82915. this.dPadUp = this.browserGamepad.buttons[12].value;
  82916. this.dPadDown = this.browserGamepad.buttons[13].value;
  82917. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82918. this.dPadRight = this.browserGamepad.buttons[15].value;
  82919. }
  82920. };
  82921. /**
  82922. * Disposes the gamepad
  82923. */
  82924. Xbox360Pad.prototype.dispose = function () {
  82925. _super.prototype.dispose.call(this);
  82926. this.onButtonDownObservable.clear();
  82927. this.onButtonUpObservable.clear();
  82928. this.onPadDownObservable.clear();
  82929. this.onPadUpObservable.clear();
  82930. };
  82931. return Xbox360Pad;
  82932. }(BABYLON.Gamepad));
  82933. BABYLON.Xbox360Pad = Xbox360Pad;
  82934. })(BABYLON || (BABYLON = {}));
  82935. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82936. var BABYLON;
  82937. (function (BABYLON) {
  82938. /**
  82939. * Defines the types of pose enabled controllers that are supported
  82940. */
  82941. var PoseEnabledControllerType;
  82942. (function (PoseEnabledControllerType) {
  82943. /**
  82944. * HTC Vive
  82945. */
  82946. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82947. /**
  82948. * Oculus Rift
  82949. */
  82950. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82951. /**
  82952. * Windows mixed reality
  82953. */
  82954. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82955. /**
  82956. * Samsung gear VR
  82957. */
  82958. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82959. /**
  82960. * Google Daydream
  82961. */
  82962. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82963. /**
  82964. * Generic
  82965. */
  82966. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82967. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82968. /**
  82969. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82970. */
  82971. var PoseEnabledControllerHelper = /** @class */ (function () {
  82972. function PoseEnabledControllerHelper() {
  82973. }
  82974. /**
  82975. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82976. * @param vrGamepad the gamepad to initialized
  82977. * @returns a vr controller of the type the gamepad identified as
  82978. */
  82979. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82980. // Oculus Touch
  82981. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82982. return new BABYLON.OculusTouchController(vrGamepad);
  82983. }
  82984. // Windows Mixed Reality controllers
  82985. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82986. return new BABYLON.WindowsMotionController(vrGamepad);
  82987. }
  82988. // HTC Vive
  82989. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82990. return new BABYLON.ViveController(vrGamepad);
  82991. }
  82992. // Samsung/Oculus Gear VR or Oculus Go
  82993. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82994. return new BABYLON.GearVRController(vrGamepad);
  82995. }
  82996. // Google Daydream
  82997. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82998. return new BABYLON.DaydreamController(vrGamepad);
  82999. }
  83000. // Generic
  83001. else {
  83002. return new BABYLON.GenericController(vrGamepad);
  83003. }
  83004. };
  83005. return PoseEnabledControllerHelper;
  83006. }());
  83007. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83008. /**
  83009. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83010. */
  83011. var PoseEnabledController = /** @class */ (function (_super) {
  83012. __extends(PoseEnabledController, _super);
  83013. /**
  83014. * Creates a new PoseEnabledController from a gamepad
  83015. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83016. */
  83017. function PoseEnabledController(browserGamepad) {
  83018. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83019. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83020. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83021. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83022. /**
  83023. * The device position in babylon space
  83024. */
  83025. _this.devicePosition = BABYLON.Vector3.Zero();
  83026. /**
  83027. * The device rotation in babylon space
  83028. */
  83029. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83030. /**
  83031. * The scale factor of the device in babylon space
  83032. */
  83033. _this.deviceScaleFactor = 1;
  83034. // Used to convert 6dof controllers to 3dof
  83035. _this._trackPosition = true;
  83036. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83037. _this._draggedRoomRotation = 0;
  83038. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83039. /**
  83040. * Internal, matrix used to convert room space to babylon space
  83041. * @hidden
  83042. */
  83043. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83044. /**
  83045. * Node to be used when casting a ray from the controller
  83046. * @hidden
  83047. */
  83048. _this._pointingPoseNode = null;
  83049. _this._workingMatrix = BABYLON.Matrix.Identity();
  83050. /**
  83051. * @hidden
  83052. */
  83053. _this._meshAttachedObservable = new BABYLON.Observable();
  83054. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83055. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83056. _this.position = BABYLON.Vector3.Zero();
  83057. _this.rotationQuaternion = new BABYLON.Quaternion();
  83058. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83059. _this._calculatedRotation = new BABYLON.Quaternion();
  83060. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83061. return _this;
  83062. }
  83063. /**
  83064. * @hidden
  83065. */
  83066. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83067. if (this._trackPosition) {
  83068. this._calculatedPosition.copyFrom(fixedPosition);
  83069. this._trackPosition = false;
  83070. }
  83071. };
  83072. /**
  83073. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83074. */
  83075. PoseEnabledController.prototype.update = function () {
  83076. _super.prototype.update.call(this);
  83077. this._updatePoseAndMesh();
  83078. };
  83079. /**
  83080. * Updates only the pose device and mesh without doing any button event checking
  83081. */
  83082. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83083. var pose = this.browserGamepad.pose;
  83084. this.updateFromDevice(pose);
  83085. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83086. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83087. camera._computeDevicePosition();
  83088. this._deviceToWorld.setTranslation(camera.devicePosition);
  83089. if (camera.deviceRotationQuaternion) {
  83090. var camera = camera;
  83091. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83092. // Find the radian distance away that the headset is from the controllers rotation
  83093. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83094. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83095. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83096. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83097. this._draggedRoomRotation += rotationAmount;
  83098. // Rotate controller around headset
  83099. var sin = Math.sin(-rotationAmount);
  83100. var cos = Math.cos(-rotationAmount);
  83101. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83102. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83103. }
  83104. }
  83105. }
  83106. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83107. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83108. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83109. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83110. if (this._mesh) {
  83111. this._mesh.position.copyFrom(this.devicePosition);
  83112. if (this._mesh.rotationQuaternion) {
  83113. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83114. }
  83115. }
  83116. };
  83117. /**
  83118. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83119. * @param poseData raw pose fromthe device
  83120. */
  83121. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83122. if (poseData) {
  83123. this.rawPose = poseData;
  83124. if (poseData.position) {
  83125. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83126. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83127. this._deviceRoomPosition.z *= -1;
  83128. }
  83129. if (this._trackPosition) {
  83130. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83131. }
  83132. this._calculatedPosition.addInPlace(this.position);
  83133. }
  83134. var pose = this.rawPose;
  83135. if (poseData.orientation && pose.orientation) {
  83136. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83137. if (this._mesh) {
  83138. if (this._mesh.getScene().useRightHandedSystem) {
  83139. this._deviceRoomRotationQuaternion.z *= -1;
  83140. this._deviceRoomRotationQuaternion.w *= -1;
  83141. }
  83142. else {
  83143. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83144. }
  83145. }
  83146. // if the camera is set, rotate to the camera's rotation
  83147. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83148. }
  83149. }
  83150. };
  83151. /**
  83152. * Attaches a mesh to the controller
  83153. * @param mesh the mesh to be attached
  83154. */
  83155. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83156. if (this._mesh) {
  83157. this._mesh.parent = null;
  83158. }
  83159. this._mesh = mesh;
  83160. if (this._poseControlledCamera) {
  83161. this._mesh.parent = this._poseControlledCamera;
  83162. }
  83163. if (!this._mesh.rotationQuaternion) {
  83164. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83165. }
  83166. // 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
  83167. this._updatePoseAndMesh();
  83168. if (this._pointingPoseNode) {
  83169. var parents = [];
  83170. var obj = this._pointingPoseNode;
  83171. while (obj.parent) {
  83172. parents.push(obj.parent);
  83173. obj = obj.parent;
  83174. }
  83175. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83176. }
  83177. this._meshAttachedObservable.notifyObservers(mesh);
  83178. };
  83179. /**
  83180. * Attaches the controllers mesh to a camera
  83181. * @param camera the camera the mesh should be attached to
  83182. */
  83183. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83184. this._poseControlledCamera = camera;
  83185. if (this._mesh) {
  83186. this._mesh.parent = this._poseControlledCamera;
  83187. }
  83188. };
  83189. /**
  83190. * Disposes of the controller
  83191. */
  83192. PoseEnabledController.prototype.dispose = function () {
  83193. if (this._mesh) {
  83194. this._mesh.dispose();
  83195. }
  83196. this._mesh = null;
  83197. _super.prototype.dispose.call(this);
  83198. };
  83199. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83200. /**
  83201. * The mesh that is attached to the controller
  83202. */
  83203. get: function () {
  83204. return this._mesh;
  83205. },
  83206. enumerable: true,
  83207. configurable: true
  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. PoseEnabledController.prototype.getForwardRay = function (length) {
  83215. if (length === void 0) { length = 100; }
  83216. if (!this.mesh) {
  83217. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83218. }
  83219. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.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. * Name of the child mesh that can be used to cast a ray from the controller
  83228. */
  83229. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83230. return PoseEnabledController;
  83231. }(BABYLON.Gamepad));
  83232. BABYLON.PoseEnabledController = PoseEnabledController;
  83233. })(BABYLON || (BABYLON = {}));
  83234. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83235. var BABYLON;
  83236. (function (BABYLON) {
  83237. /**
  83238. * Defines the WebVRController object that represents controllers tracked in 3D space
  83239. */
  83240. var WebVRController = /** @class */ (function (_super) {
  83241. __extends(WebVRController, _super);
  83242. /**
  83243. * Creates a new WebVRController from a gamepad
  83244. * @param vrGamepad the gamepad that the WebVRController should be created from
  83245. */
  83246. function WebVRController(vrGamepad) {
  83247. var _this = _super.call(this, vrGamepad) || this;
  83248. // Observables
  83249. /**
  83250. * Fired when the trigger state has changed
  83251. */
  83252. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83253. /**
  83254. * Fired when the main button state has changed
  83255. */
  83256. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83257. /**
  83258. * Fired when the secondary button state has changed
  83259. */
  83260. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83261. /**
  83262. * Fired when the pad state has changed
  83263. */
  83264. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83265. /**
  83266. * Fired when controllers stick values have changed
  83267. */
  83268. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83269. /**
  83270. * X and Y axis corrisponding to the controllers joystick
  83271. */
  83272. _this.pad = { x: 0, y: 0 };
  83273. // avoid GC, store state in a tmp object
  83274. _this._changes = {
  83275. pressChanged: false,
  83276. touchChanged: false,
  83277. valueChanged: false,
  83278. changed: false
  83279. };
  83280. _this._buttons = new Array(vrGamepad.buttons.length);
  83281. _this.hand = vrGamepad.hand;
  83282. return _this;
  83283. }
  83284. /**
  83285. * Fired when a controller button's state has changed
  83286. * @param callback the callback containing the button that was modified
  83287. */
  83288. WebVRController.prototype.onButtonStateChange = function (callback) {
  83289. this._onButtonStateChange = callback;
  83290. };
  83291. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83292. /**
  83293. * The default controller model for the controller
  83294. */
  83295. get: function () {
  83296. return this._defaultModel;
  83297. },
  83298. enumerable: true,
  83299. configurable: true
  83300. });
  83301. /**
  83302. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83303. */
  83304. WebVRController.prototype.update = function () {
  83305. _super.prototype.update.call(this);
  83306. for (var index = 0; index < this._buttons.length; index++) {
  83307. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83308. }
  83309. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83310. this.pad.x = this.leftStick.x;
  83311. this.pad.y = this.leftStick.y;
  83312. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83313. }
  83314. };
  83315. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83316. if (!newState) {
  83317. newState = {
  83318. pressed: false,
  83319. touched: false,
  83320. value: 0
  83321. };
  83322. }
  83323. if (!currentState) {
  83324. this._buttons[buttonIndex] = {
  83325. pressed: newState.pressed,
  83326. touched: newState.touched,
  83327. value: newState.value
  83328. };
  83329. return;
  83330. }
  83331. this._checkChanges(newState, currentState);
  83332. if (this._changes.changed) {
  83333. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83334. this._handleButtonChange(buttonIndex, newState, this._changes);
  83335. }
  83336. this._buttons[buttonIndex].pressed = newState.pressed;
  83337. this._buttons[buttonIndex].touched = newState.touched;
  83338. // oculus triggers are never 0, thou not touched.
  83339. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83340. };
  83341. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83342. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83343. this._changes.touchChanged = newState.touched !== currentState.touched;
  83344. this._changes.valueChanged = newState.value !== currentState.value;
  83345. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83346. return this._changes;
  83347. };
  83348. /**
  83349. * Disposes of th webVRCOntroller
  83350. */
  83351. WebVRController.prototype.dispose = function () {
  83352. _super.prototype.dispose.call(this);
  83353. this.onTriggerStateChangedObservable.clear();
  83354. this.onMainButtonStateChangedObservable.clear();
  83355. this.onSecondaryButtonStateChangedObservable.clear();
  83356. this.onPadStateChangedObservable.clear();
  83357. this.onPadValuesChangedObservable.clear();
  83358. };
  83359. return WebVRController;
  83360. }(BABYLON.PoseEnabledController));
  83361. BABYLON.WebVRController = WebVRController;
  83362. })(BABYLON || (BABYLON = {}));
  83363. //# sourceMappingURL=babylon.webVRController.js.map
  83364. var BABYLON;
  83365. (function (BABYLON) {
  83366. /**
  83367. * Oculus Touch Controller
  83368. */
  83369. var OculusTouchController = /** @class */ (function (_super) {
  83370. __extends(OculusTouchController, _super);
  83371. /**
  83372. * Creates a new OculusTouchController from a gamepad
  83373. * @param vrGamepad the gamepad that the controller should be created from
  83374. */
  83375. function OculusTouchController(vrGamepad) {
  83376. var _this = _super.call(this, vrGamepad) || this;
  83377. /**
  83378. * Fired when the secondary trigger on this controller is modified
  83379. */
  83380. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83381. /**
  83382. * Fired when the thumb rest on this controller is modified
  83383. */
  83384. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83385. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83386. return _this;
  83387. }
  83388. /**
  83389. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83390. * @param scene scene in which to add meshes
  83391. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83392. */
  83393. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83394. var _this = this;
  83395. var meshName;
  83396. // Hand
  83397. if (this.hand === 'left') {
  83398. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83399. }
  83400. else { // Right is the default if no hand is specified
  83401. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83402. }
  83403. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83404. /*
  83405. Parent Mesh name: oculus_touch_left
  83406. - body
  83407. - trigger
  83408. - thumbstick
  83409. - grip
  83410. - button_y
  83411. - button_x
  83412. - button_enter
  83413. */
  83414. _this._defaultModel = newMeshes[1];
  83415. _this.attachToMesh(_this._defaultModel);
  83416. if (meshLoaded) {
  83417. meshLoaded(_this._defaultModel);
  83418. }
  83419. });
  83420. };
  83421. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83422. /**
  83423. * Fired when the A button on this controller is modified
  83424. */
  83425. get: function () {
  83426. if (this.hand === 'right') {
  83427. return this.onMainButtonStateChangedObservable;
  83428. }
  83429. else {
  83430. throw new Error('No A button on left hand');
  83431. }
  83432. },
  83433. enumerable: true,
  83434. configurable: true
  83435. });
  83436. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83437. /**
  83438. * Fired when the B button on this controller is modified
  83439. */
  83440. get: function () {
  83441. if (this.hand === 'right') {
  83442. return this.onSecondaryButtonStateChangedObservable;
  83443. }
  83444. else {
  83445. throw new Error('No B button on left hand');
  83446. }
  83447. },
  83448. enumerable: true,
  83449. configurable: true
  83450. });
  83451. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83452. /**
  83453. * Fired when the X button on this controller is modified
  83454. */
  83455. get: function () {
  83456. if (this.hand === 'left') {
  83457. return this.onMainButtonStateChangedObservable;
  83458. }
  83459. else {
  83460. throw new Error('No X button on right hand');
  83461. }
  83462. },
  83463. enumerable: true,
  83464. configurable: true
  83465. });
  83466. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83467. /**
  83468. * Fired when the Y button on this controller is modified
  83469. */
  83470. get: function () {
  83471. if (this.hand === 'left') {
  83472. return this.onSecondaryButtonStateChangedObservable;
  83473. }
  83474. else {
  83475. throw new Error('No Y button on right hand');
  83476. }
  83477. },
  83478. enumerable: true,
  83479. configurable: true
  83480. });
  83481. /**
  83482. * Called once for each button that changed state since the last frame
  83483. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83484. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83485. * 2) secondary trigger (same)
  83486. * 3) A (right) X (left), touch, pressed = value
  83487. * 4) B / Y
  83488. * 5) thumb rest
  83489. * @param buttonIdx Which button index changed
  83490. * @param state New state of the button
  83491. * @param changes Which properties on the state changed since last frame
  83492. */
  83493. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83494. var notifyObject = state; //{ state: state, changes: changes };
  83495. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83496. switch (buttonIdx) {
  83497. case 0:
  83498. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83499. return;
  83500. case 1: // index trigger
  83501. if (this._defaultModel) {
  83502. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83503. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83504. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83505. }
  83506. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83507. return;
  83508. case 2: // secondary trigger
  83509. if (this._defaultModel) {
  83510. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83511. }
  83512. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83513. return;
  83514. case 3:
  83515. if (this._defaultModel) {
  83516. if (notifyObject.pressed) {
  83517. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83518. }
  83519. else {
  83520. (this._defaultModel.getChildren()[1]).position.y = 0;
  83521. }
  83522. }
  83523. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83524. return;
  83525. case 4:
  83526. if (this._defaultModel) {
  83527. if (notifyObject.pressed) {
  83528. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83529. }
  83530. else {
  83531. (this._defaultModel.getChildren()[2]).position.y = 0;
  83532. }
  83533. }
  83534. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83535. return;
  83536. case 5:
  83537. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83538. return;
  83539. }
  83540. };
  83541. /**
  83542. * Base Url for the controller model.
  83543. */
  83544. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83545. /**
  83546. * File name for the left controller model.
  83547. */
  83548. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83549. /**
  83550. * File name for the right controller model.
  83551. */
  83552. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83553. return OculusTouchController;
  83554. }(BABYLON.WebVRController));
  83555. BABYLON.OculusTouchController = OculusTouchController;
  83556. })(BABYLON || (BABYLON = {}));
  83557. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83558. var BABYLON;
  83559. (function (BABYLON) {
  83560. /**
  83561. * Vive Controller
  83562. */
  83563. var ViveController = /** @class */ (function (_super) {
  83564. __extends(ViveController, _super);
  83565. /**
  83566. * Creates a new ViveController from a gamepad
  83567. * @param vrGamepad the gamepad that the controller should be created from
  83568. */
  83569. function ViveController(vrGamepad) {
  83570. var _this = _super.call(this, vrGamepad) || this;
  83571. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83572. _this._invertLeftStickY = true;
  83573. return _this;
  83574. }
  83575. /**
  83576. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83577. * @param scene scene in which to add meshes
  83578. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83579. */
  83580. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83581. var _this = this;
  83582. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83583. /*
  83584. Parent Mesh name: ViveWand
  83585. - body
  83586. - r_gripper
  83587. - l_gripper
  83588. - menu_button
  83589. - system_button
  83590. - trackpad
  83591. - trigger
  83592. - LED
  83593. */
  83594. _this._defaultModel = newMeshes[1];
  83595. _this.attachToMesh(_this._defaultModel);
  83596. if (meshLoaded) {
  83597. meshLoaded(_this._defaultModel);
  83598. }
  83599. });
  83600. };
  83601. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83602. /**
  83603. * Fired when the left button on this controller is modified
  83604. */
  83605. get: function () {
  83606. return this.onMainButtonStateChangedObservable;
  83607. },
  83608. enumerable: true,
  83609. configurable: true
  83610. });
  83611. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83612. /**
  83613. * Fired when the right button on this controller is modified
  83614. */
  83615. get: function () {
  83616. return this.onMainButtonStateChangedObservable;
  83617. },
  83618. enumerable: true,
  83619. configurable: true
  83620. });
  83621. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83622. /**
  83623. * Fired when the menu button on this controller is modified
  83624. */
  83625. get: function () {
  83626. return this.onSecondaryButtonStateChangedObservable;
  83627. },
  83628. enumerable: true,
  83629. configurable: true
  83630. });
  83631. /**
  83632. * Called once for each button that changed state since the last frame
  83633. * Vive mapping:
  83634. * 0: touchpad
  83635. * 1: trigger
  83636. * 2: left AND right buttons
  83637. * 3: menu button
  83638. * @param buttonIdx Which button index changed
  83639. * @param state New state of the button
  83640. * @param changes Which properties on the state changed since last frame
  83641. */
  83642. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83643. var notifyObject = state; //{ state: state, changes: changes };
  83644. switch (buttonIdx) {
  83645. case 0:
  83646. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83647. return;
  83648. case 1: // index trigger
  83649. if (this._defaultModel) {
  83650. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83651. }
  83652. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83653. return;
  83654. case 2: // left AND right button
  83655. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83656. return;
  83657. case 3:
  83658. if (this._defaultModel) {
  83659. if (notifyObject.pressed) {
  83660. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83661. }
  83662. else {
  83663. (this._defaultModel.getChildren()[2]).position.y = 0;
  83664. }
  83665. }
  83666. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83667. return;
  83668. }
  83669. };
  83670. /**
  83671. * Base Url for the controller model.
  83672. */
  83673. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83674. /**
  83675. * File name for the controller model.
  83676. */
  83677. ViveController.MODEL_FILENAME = 'wand.babylon';
  83678. return ViveController;
  83679. }(BABYLON.WebVRController));
  83680. BABYLON.ViveController = ViveController;
  83681. })(BABYLON || (BABYLON = {}));
  83682. //# sourceMappingURL=babylon.viveController.js.map
  83683. var BABYLON;
  83684. (function (BABYLON) {
  83685. /**
  83686. * Generic Controller
  83687. */
  83688. var GenericController = /** @class */ (function (_super) {
  83689. __extends(GenericController, _super);
  83690. /**
  83691. * Creates a new GenericController from a gamepad
  83692. * @param vrGamepad the gamepad that the controller should be created from
  83693. */
  83694. function GenericController(vrGamepad) {
  83695. return _super.call(this, vrGamepad) || this;
  83696. }
  83697. /**
  83698. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83699. * @param scene scene in which to add meshes
  83700. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83701. */
  83702. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83703. var _this = this;
  83704. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83705. _this._defaultModel = newMeshes[1];
  83706. _this.attachToMesh(_this._defaultModel);
  83707. if (meshLoaded) {
  83708. meshLoaded(_this._defaultModel);
  83709. }
  83710. });
  83711. };
  83712. /**
  83713. * Called once for each button that changed state since the last frame
  83714. * @param buttonIdx Which button index changed
  83715. * @param state New state of the button
  83716. * @param changes Which properties on the state changed since last frame
  83717. */
  83718. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83719. console.log("Button id: " + buttonIdx + "state: ");
  83720. console.dir(state);
  83721. };
  83722. /**
  83723. * Base Url for the controller model.
  83724. */
  83725. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83726. /**
  83727. * File name for the controller model.
  83728. */
  83729. GenericController.MODEL_FILENAME = 'generic.babylon';
  83730. return GenericController;
  83731. }(BABYLON.WebVRController));
  83732. BABYLON.GenericController = GenericController;
  83733. })(BABYLON || (BABYLON = {}));
  83734. //# sourceMappingURL=babylon.genericController.js.map
  83735. var BABYLON;
  83736. (function (BABYLON) {
  83737. /**
  83738. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83739. */
  83740. var LoadedMeshInfo = /** @class */ (function () {
  83741. function LoadedMeshInfo() {
  83742. /**
  83743. * Map of the button meshes contained in the controller
  83744. */
  83745. this.buttonMeshes = {};
  83746. /**
  83747. * Map of the axis meshes contained in the controller
  83748. */
  83749. this.axisMeshes = {};
  83750. }
  83751. return LoadedMeshInfo;
  83752. }());
  83753. /**
  83754. * Defines the WindowsMotionController object that the state of the windows motion controller
  83755. */
  83756. var WindowsMotionController = /** @class */ (function (_super) {
  83757. __extends(WindowsMotionController, _super);
  83758. /**
  83759. * Creates a new WindowsMotionController from a gamepad
  83760. * @param vrGamepad the gamepad that the controller should be created from
  83761. */
  83762. function WindowsMotionController(vrGamepad) {
  83763. var _this = _super.call(this, vrGamepad) || this;
  83764. _this._mapping = {
  83765. // Semantic button names
  83766. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83767. // A mapping of the button name to glTF model node name
  83768. // that should be transformed by button value.
  83769. buttonMeshNames: {
  83770. 'trigger': 'SELECT',
  83771. 'menu': 'MENU',
  83772. 'grip': 'GRASP',
  83773. 'thumbstick': 'THUMBSTICK_PRESS',
  83774. 'trackpad': 'TOUCHPAD_PRESS'
  83775. },
  83776. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83777. buttonObservableNames: {
  83778. 'trigger': 'onTriggerStateChangedObservable',
  83779. 'menu': 'onSecondaryButtonStateChangedObservable',
  83780. 'grip': 'onMainButtonStateChangedObservable',
  83781. 'thumbstick': 'onPadStateChangedObservable',
  83782. 'trackpad': 'onTrackpadChangedObservable'
  83783. },
  83784. // A mapping of the axis name to glTF model node name
  83785. // that should be transformed by axis value.
  83786. // This array mirrors the browserGamepad.axes array, such that
  83787. // the mesh corresponding to axis 0 is in this array index 0.
  83788. axisMeshNames: [
  83789. 'THUMBSTICK_X',
  83790. 'THUMBSTICK_Y',
  83791. 'TOUCHPAD_TOUCH_X',
  83792. 'TOUCHPAD_TOUCH_Y'
  83793. ],
  83794. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83795. };
  83796. /**
  83797. * Fired when the trackpad on this controller is clicked
  83798. */
  83799. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83800. /**
  83801. * Fired when the trackpad on this controller is modified
  83802. */
  83803. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83804. /**
  83805. * The current x and y values of this controller's trackpad
  83806. */
  83807. _this.trackpad = { x: 0, y: 0 };
  83808. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83809. _this._loadedMeshInfo = null;
  83810. return _this;
  83811. }
  83812. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83813. /**
  83814. * Fired when the trigger on this controller is modified
  83815. */
  83816. get: function () {
  83817. return this.onTriggerStateChangedObservable;
  83818. },
  83819. enumerable: true,
  83820. configurable: true
  83821. });
  83822. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83823. /**
  83824. * Fired when the menu button on this controller is modified
  83825. */
  83826. get: function () {
  83827. return this.onSecondaryButtonStateChangedObservable;
  83828. },
  83829. enumerable: true,
  83830. configurable: true
  83831. });
  83832. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83833. /**
  83834. * Fired when the grip button on this controller is modified
  83835. */
  83836. get: function () {
  83837. return this.onMainButtonStateChangedObservable;
  83838. },
  83839. enumerable: true,
  83840. configurable: true
  83841. });
  83842. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83843. /**
  83844. * Fired when the thumbstick button on this controller is modified
  83845. */
  83846. get: function () {
  83847. return this.onPadStateChangedObservable;
  83848. },
  83849. enumerable: true,
  83850. configurable: true
  83851. });
  83852. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83853. /**
  83854. * Fired when the touchpad button on this controller is modified
  83855. */
  83856. get: function () {
  83857. return this.onTrackpadChangedObservable;
  83858. },
  83859. enumerable: true,
  83860. configurable: true
  83861. });
  83862. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83863. /**
  83864. * Fired when the touchpad values on this controller are modified
  83865. */
  83866. get: function () {
  83867. return this.onTrackpadValuesChangedObservable;
  83868. },
  83869. enumerable: true,
  83870. configurable: true
  83871. });
  83872. WindowsMotionController.prototype._updateTrackpad = function () {
  83873. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83874. this.trackpad.x = this.browserGamepad["axes"][2];
  83875. this.trackpad.y = this.browserGamepad["axes"][3];
  83876. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83877. }
  83878. };
  83879. /**
  83880. * Called once per frame by the engine.
  83881. */
  83882. WindowsMotionController.prototype.update = function () {
  83883. _super.prototype.update.call(this);
  83884. if (this.browserGamepad.axes) {
  83885. this._updateTrackpad();
  83886. // Only need to animate axes if there is a loaded mesh
  83887. if (this._loadedMeshInfo) {
  83888. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83889. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83890. }
  83891. }
  83892. }
  83893. };
  83894. /**
  83895. * Called once for each button that changed state since the last frame
  83896. * @param buttonIdx Which button index changed
  83897. * @param state New state of the button
  83898. * @param changes Which properties on the state changed since last frame
  83899. */
  83900. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83901. var buttonName = this._mapping.buttons[buttonIdx];
  83902. if (!buttonName) {
  83903. return;
  83904. }
  83905. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83906. this._updateTrackpad();
  83907. // Only emit events for buttons that we know how to map from index to name
  83908. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83909. if (observable) {
  83910. observable.notifyObservers(state);
  83911. }
  83912. this._lerpButtonTransform(buttonName, state.value);
  83913. };
  83914. /**
  83915. * Moves the buttons on the controller mesh based on their current state
  83916. * @param buttonName the name of the button to move
  83917. * @param buttonValue the value of the button which determines the buttons new position
  83918. */
  83919. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83920. // If there is no loaded mesh, there is nothing to transform.
  83921. if (!this._loadedMeshInfo) {
  83922. return;
  83923. }
  83924. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83925. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83926. return;
  83927. }
  83928. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83929. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83930. };
  83931. /**
  83932. * Moves the axis on the controller mesh based on its current state
  83933. * @param axis the index of the axis
  83934. * @param axisValue the value of the axis which determines the meshes new position
  83935. * @hidden
  83936. */
  83937. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83938. if (!this._loadedMeshInfo) {
  83939. return;
  83940. }
  83941. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83942. if (!meshInfo) {
  83943. return;
  83944. }
  83945. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83946. return;
  83947. }
  83948. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83949. var lerpValue = axisValue * 0.5 + 0.5;
  83950. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83951. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83952. };
  83953. /**
  83954. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83955. * @param scene scene in which to add meshes
  83956. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83957. */
  83958. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83959. var _this = this;
  83960. if (forceDefault === void 0) { forceDefault = false; }
  83961. var path;
  83962. var filename;
  83963. // Checking if GLB loader is present
  83964. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83965. // Determine the device specific folder based on the ID suffix
  83966. var device = 'default';
  83967. if (this.id && !forceDefault) {
  83968. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83969. device = ((match && match[0]) || device);
  83970. }
  83971. // Hand
  83972. if (this.hand === 'left') {
  83973. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83974. }
  83975. else { // Right is the default if no hand is specified
  83976. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83977. }
  83978. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83979. }
  83980. else {
  83981. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83982. path = BABYLON.GenericController.MODEL_BASE_URL;
  83983. filename = BABYLON.GenericController.MODEL_FILENAME;
  83984. }
  83985. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83986. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83987. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83988. if (!_this._loadedMeshInfo) {
  83989. return;
  83990. }
  83991. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83992. _this.attachToMesh(_this._defaultModel);
  83993. if (meshLoaded) {
  83994. meshLoaded(_this._defaultModel);
  83995. }
  83996. }, null, function (scene, message) {
  83997. BABYLON.Tools.Log(message);
  83998. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83999. if (!forceDefault) {
  84000. _this.initControllerMesh(scene, meshLoaded, true);
  84001. }
  84002. });
  84003. };
  84004. /**
  84005. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84006. * can be transformed by button presses and axes values, based on this._mapping.
  84007. *
  84008. * @param scene scene in which the meshes exist
  84009. * @param meshes list of meshes that make up the controller model to process
  84010. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84011. */
  84012. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84013. var loadedMeshInfo = null;
  84014. // Create a new mesh to contain the glTF hierarchy
  84015. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84016. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84017. var childMesh = null;
  84018. for (var i = 0; i < meshes.length; i++) {
  84019. var mesh = meshes[i];
  84020. if (!mesh.parent) {
  84021. // Exclude controller meshes from picking results
  84022. mesh.isPickable = false;
  84023. // Handle root node, attach to the new parentMesh
  84024. childMesh = mesh;
  84025. break;
  84026. }
  84027. }
  84028. if (childMesh) {
  84029. childMesh.setParent(parentMesh);
  84030. // Create our mesh info. Note that this method will always return non-null.
  84031. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84032. }
  84033. else {
  84034. BABYLON.Tools.Warn('Could not find root node in model file.');
  84035. }
  84036. return loadedMeshInfo;
  84037. };
  84038. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84039. var loadedMeshInfo = new LoadedMeshInfo();
  84040. var i;
  84041. loadedMeshInfo.rootNode = rootNode;
  84042. // Reset the caches
  84043. loadedMeshInfo.buttonMeshes = {};
  84044. loadedMeshInfo.axisMeshes = {};
  84045. // Button Meshes
  84046. for (i = 0; i < this._mapping.buttons.length; i++) {
  84047. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84048. if (!buttonMeshName) {
  84049. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84050. continue;
  84051. }
  84052. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84053. if (!buttonMesh) {
  84054. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84055. continue;
  84056. }
  84057. var buttonMeshInfo = {
  84058. index: i,
  84059. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84060. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84061. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84062. };
  84063. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84064. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84065. }
  84066. else {
  84067. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84068. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84069. '(VALUE: ' + !!buttonMeshInfo.value +
  84070. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84071. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84072. ')');
  84073. }
  84074. }
  84075. // Axis Meshes
  84076. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84077. var axisMeshName = this._mapping.axisMeshNames[i];
  84078. if (!axisMeshName) {
  84079. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84080. continue;
  84081. }
  84082. var axisMesh = getChildByName(rootNode, axisMeshName);
  84083. if (!axisMesh) {
  84084. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84085. continue;
  84086. }
  84087. var axisMeshInfo = {
  84088. index: i,
  84089. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84090. min: getImmediateChildByName(axisMesh, 'MIN'),
  84091. max: getImmediateChildByName(axisMesh, 'MAX')
  84092. };
  84093. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84094. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84095. }
  84096. else {
  84097. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84098. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84099. '(VALUE: ' + !!axisMeshInfo.value +
  84100. ', MIN: ' + !!axisMeshInfo.min +
  84101. ', MAX:' + !!axisMeshInfo.max +
  84102. ')');
  84103. }
  84104. }
  84105. // Pointing Ray
  84106. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84107. if (!loadedMeshInfo.pointingPoseNode) {
  84108. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84109. }
  84110. else {
  84111. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84112. }
  84113. return loadedMeshInfo;
  84114. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84115. function getChildByName(node, name) {
  84116. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84117. }
  84118. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84119. function getImmediateChildByName(node, name) {
  84120. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84121. }
  84122. };
  84123. /**
  84124. * Gets the ray of the controller in the direction the controller is pointing
  84125. * @param length the length the resulting ray should be
  84126. * @returns a ray in the direction the controller is pointing
  84127. */
  84128. WindowsMotionController.prototype.getForwardRay = function (length) {
  84129. if (length === void 0) { length = 100; }
  84130. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84131. return _super.prototype.getForwardRay.call(this, length);
  84132. }
  84133. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84134. var origin = m.getTranslation();
  84135. var forward = new BABYLON.Vector3(0, 0, -1);
  84136. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84137. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84138. return new BABYLON.Ray(origin, direction, length);
  84139. };
  84140. /**
  84141. * Disposes of the controller
  84142. */
  84143. WindowsMotionController.prototype.dispose = function () {
  84144. _super.prototype.dispose.call(this);
  84145. this.onTrackpadChangedObservable.clear();
  84146. };
  84147. /**
  84148. * The base url used to load the left and right controller models
  84149. */
  84150. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84151. /**
  84152. * The name of the left controller model file
  84153. */
  84154. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84155. /**
  84156. * The name of the right controller model file
  84157. */
  84158. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84159. /**
  84160. * The controller name prefix for this controller type
  84161. */
  84162. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84163. /**
  84164. * The controller id pattern for this controller type
  84165. */
  84166. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84167. return WindowsMotionController;
  84168. }(BABYLON.WebVRController));
  84169. BABYLON.WindowsMotionController = WindowsMotionController;
  84170. })(BABYLON || (BABYLON = {}));
  84171. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84172. var BABYLON;
  84173. (function (BABYLON) {
  84174. /**
  84175. * Gear VR Controller
  84176. */
  84177. var GearVRController = /** @class */ (function (_super) {
  84178. __extends(GearVRController, _super);
  84179. /**
  84180. * Creates a new GearVRController from a gamepad
  84181. * @param vrGamepad the gamepad that the controller should be created from
  84182. */
  84183. function GearVRController(vrGamepad) {
  84184. var _this = _super.call(this, vrGamepad) || this;
  84185. _this._buttonIndexToObservableNameMap = [
  84186. 'onTrackpadChangedObservable',
  84187. 'onTriggerStateChangedObservable' // Trigger
  84188. ];
  84189. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84190. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84191. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84192. _this._disableTrackPosition(_this._calculatedPosition);
  84193. return _this;
  84194. }
  84195. /**
  84196. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84197. * @param scene scene in which to add meshes
  84198. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84199. */
  84200. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84201. var _this = this;
  84202. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84203. // Offset the controller so it will rotate around the users wrist
  84204. var mesh = new BABYLON.Mesh("", scene);
  84205. newMeshes[1].parent = mesh;
  84206. newMeshes[1].position.z = -0.15;
  84207. _this._defaultModel = mesh;
  84208. _this.attachToMesh(_this._defaultModel);
  84209. if (meshLoaded) {
  84210. meshLoaded(_this._defaultModel);
  84211. }
  84212. });
  84213. };
  84214. /**
  84215. * Called once for each button that changed state since the last frame
  84216. * @param buttonIdx Which button index changed
  84217. * @param state New state of the button
  84218. * @param changes Which properties on the state changed since last frame
  84219. */
  84220. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84221. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84222. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84223. // Only emit events for buttons that we know how to map from index to observable
  84224. var observable = this[observableName];
  84225. if (observable) {
  84226. observable.notifyObservers(state);
  84227. }
  84228. }
  84229. };
  84230. /**
  84231. * Base Url for the controller model.
  84232. */
  84233. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84234. /**
  84235. * File name for the controller model.
  84236. */
  84237. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84238. /**
  84239. * Gamepad Id prefix used to identify this controller.
  84240. */
  84241. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84242. return GearVRController;
  84243. }(BABYLON.WebVRController));
  84244. BABYLON.GearVRController = GearVRController;
  84245. })(BABYLON || (BABYLON = {}));
  84246. //# sourceMappingURL=babylon.gearVRController.js.map
  84247. var BABYLON;
  84248. (function (BABYLON) {
  84249. /**
  84250. * Google Daydream controller
  84251. */
  84252. var DaydreamController = /** @class */ (function (_super) {
  84253. __extends(DaydreamController, _super);
  84254. /**
  84255. * Creates a new DaydreamController from a gamepad
  84256. * @param vrGamepad the gamepad that the controller should be created from
  84257. */
  84258. function DaydreamController(vrGamepad) {
  84259. var _this = _super.call(this, vrGamepad) || this;
  84260. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84261. return _this;
  84262. }
  84263. /**
  84264. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84265. * @param scene scene in which to add meshes
  84266. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84267. */
  84268. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84269. var _this = this;
  84270. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84271. _this._defaultModel = newMeshes[1];
  84272. _this.attachToMesh(_this._defaultModel);
  84273. if (meshLoaded) {
  84274. meshLoaded(_this._defaultModel);
  84275. }
  84276. });
  84277. };
  84278. /**
  84279. * Called once for each button that changed state since the last frame
  84280. * @param buttonIdx Which button index changed
  84281. * @param state New state of the button
  84282. * @param changes Which properties on the state changed since last frame
  84283. */
  84284. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84285. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84286. if (buttonIdx === 0) {
  84287. var observable = this.onTriggerStateChangedObservable;
  84288. if (observable) {
  84289. observable.notifyObservers(state);
  84290. }
  84291. }
  84292. else {
  84293. // If the app or home buttons are ever made available
  84294. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84295. }
  84296. };
  84297. /**
  84298. * Base Url for the controller model.
  84299. */
  84300. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84301. /**
  84302. * File name for the controller model.
  84303. */
  84304. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84305. /**
  84306. * Gamepad Id prefix used to identify Daydream Controller.
  84307. */
  84308. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84309. return DaydreamController;
  84310. }(BABYLON.WebVRController));
  84311. BABYLON.DaydreamController = DaydreamController;
  84312. })(BABYLON || (BABYLON = {}));
  84313. //# sourceMappingURL=babylon.daydreamController.js.map
  84314. var BABYLON;
  84315. (function (BABYLON) {
  84316. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84317. get: function () {
  84318. if (!this._gamepadManager) {
  84319. this._gamepadManager = new BABYLON.GamepadManager(this);
  84320. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84321. if (!component) {
  84322. component = new GamepadSystemSceneComponent(this);
  84323. this._addComponent(component);
  84324. }
  84325. }
  84326. return this._gamepadManager;
  84327. },
  84328. enumerable: true,
  84329. configurable: true
  84330. });
  84331. /**
  84332. * Adds a gamepad to the free camera inputs manager
  84333. */
  84334. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84335. this.add(new BABYLON.FreeCameraGamepadInput());
  84336. return this;
  84337. };
  84338. /**
  84339. * Adds a gamepad to the arc rotate camera inputs manager
  84340. */
  84341. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84342. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84343. return this;
  84344. };
  84345. /**
  84346. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84347. */
  84348. var GamepadSystemSceneComponent = /** @class */ (function () {
  84349. /**
  84350. * Creates a new instance of the component for the given scene
  84351. * @param scene Defines the scene to register the component in
  84352. */
  84353. function GamepadSystemSceneComponent(scene) {
  84354. /**
  84355. * The component name helpfull to identify the component in the list of scene components.
  84356. */
  84357. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84358. this.scene = scene;
  84359. }
  84360. /**
  84361. * Registers the component in a given scene
  84362. */
  84363. GamepadSystemSceneComponent.prototype.register = function () {
  84364. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84365. };
  84366. /**
  84367. * Rebuilds the elements related to this component in case of
  84368. * context lost for instance.
  84369. */
  84370. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84371. // Nothing to do for gamepads
  84372. };
  84373. /**
  84374. * Disposes the component and the associated ressources
  84375. */
  84376. GamepadSystemSceneComponent.prototype.dispose = function () {
  84377. var gamepadManager = this.scene._gamepadManager;
  84378. if (gamepadManager) {
  84379. gamepadManager.dispose();
  84380. this.scene._gamepadManager = null;
  84381. }
  84382. };
  84383. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84384. var gamepadManager = this.scene._gamepadManager;
  84385. if (gamepadManager && gamepadManager._isMonitoring) {
  84386. gamepadManager._checkGamepadsStatus();
  84387. }
  84388. };
  84389. return GamepadSystemSceneComponent;
  84390. }());
  84391. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84392. })(BABYLON || (BABYLON = {}));
  84393. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84394. var BABYLON;
  84395. (function (BABYLON) {
  84396. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84397. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84398. });
  84399. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84400. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84401. });
  84402. /**
  84403. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84404. * an arc rotate version arcFollowCamera are available.
  84405. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84406. */
  84407. var FollowCamera = /** @class */ (function (_super) {
  84408. __extends(FollowCamera, _super);
  84409. /**
  84410. * Instantiates the follow camera.
  84411. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84412. * @param name Define the name of the camera in the scene
  84413. * @param position Define the position of the camera
  84414. * @param scene Define the scene the camera belong to
  84415. * @param lockedTarget Define the target of the camera
  84416. */
  84417. function FollowCamera(name, position, scene, lockedTarget) {
  84418. if (lockedTarget === void 0) { lockedTarget = null; }
  84419. var _this = _super.call(this, name, position, scene) || this;
  84420. /**
  84421. * Distance the follow camera should follow an object at
  84422. */
  84423. _this.radius = 12;
  84424. /**
  84425. * Define a rotation offset between the camera and the object it follows
  84426. */
  84427. _this.rotationOffset = 0;
  84428. /**
  84429. * Define a height offset between the camera and the object it follows.
  84430. * It can help following an object from the top (like a car chaing a plane)
  84431. */
  84432. _this.heightOffset = 4;
  84433. /**
  84434. * Define how fast the camera can accelerate to follow it s target.
  84435. */
  84436. _this.cameraAcceleration = 0.05;
  84437. /**
  84438. * Define the speed limit of the camera following an object.
  84439. */
  84440. _this.maxCameraSpeed = 20;
  84441. _this.lockedTarget = lockedTarget;
  84442. return _this;
  84443. }
  84444. FollowCamera.prototype._follow = function (cameraTarget) {
  84445. if (!cameraTarget) {
  84446. return;
  84447. }
  84448. var yRotation;
  84449. if (cameraTarget.rotationQuaternion) {
  84450. var rotMatrix = new BABYLON.Matrix();
  84451. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84452. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84453. }
  84454. else {
  84455. yRotation = cameraTarget.rotation.y;
  84456. }
  84457. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84458. var targetPosition = cameraTarget.getAbsolutePosition();
  84459. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84460. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84461. var dx = targetX - this.position.x;
  84462. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84463. var dz = (targetZ) - this.position.z;
  84464. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84465. var vy = dy * this.cameraAcceleration;
  84466. var vz = dz * this.cameraAcceleration * 2;
  84467. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84468. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84469. }
  84470. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84471. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84472. }
  84473. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84474. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84475. }
  84476. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84477. this.setTarget(targetPosition);
  84478. };
  84479. /** @hidden */
  84480. FollowCamera.prototype._checkInputs = function () {
  84481. _super.prototype._checkInputs.call(this);
  84482. if (this.lockedTarget) {
  84483. this._follow(this.lockedTarget);
  84484. }
  84485. };
  84486. /**
  84487. * Gets the camera class name.
  84488. * @returns the class name
  84489. */
  84490. FollowCamera.prototype.getClassName = function () {
  84491. return "FollowCamera";
  84492. };
  84493. __decorate([
  84494. BABYLON.serialize()
  84495. ], FollowCamera.prototype, "radius", void 0);
  84496. __decorate([
  84497. BABYLON.serialize()
  84498. ], FollowCamera.prototype, "rotationOffset", void 0);
  84499. __decorate([
  84500. BABYLON.serialize()
  84501. ], FollowCamera.prototype, "heightOffset", void 0);
  84502. __decorate([
  84503. BABYLON.serialize()
  84504. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84505. __decorate([
  84506. BABYLON.serialize()
  84507. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84508. __decorate([
  84509. BABYLON.serializeAsMeshReference("lockedTargetId")
  84510. ], FollowCamera.prototype, "lockedTarget", void 0);
  84511. return FollowCamera;
  84512. }(BABYLON.TargetCamera));
  84513. BABYLON.FollowCamera = FollowCamera;
  84514. /**
  84515. * Arc Rotate version of the follow camera.
  84516. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84517. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84518. */
  84519. var ArcFollowCamera = /** @class */ (function (_super) {
  84520. __extends(ArcFollowCamera, _super);
  84521. /**
  84522. * Instantiates a new ArcFollowCamera
  84523. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84524. * @param name Define the name of the camera
  84525. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84526. * @param beta Define the rotation angle of the camera around the elevation axis
  84527. * @param radius Define the radius of the camera from its target point
  84528. * @param target Define the target of the camera
  84529. * @param scene Define the scene the camera belongs to
  84530. */
  84531. function ArcFollowCamera(name,
  84532. /** The longitudinal angle of the camera */
  84533. alpha,
  84534. /** The latitudinal angle of the camera */
  84535. beta,
  84536. /** The radius of the camera from its target */
  84537. radius,
  84538. /** Define the camera target (the messh it should follow) */
  84539. target, scene) {
  84540. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84541. _this.alpha = alpha;
  84542. _this.beta = beta;
  84543. _this.radius = radius;
  84544. _this.target = target;
  84545. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84546. _this._follow();
  84547. return _this;
  84548. }
  84549. ArcFollowCamera.prototype._follow = function () {
  84550. if (!this.target) {
  84551. return;
  84552. }
  84553. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84554. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84555. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84556. var targetPosition = this.target.getAbsolutePosition();
  84557. this.position = targetPosition.add(this._cartesianCoordinates);
  84558. this.setTarget(targetPosition);
  84559. };
  84560. /** @hidden */
  84561. ArcFollowCamera.prototype._checkInputs = function () {
  84562. _super.prototype._checkInputs.call(this);
  84563. this._follow();
  84564. };
  84565. /**
  84566. * Returns the class name of the object.
  84567. * It is mostly used internally for serialization purposes.
  84568. */
  84569. ArcFollowCamera.prototype.getClassName = function () {
  84570. return "ArcFollowCamera";
  84571. };
  84572. return ArcFollowCamera;
  84573. }(BABYLON.TargetCamera));
  84574. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84575. })(BABYLON || (BABYLON = {}));
  84576. //# sourceMappingURL=babylon.followCamera.js.map
  84577. var BABYLON;
  84578. (function (BABYLON) {
  84579. /**
  84580. * 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,
  84581. * which still works and will still be found in many Playgrounds.
  84582. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84583. */
  84584. var UniversalCamera = /** @class */ (function (_super) {
  84585. __extends(UniversalCamera, _super);
  84586. /**
  84587. * 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,
  84588. * which still works and will still be found in many Playgrounds.
  84589. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84590. * @param name Define the name of the camera in the scene
  84591. * @param position Define the start position of the camera in the scene
  84592. * @param scene Define the scene the camera belongs to
  84593. */
  84594. function UniversalCamera(name, position, scene) {
  84595. var _this = _super.call(this, name, position, scene) || this;
  84596. _this.inputs.addGamepad();
  84597. return _this;
  84598. }
  84599. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84600. /**
  84601. * Defines the gamepad rotation sensiblity.
  84602. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84603. */
  84604. get: function () {
  84605. var gamepad = this.inputs.attached["gamepad"];
  84606. if (gamepad) {
  84607. return gamepad.gamepadAngularSensibility;
  84608. }
  84609. return 0;
  84610. },
  84611. set: function (value) {
  84612. var gamepad = this.inputs.attached["gamepad"];
  84613. if (gamepad) {
  84614. gamepad.gamepadAngularSensibility = value;
  84615. }
  84616. },
  84617. enumerable: true,
  84618. configurable: true
  84619. });
  84620. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84621. /**
  84622. * Defines the gamepad move sensiblity.
  84623. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84624. */
  84625. get: function () {
  84626. var gamepad = this.inputs.attached["gamepad"];
  84627. if (gamepad) {
  84628. return gamepad.gamepadMoveSensibility;
  84629. }
  84630. return 0;
  84631. },
  84632. set: function (value) {
  84633. var gamepad = this.inputs.attached["gamepad"];
  84634. if (gamepad) {
  84635. gamepad.gamepadMoveSensibility = value;
  84636. }
  84637. },
  84638. enumerable: true,
  84639. configurable: true
  84640. });
  84641. /**
  84642. * Gets the current object class name.
  84643. * @return the class name
  84644. */
  84645. UniversalCamera.prototype.getClassName = function () {
  84646. return "UniversalCamera";
  84647. };
  84648. return UniversalCamera;
  84649. }(BABYLON.TouchCamera));
  84650. BABYLON.UniversalCamera = UniversalCamera;
  84651. })(BABYLON || (BABYLON = {}));
  84652. //# sourceMappingURL=babylon.universalCamera.js.map
  84653. var BABYLON;
  84654. (function (BABYLON) {
  84655. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84656. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84657. });
  84658. /**
  84659. * This represents a FPS type of camera. This is only here for back compat purpose.
  84660. * Please use the UniversalCamera instead as both are identical.
  84661. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84662. */
  84663. var GamepadCamera = /** @class */ (function (_super) {
  84664. __extends(GamepadCamera, _super);
  84665. /**
  84666. * Instantiates a new Gamepad Camera
  84667. * This represents a FPS type of camera. This is only here for back compat purpose.
  84668. * Please use the UniversalCamera instead as both are identical.
  84669. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84670. * @param name Define the name of the camera in the scene
  84671. * @param position Define the start position of the camera in the scene
  84672. * @param scene Define the scene the camera belongs to
  84673. */
  84674. function GamepadCamera(name, position, scene) {
  84675. return _super.call(this, name, position, scene) || this;
  84676. }
  84677. /**
  84678. * Gets the current object class name.
  84679. * @return the class name
  84680. */
  84681. GamepadCamera.prototype.getClassName = function () {
  84682. return "GamepadCamera";
  84683. };
  84684. return GamepadCamera;
  84685. }(BABYLON.UniversalCamera));
  84686. BABYLON.GamepadCamera = GamepadCamera;
  84687. })(BABYLON || (BABYLON = {}));
  84688. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84689. var BABYLON;
  84690. (function (BABYLON) {
  84691. /**
  84692. * PostProcessRenderPipelineManager class
  84693. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84694. */
  84695. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84696. /**
  84697. * Initializes a PostProcessRenderPipelineManager
  84698. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84699. */
  84700. function PostProcessRenderPipelineManager() {
  84701. this._renderPipelines = {};
  84702. }
  84703. /**
  84704. * Adds a pipeline to the manager
  84705. * @param renderPipeline The pipeline to add
  84706. */
  84707. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84708. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84709. };
  84710. /**
  84711. * Attaches a camera to the pipeline
  84712. * @param renderPipelineName The name of the pipeline to attach to
  84713. * @param cameras the camera to attach
  84714. * @param unique if the camera can be attached multiple times to the pipeline
  84715. */
  84716. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84717. if (unique === void 0) { unique = false; }
  84718. var renderPipeline = this._renderPipelines[renderPipelineName];
  84719. if (!renderPipeline) {
  84720. return;
  84721. }
  84722. renderPipeline._attachCameras(cameras, unique);
  84723. };
  84724. /**
  84725. * Detaches a camera from the pipeline
  84726. * @param renderPipelineName The name of the pipeline to detach from
  84727. * @param cameras the camera to detach
  84728. */
  84729. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84730. var renderPipeline = this._renderPipelines[renderPipelineName];
  84731. if (!renderPipeline) {
  84732. return;
  84733. }
  84734. renderPipeline._detachCameras(cameras);
  84735. };
  84736. /**
  84737. * Enables an effect by name on a pipeline
  84738. * @param renderPipelineName the name of the pipeline to enable the effect in
  84739. * @param renderEffectName the name of the effect to enable
  84740. * @param cameras the cameras that the effect should be enabled on
  84741. */
  84742. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84743. var renderPipeline = this._renderPipelines[renderPipelineName];
  84744. if (!renderPipeline) {
  84745. return;
  84746. }
  84747. renderPipeline._enableEffect(renderEffectName, cameras);
  84748. };
  84749. /**
  84750. * Disables an effect by name on a pipeline
  84751. * @param renderPipelineName the name of the pipeline to disable the effect in
  84752. * @param renderEffectName the name of the effect to disable
  84753. * @param cameras the cameras that the effect should be disabled on
  84754. */
  84755. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84756. var renderPipeline = this._renderPipelines[renderPipelineName];
  84757. if (!renderPipeline) {
  84758. return;
  84759. }
  84760. renderPipeline._disableEffect(renderEffectName, cameras);
  84761. };
  84762. /**
  84763. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84764. */
  84765. PostProcessRenderPipelineManager.prototype.update = function () {
  84766. for (var renderPipelineName in this._renderPipelines) {
  84767. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84768. var pipeline = this._renderPipelines[renderPipelineName];
  84769. if (!pipeline.isSupported) {
  84770. pipeline.dispose();
  84771. delete this._renderPipelines[renderPipelineName];
  84772. }
  84773. else {
  84774. pipeline._update();
  84775. }
  84776. }
  84777. }
  84778. };
  84779. /** @hidden */
  84780. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84781. for (var renderPipelineName in this._renderPipelines) {
  84782. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84783. var pipeline = this._renderPipelines[renderPipelineName];
  84784. pipeline._rebuild();
  84785. }
  84786. }
  84787. };
  84788. /**
  84789. * Disposes of the manager and pipelines
  84790. */
  84791. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84792. for (var renderPipelineName in this._renderPipelines) {
  84793. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84794. var pipeline = this._renderPipelines[renderPipelineName];
  84795. pipeline.dispose();
  84796. }
  84797. }
  84798. };
  84799. return PostProcessRenderPipelineManager;
  84800. }());
  84801. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84802. })(BABYLON || (BABYLON = {}));
  84803. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84804. var BABYLON;
  84805. (function (BABYLON) {
  84806. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84807. get: function () {
  84808. if (!this._postProcessRenderPipelineManager) {
  84809. // Register the G Buffer component to the scene.
  84810. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84811. if (!component) {
  84812. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84813. this._addComponent(component);
  84814. }
  84815. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84816. }
  84817. return this._postProcessRenderPipelineManager;
  84818. },
  84819. enumerable: true,
  84820. configurable: true
  84821. });
  84822. /**
  84823. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84824. */
  84825. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84826. /**
  84827. * Creates a new instance of the component for the given scene
  84828. * @param scene Defines the scene to register the component in
  84829. */
  84830. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84831. /**
  84832. * The component name helpfull to identify the component in the list of scene components.
  84833. */
  84834. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84835. this.scene = scene;
  84836. }
  84837. /**
  84838. * Registers the component in a given scene
  84839. */
  84840. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84841. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84842. };
  84843. /**
  84844. * Rebuilds the elements related to this component in case of
  84845. * context lost for instance.
  84846. */
  84847. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84848. if (this.scene._postProcessRenderPipelineManager) {
  84849. this.scene._postProcessRenderPipelineManager._rebuild();
  84850. }
  84851. };
  84852. /**
  84853. * Disposes the component and the associated ressources
  84854. */
  84855. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84856. if (this.scene._postProcessRenderPipelineManager) {
  84857. this.scene._postProcessRenderPipelineManager.dispose();
  84858. }
  84859. };
  84860. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84861. if (this.scene._postProcessRenderPipelineManager) {
  84862. this.scene._postProcessRenderPipelineManager.update();
  84863. }
  84864. };
  84865. return PostProcessRenderPipelineManagerSceneComponent;
  84866. }());
  84867. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84868. })(BABYLON || (BABYLON = {}));
  84869. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84870. var BABYLON;
  84871. (function (BABYLON) {
  84872. /**
  84873. * This represents a set of one or more post processes in Babylon.
  84874. * A post process can be used to apply a shader to a texture after it is rendered.
  84875. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84876. */
  84877. var PostProcessRenderEffect = /** @class */ (function () {
  84878. /**
  84879. * Instantiates a post process render effect.
  84880. * A post process can be used to apply a shader to a texture after it is rendered.
  84881. * @param engine The engine the effect is tied to
  84882. * @param name The name of the effect
  84883. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84884. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84885. */
  84886. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84887. this._name = name;
  84888. this._singleInstance = singleInstance || true;
  84889. this._getPostProcesses = getPostProcesses;
  84890. this._cameras = {};
  84891. this._indicesForCamera = {};
  84892. this._postProcesses = {};
  84893. }
  84894. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84895. /**
  84896. * Checks if all the post processes in the effect are supported.
  84897. */
  84898. get: function () {
  84899. for (var index in this._postProcesses) {
  84900. if (this._postProcesses.hasOwnProperty(index)) {
  84901. var pps = this._postProcesses[index];
  84902. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84903. if (!pps[ppIndex].isSupported) {
  84904. return false;
  84905. }
  84906. }
  84907. }
  84908. }
  84909. return true;
  84910. },
  84911. enumerable: true,
  84912. configurable: true
  84913. });
  84914. /**
  84915. * Updates the current state of the effect
  84916. * @hidden
  84917. */
  84918. PostProcessRenderEffect.prototype._update = function () {
  84919. };
  84920. /**
  84921. * Attaches the effect on cameras
  84922. * @param cameras The camera to attach to.
  84923. * @hidden
  84924. */
  84925. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84926. var _this = this;
  84927. var cameraKey;
  84928. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84929. if (!cams) {
  84930. return;
  84931. }
  84932. for (var i = 0; i < cams.length; i++) {
  84933. var camera = cams[i];
  84934. var cameraName = camera.name;
  84935. if (this._singleInstance) {
  84936. cameraKey = 0;
  84937. }
  84938. else {
  84939. cameraKey = cameraName;
  84940. }
  84941. if (!this._postProcesses[cameraKey]) {
  84942. var postProcess = this._getPostProcesses();
  84943. if (postProcess) {
  84944. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84945. }
  84946. }
  84947. if (!this._indicesForCamera[cameraName]) {
  84948. this._indicesForCamera[cameraName] = [];
  84949. }
  84950. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84951. var index = camera.attachPostProcess(postProcess);
  84952. _this._indicesForCamera[cameraName].push(index);
  84953. });
  84954. if (!this._cameras[cameraName]) {
  84955. this._cameras[cameraName] = camera;
  84956. }
  84957. }
  84958. };
  84959. /**
  84960. * Detatches the effect on cameras
  84961. * @param cameras The camera to detatch from.
  84962. * @hidden
  84963. */
  84964. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84965. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84966. if (!cams) {
  84967. return;
  84968. }
  84969. for (var i = 0; i < cams.length; i++) {
  84970. var camera = cams[i];
  84971. var cameraName = camera.name;
  84972. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84973. if (postProcesses) {
  84974. postProcesses.forEach(function (postProcess) {
  84975. camera.detachPostProcess(postProcess);
  84976. });
  84977. }
  84978. if (this._cameras[cameraName]) {
  84979. this._cameras[cameraName] = null;
  84980. }
  84981. }
  84982. };
  84983. /**
  84984. * Enables the effect on given cameras
  84985. * @param cameras The camera to enable.
  84986. * @hidden
  84987. */
  84988. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84989. var _this = this;
  84990. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84991. if (!cams) {
  84992. return;
  84993. }
  84994. for (var i = 0; i < cams.length; i++) {
  84995. var camera = cams[i];
  84996. var cameraName = camera.name;
  84997. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84998. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84999. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85000. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85001. });
  85002. }
  85003. }
  85004. }
  85005. };
  85006. /**
  85007. * Disables the effect on the given cameras
  85008. * @param cameras The camera to disable.
  85009. * @hidden
  85010. */
  85011. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85012. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85013. if (!cams) {
  85014. return;
  85015. }
  85016. for (var i = 0; i < cams.length; i++) {
  85017. var camera = cams[i];
  85018. var cameraName = camera.name;
  85019. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85020. camera.detachPostProcess(postProcess);
  85021. });
  85022. }
  85023. };
  85024. /**
  85025. * Gets a list of the post processes contained in the effect.
  85026. * @param camera The camera to get the post processes on.
  85027. * @returns The list of the post processes in the effect.
  85028. */
  85029. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85030. if (this._singleInstance) {
  85031. return this._postProcesses[0];
  85032. }
  85033. else {
  85034. if (!camera) {
  85035. return null;
  85036. }
  85037. return this._postProcesses[camera.name];
  85038. }
  85039. };
  85040. return PostProcessRenderEffect;
  85041. }());
  85042. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85043. })(BABYLON || (BABYLON = {}));
  85044. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85045. var BABYLON;
  85046. (function (BABYLON) {
  85047. /**
  85048. * PostProcessRenderPipeline
  85049. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85050. */
  85051. var PostProcessRenderPipeline = /** @class */ (function () {
  85052. /**
  85053. * Initializes a PostProcessRenderPipeline
  85054. * @param engine engine to add the pipeline to
  85055. * @param name name of the pipeline
  85056. */
  85057. function PostProcessRenderPipeline(engine, name) {
  85058. this.engine = engine;
  85059. this._name = name;
  85060. this._renderEffects = {};
  85061. this._renderEffectsForIsolatedPass = new Array();
  85062. this._cameras = [];
  85063. }
  85064. /**
  85065. * "PostProcessRenderPipeline"
  85066. * @returns "PostProcessRenderPipeline"
  85067. */
  85068. PostProcessRenderPipeline.prototype.getClassName = function () {
  85069. return "PostProcessRenderPipeline";
  85070. };
  85071. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85072. /**
  85073. * If all the render effects in the pipeline are support
  85074. */
  85075. get: function () {
  85076. for (var renderEffectName in this._renderEffects) {
  85077. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85078. if (!this._renderEffects[renderEffectName].isSupported) {
  85079. return false;
  85080. }
  85081. }
  85082. }
  85083. return true;
  85084. },
  85085. enumerable: true,
  85086. configurable: true
  85087. });
  85088. /**
  85089. * Adds an effect to the pipeline
  85090. * @param renderEffect the effect to add
  85091. */
  85092. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85093. this._renderEffects[renderEffect._name] = renderEffect;
  85094. };
  85095. // private
  85096. /** @hidden */
  85097. PostProcessRenderPipeline.prototype._rebuild = function () {
  85098. };
  85099. /** @hidden */
  85100. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85101. var renderEffects = this._renderEffects[renderEffectName];
  85102. if (!renderEffects) {
  85103. return;
  85104. }
  85105. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85106. };
  85107. /** @hidden */
  85108. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85109. var renderEffects = this._renderEffects[renderEffectName];
  85110. if (!renderEffects) {
  85111. return;
  85112. }
  85113. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85114. };
  85115. /** @hidden */
  85116. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85117. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85118. if (!cams) {
  85119. return;
  85120. }
  85121. var indicesToDelete = [];
  85122. var i;
  85123. for (i = 0; i < cams.length; i++) {
  85124. var camera = cams[i];
  85125. var cameraName = camera.name;
  85126. if (this._cameras.indexOf(camera) === -1) {
  85127. this._cameras[cameraName] = camera;
  85128. }
  85129. else if (unique) {
  85130. indicesToDelete.push(i);
  85131. }
  85132. }
  85133. for (i = 0; i < indicesToDelete.length; i++) {
  85134. cameras.splice(indicesToDelete[i], 1);
  85135. }
  85136. for (var renderEffectName in this._renderEffects) {
  85137. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85138. this._renderEffects[renderEffectName]._attachCameras(cams);
  85139. }
  85140. }
  85141. };
  85142. /** @hidden */
  85143. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85144. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85145. if (!cams) {
  85146. return;
  85147. }
  85148. for (var renderEffectName in this._renderEffects) {
  85149. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85150. this._renderEffects[renderEffectName]._detachCameras(cams);
  85151. }
  85152. }
  85153. for (var i = 0; i < cams.length; i++) {
  85154. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85155. }
  85156. };
  85157. /** @hidden */
  85158. PostProcessRenderPipeline.prototype._update = function () {
  85159. for (var renderEffectName in this._renderEffects) {
  85160. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85161. this._renderEffects[renderEffectName]._update();
  85162. }
  85163. }
  85164. for (var i = 0; i < this._cameras.length; i++) {
  85165. var cameraName = this._cameras[i].name;
  85166. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85167. this._renderEffectsForIsolatedPass[cameraName]._update();
  85168. }
  85169. }
  85170. };
  85171. /** @hidden */
  85172. PostProcessRenderPipeline.prototype._reset = function () {
  85173. this._renderEffects = {};
  85174. this._renderEffectsForIsolatedPass = new Array();
  85175. };
  85176. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85177. // 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)
  85178. var effectKeys = Object.keys(this._renderEffects);
  85179. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85180. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85181. if (postProcesses) {
  85182. postProcesses[0].samples = sampleCount;
  85183. return true;
  85184. }
  85185. }
  85186. return false;
  85187. };
  85188. /**
  85189. * Disposes of the pipeline
  85190. */
  85191. PostProcessRenderPipeline.prototype.dispose = function () {
  85192. // Must be implemented by children
  85193. };
  85194. __decorate([
  85195. BABYLON.serialize()
  85196. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85197. return PostProcessRenderPipeline;
  85198. }());
  85199. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85200. })(BABYLON || (BABYLON = {}));
  85201. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85202. var BABYLON;
  85203. (function (BABYLON) {
  85204. /**
  85205. * This represents a depth renderer in Babylon.
  85206. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85207. */
  85208. var DepthRenderer = /** @class */ (function () {
  85209. /**
  85210. * Instantiates a depth renderer
  85211. * @param scene The scene the renderer belongs to
  85212. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85213. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85214. */
  85215. function DepthRenderer(scene, type, camera) {
  85216. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85217. if (camera === void 0) { camera = null; }
  85218. var _this = this;
  85219. /**
  85220. * Specifiess that the depth renderer will only be used within
  85221. * the camera it is created for.
  85222. * This can help forcing its rendering during the camera processing.
  85223. */
  85224. this.useOnlyInActiveCamera = false;
  85225. this._scene = scene;
  85226. // Register the G Buffer component to the scene.
  85227. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85228. if (!component) {
  85229. component = new BABYLON.DepthRendererSceneComponent(scene);
  85230. scene._addComponent(component);
  85231. }
  85232. this._camera = camera;
  85233. var engine = scene.getEngine();
  85234. // Render target
  85235. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85236. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85237. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85238. this._depthMap.refreshRate = 1;
  85239. this._depthMap.renderParticles = false;
  85240. this._depthMap.renderList = null;
  85241. // Camera to get depth map from to support multiple concurrent cameras
  85242. this._depthMap.activeCamera = this._camera;
  85243. this._depthMap.ignoreCameraViewport = true;
  85244. this._depthMap.useCameraPostProcesses = false;
  85245. // set default depth value to 1.0 (far away)
  85246. this._depthMap.onClearObservable.add(function (engine) {
  85247. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85248. });
  85249. // Custom render function
  85250. var renderSubMesh = function (subMesh) {
  85251. var mesh = subMesh.getRenderingMesh();
  85252. var scene = _this._scene;
  85253. var engine = scene.getEngine();
  85254. var material = subMesh.getMaterial();
  85255. if (!material) {
  85256. return;
  85257. }
  85258. // Culling and reverse (right handed system)
  85259. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85260. // Managing instances
  85261. var batch = mesh._getInstancesRenderList(subMesh._id);
  85262. if (batch.mustReturn) {
  85263. return;
  85264. }
  85265. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85266. var camera = _this._camera || scene.activeCamera;
  85267. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85268. engine.enableEffect(_this._effect);
  85269. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85270. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85271. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85272. // Alpha test
  85273. if (material && material.needAlphaTesting()) {
  85274. var alphaTexture = material.getAlphaTestTexture();
  85275. if (alphaTexture) {
  85276. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85277. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85278. }
  85279. }
  85280. // Bones
  85281. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85282. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85283. }
  85284. // Draw
  85285. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85286. }
  85287. };
  85288. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85289. var index;
  85290. if (depthOnlySubMeshes.length) {
  85291. engine.setColorWrite(false);
  85292. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85293. renderSubMesh(depthOnlySubMeshes.data[index]);
  85294. }
  85295. engine.setColorWrite(true);
  85296. }
  85297. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85298. renderSubMesh(opaqueSubMeshes.data[index]);
  85299. }
  85300. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85301. renderSubMesh(alphaTestSubMeshes.data[index]);
  85302. }
  85303. };
  85304. }
  85305. /**
  85306. * Creates the depth rendering effect and checks if the effect is ready.
  85307. * @param subMesh The submesh to be used to render the depth map of
  85308. * @param useInstances If multiple world instances should be used
  85309. * @returns if the depth renderer is ready to render the depth map
  85310. */
  85311. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85312. var material = subMesh.getMaterial();
  85313. if (material.disableDepthWrite) {
  85314. return false;
  85315. }
  85316. var defines = [];
  85317. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85318. var mesh = subMesh.getMesh();
  85319. // Alpha test
  85320. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85321. defines.push("#define ALPHATEST");
  85322. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85323. attribs.push(BABYLON.VertexBuffer.UVKind);
  85324. defines.push("#define UV1");
  85325. }
  85326. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85327. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85328. defines.push("#define UV2");
  85329. }
  85330. }
  85331. // Bones
  85332. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85333. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85334. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85335. if (mesh.numBoneInfluencers > 4) {
  85336. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85337. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85338. }
  85339. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85340. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85341. }
  85342. else {
  85343. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85344. }
  85345. // Instances
  85346. if (useInstances) {
  85347. defines.push("#define INSTANCES");
  85348. attribs.push("world0");
  85349. attribs.push("world1");
  85350. attribs.push("world2");
  85351. attribs.push("world3");
  85352. }
  85353. // Get correct effect
  85354. var join = defines.join("\n");
  85355. if (this._cachedDefines !== join) {
  85356. this._cachedDefines = join;
  85357. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85358. }
  85359. return this._effect.isReady();
  85360. };
  85361. /**
  85362. * Gets the texture which the depth map will be written to.
  85363. * @returns The depth map texture
  85364. */
  85365. DepthRenderer.prototype.getDepthMap = function () {
  85366. return this._depthMap;
  85367. };
  85368. /**
  85369. * Disposes of the depth renderer.
  85370. */
  85371. DepthRenderer.prototype.dispose = function () {
  85372. this._depthMap.dispose();
  85373. };
  85374. return DepthRenderer;
  85375. }());
  85376. BABYLON.DepthRenderer = DepthRenderer;
  85377. })(BABYLON || (BABYLON = {}));
  85378. //# sourceMappingURL=babylon.depthRenderer.js.map
  85379. var BABYLON;
  85380. (function (BABYLON) {
  85381. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85382. camera = camera || this.activeCamera;
  85383. if (!camera) {
  85384. throw "No camera available to enable depth renderer";
  85385. }
  85386. if (!this._depthRenderer) {
  85387. this._depthRenderer = {};
  85388. }
  85389. if (!this._depthRenderer[camera.id]) {
  85390. var textureType = 0;
  85391. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85392. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85393. }
  85394. else if (this.getEngine().getCaps().textureFloatRender) {
  85395. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85396. }
  85397. else {
  85398. throw "Depth renderer does not support int texture type";
  85399. }
  85400. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85401. }
  85402. return this._depthRenderer[camera.id];
  85403. };
  85404. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85405. camera = camera || this.activeCamera;
  85406. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85407. return;
  85408. }
  85409. this._depthRenderer[camera.id].dispose();
  85410. delete this._depthRenderer[camera.id];
  85411. };
  85412. /**
  85413. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85414. * in several rendering techniques.
  85415. */
  85416. var DepthRendererSceneComponent = /** @class */ (function () {
  85417. /**
  85418. * Creates a new instance of the component for the given scene
  85419. * @param scene Defines the scene to register the component in
  85420. */
  85421. function DepthRendererSceneComponent(scene) {
  85422. /**
  85423. * The component name helpfull to identify the component in the list of scene components.
  85424. */
  85425. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85426. this.scene = scene;
  85427. }
  85428. /**
  85429. * Registers the component in a given scene
  85430. */
  85431. DepthRendererSceneComponent.prototype.register = function () {
  85432. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85433. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85434. };
  85435. /**
  85436. * Rebuilds the elements related to this component in case of
  85437. * context lost for instance.
  85438. */
  85439. DepthRendererSceneComponent.prototype.rebuild = function () {
  85440. // Nothing to do for this component
  85441. };
  85442. /**
  85443. * Disposes the component and the associated ressources
  85444. */
  85445. DepthRendererSceneComponent.prototype.dispose = function () {
  85446. for (var key in this.scene._depthRenderer) {
  85447. this.scene._depthRenderer[key].dispose();
  85448. }
  85449. };
  85450. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85451. if (this.scene._depthRenderer) {
  85452. for (var key in this.scene._depthRenderer) {
  85453. var depthRenderer = this.scene._depthRenderer[key];
  85454. if (!depthRenderer.useOnlyInActiveCamera) {
  85455. renderTargets.push(depthRenderer.getDepthMap());
  85456. }
  85457. }
  85458. }
  85459. };
  85460. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85461. if (this.scene._depthRenderer) {
  85462. for (var key in this.scene._depthRenderer) {
  85463. var depthRenderer = this.scene._depthRenderer[key];
  85464. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85465. renderTargets.push(depthRenderer.getDepthMap());
  85466. }
  85467. }
  85468. }
  85469. };
  85470. return DepthRendererSceneComponent;
  85471. }());
  85472. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85473. })(BABYLON || (BABYLON = {}));
  85474. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85475. var BABYLON;
  85476. (function (BABYLON) {
  85477. /**
  85478. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85479. */
  85480. var GeometryBufferRenderer = /** @class */ (function () {
  85481. /**
  85482. * Creates a new G Buffer for the scene
  85483. * @param scene The scene the buffer belongs to
  85484. * @param ratio How big is the buffer related to the main canvas.
  85485. */
  85486. function GeometryBufferRenderer(scene, ratio) {
  85487. if (ratio === void 0) { ratio = 1; }
  85488. /**
  85489. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85490. * in order to compute objects velocities when enableVelocity is set to "true"
  85491. * @hidden
  85492. */
  85493. this._previousTransformationMatrices = {};
  85494. this._enablePosition = false;
  85495. this._enableVelocity = false;
  85496. this._positionIndex = -1;
  85497. this._velocityIndex = -1;
  85498. this._scene = scene;
  85499. this._ratio = ratio;
  85500. // Register the G Buffer component to the scene.
  85501. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85502. if (!component) {
  85503. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85504. scene._addComponent(component);
  85505. }
  85506. // Render target
  85507. this._createRenderTargets();
  85508. }
  85509. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85510. /**
  85511. * Set the render list (meshes to be rendered) used in the G buffer.
  85512. */
  85513. set: function (meshes) {
  85514. this._multiRenderTarget.renderList = meshes;
  85515. },
  85516. enumerable: true,
  85517. configurable: true
  85518. });
  85519. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85520. /**
  85521. * Gets wether or not G buffer are supported by the running hardware.
  85522. * This requires draw buffer supports
  85523. */
  85524. get: function () {
  85525. return this._multiRenderTarget.isSupported;
  85526. },
  85527. enumerable: true,
  85528. configurable: true
  85529. });
  85530. /**
  85531. * Returns the index of the given texture type in the G-Buffer textures array
  85532. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85533. * @returns the index of the given texture type in the G-Buffer textures array
  85534. */
  85535. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85536. switch (textureType) {
  85537. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85538. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85539. default: return -1;
  85540. }
  85541. };
  85542. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85543. /**
  85544. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85545. */
  85546. get: function () {
  85547. return this._enablePosition;
  85548. },
  85549. /**
  85550. * Sets whether or not objects positions are enabled for the G buffer.
  85551. */
  85552. set: function (enable) {
  85553. this._enablePosition = enable;
  85554. this.dispose();
  85555. this._createRenderTargets();
  85556. },
  85557. enumerable: true,
  85558. configurable: true
  85559. });
  85560. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85561. /**
  85562. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85563. */
  85564. get: function () {
  85565. return this._enableVelocity;
  85566. },
  85567. /**
  85568. * Sets wether or not objects velocities are enabled for the G buffer.
  85569. */
  85570. set: function (enable) {
  85571. this._enableVelocity = enable;
  85572. this.dispose();
  85573. this._createRenderTargets();
  85574. },
  85575. enumerable: true,
  85576. configurable: true
  85577. });
  85578. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85579. /**
  85580. * Gets the scene associated with the buffer.
  85581. */
  85582. get: function () {
  85583. return this._scene;
  85584. },
  85585. enumerable: true,
  85586. configurable: true
  85587. });
  85588. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85589. /**
  85590. * Gets the ratio used by the buffer during its creation.
  85591. * How big is the buffer related to the main canvas.
  85592. */
  85593. get: function () {
  85594. return this._ratio;
  85595. },
  85596. enumerable: true,
  85597. configurable: true
  85598. });
  85599. /**
  85600. * Checks wether everything is ready to render a submesh to the G buffer.
  85601. * @param subMesh the submesh to check readiness for
  85602. * @param useInstances is the mesh drawn using instance or not
  85603. * @returns true if ready otherwise false
  85604. */
  85605. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85606. var material = subMesh.getMaterial();
  85607. if (material && material.disableDepthWrite) {
  85608. return false;
  85609. }
  85610. var defines = [];
  85611. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85612. var mesh = subMesh.getMesh();
  85613. // Alpha test
  85614. if (material && material.needAlphaTesting()) {
  85615. defines.push("#define ALPHATEST");
  85616. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85617. attribs.push(BABYLON.VertexBuffer.UVKind);
  85618. defines.push("#define UV1");
  85619. }
  85620. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85621. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85622. defines.push("#define UV2");
  85623. }
  85624. }
  85625. // Buffers
  85626. if (this._enablePosition) {
  85627. defines.push("#define POSITION");
  85628. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85629. }
  85630. if (this._enableVelocity) {
  85631. defines.push("#define VELOCITY");
  85632. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85633. }
  85634. // Bones
  85635. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85636. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85637. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85638. if (mesh.numBoneInfluencers > 4) {
  85639. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85640. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85641. }
  85642. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85643. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85644. }
  85645. else {
  85646. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85647. }
  85648. // Instances
  85649. if (useInstances) {
  85650. defines.push("#define INSTANCES");
  85651. attribs.push("world0");
  85652. attribs.push("world1");
  85653. attribs.push("world2");
  85654. attribs.push("world3");
  85655. }
  85656. // Setup textures count
  85657. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85658. // Get correct effect
  85659. var join = defines.join("\n");
  85660. if (this._cachedDefines !== join) {
  85661. this._cachedDefines = join;
  85662. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85663. }
  85664. return this._effect.isReady();
  85665. };
  85666. /**
  85667. * Gets the current underlying G Buffer.
  85668. * @returns the buffer
  85669. */
  85670. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85671. return this._multiRenderTarget;
  85672. };
  85673. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85674. /**
  85675. * Gets the number of samples used to render the buffer (anti aliasing).
  85676. */
  85677. get: function () {
  85678. return this._multiRenderTarget.samples;
  85679. },
  85680. /**
  85681. * Sets the number of samples used to render the buffer (anti aliasing).
  85682. */
  85683. set: function (value) {
  85684. this._multiRenderTarget.samples = value;
  85685. },
  85686. enumerable: true,
  85687. configurable: true
  85688. });
  85689. /**
  85690. * Disposes the renderer and frees up associated resources.
  85691. */
  85692. GeometryBufferRenderer.prototype.dispose = function () {
  85693. this.getGBuffer().dispose();
  85694. };
  85695. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85696. var _this = this;
  85697. var engine = this._scene.getEngine();
  85698. var count = 2;
  85699. if (this._enablePosition) {
  85700. this._positionIndex = count;
  85701. count++;
  85702. }
  85703. if (this._enableVelocity) {
  85704. this._velocityIndex = count;
  85705. count++;
  85706. }
  85707. 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 });
  85708. if (!this.isSupported) {
  85709. return;
  85710. }
  85711. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85712. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85713. this._multiRenderTarget.refreshRate = 1;
  85714. this._multiRenderTarget.renderParticles = false;
  85715. this._multiRenderTarget.renderList = null;
  85716. // set default depth value to 1.0 (far away)
  85717. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85718. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85719. });
  85720. // Custom render function
  85721. var renderSubMesh = function (subMesh) {
  85722. var mesh = subMesh.getRenderingMesh();
  85723. var scene = _this._scene;
  85724. var engine = scene.getEngine();
  85725. var material = subMesh.getMaterial();
  85726. if (!material) {
  85727. return;
  85728. }
  85729. // Velocity
  85730. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85731. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85732. }
  85733. // Culling
  85734. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85735. // Managing instances
  85736. var batch = mesh._getInstancesRenderList(subMesh._id);
  85737. if (batch.mustReturn) {
  85738. return;
  85739. }
  85740. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85741. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85742. engine.enableEffect(_this._effect);
  85743. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85744. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85745. _this._effect.setMatrix("view", scene.getViewMatrix());
  85746. // Alpha test
  85747. if (material && material.needAlphaTesting()) {
  85748. var alphaTexture = material.getAlphaTestTexture();
  85749. if (alphaTexture) {
  85750. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85751. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85752. }
  85753. }
  85754. // Bones
  85755. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85756. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85757. }
  85758. // Velocity
  85759. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85760. // Draw
  85761. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85762. }
  85763. // Velocity
  85764. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85765. };
  85766. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85767. var index;
  85768. if (depthOnlySubMeshes.length) {
  85769. engine.setColorWrite(false);
  85770. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85771. renderSubMesh(depthOnlySubMeshes.data[index]);
  85772. }
  85773. engine.setColorWrite(true);
  85774. }
  85775. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85776. renderSubMesh(opaqueSubMeshes.data[index]);
  85777. }
  85778. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85779. renderSubMesh(alphaTestSubMeshes.data[index]);
  85780. }
  85781. };
  85782. };
  85783. /**
  85784. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85785. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85786. */
  85787. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85788. /**
  85789. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85790. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85791. */
  85792. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85793. return GeometryBufferRenderer;
  85794. }());
  85795. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85796. })(BABYLON || (BABYLON = {}));
  85797. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85798. var BABYLON;
  85799. (function (BABYLON) {
  85800. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85801. get: function () {
  85802. this._geometryBufferRenderer;
  85803. },
  85804. set: function (value) {
  85805. if (value && value.isSupported) {
  85806. this._geometryBufferRenderer = value;
  85807. }
  85808. },
  85809. enumerable: true,
  85810. configurable: true
  85811. });
  85812. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85813. if (ratio === void 0) { ratio = 1; }
  85814. if (this._geometryBufferRenderer) {
  85815. return this._geometryBufferRenderer;
  85816. }
  85817. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85818. if (!this._geometryBufferRenderer.isSupported) {
  85819. this._geometryBufferRenderer = null;
  85820. }
  85821. return this._geometryBufferRenderer;
  85822. };
  85823. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85824. if (!this._geometryBufferRenderer) {
  85825. return;
  85826. }
  85827. this._geometryBufferRenderer.dispose();
  85828. this._geometryBufferRenderer = null;
  85829. };
  85830. /**
  85831. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85832. * in several rendering techniques.
  85833. */
  85834. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85835. /**
  85836. * Creates a new instance of the component for the given scene
  85837. * @param scene Defines the scene to register the component in
  85838. */
  85839. function GeometryBufferRendererSceneComponent(scene) {
  85840. /**
  85841. * The component name helpful to identify the component in the list of scene components.
  85842. */
  85843. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85844. this.scene = scene;
  85845. }
  85846. /**
  85847. * Registers the component in a given scene
  85848. */
  85849. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85850. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85851. };
  85852. /**
  85853. * Rebuilds the elements related to this component in case of
  85854. * context lost for instance.
  85855. */
  85856. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85857. // Nothing to do for this component
  85858. };
  85859. /**
  85860. * Disposes the component and the associated ressources
  85861. */
  85862. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85863. // Nothing to do for this component
  85864. };
  85865. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85866. if (this.scene._geometryBufferRenderer) {
  85867. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85868. }
  85869. };
  85870. return GeometryBufferRendererSceneComponent;
  85871. }());
  85872. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85873. })(BABYLON || (BABYLON = {}));
  85874. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85875. var BABYLON;
  85876. (function (BABYLON) {
  85877. /**
  85878. * Render pipeline to produce ssao effect
  85879. */
  85880. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85881. __extends(SSAORenderingPipeline, _super);
  85882. /**
  85883. * @constructor
  85884. * @param name - The rendering pipeline name
  85885. * @param scene - The scene linked to this pipeline
  85886. * @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 }
  85887. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85888. */
  85889. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85890. var _this = _super.call(this, scene.getEngine(), name) || this;
  85891. // Members
  85892. /**
  85893. * @ignore
  85894. * The PassPostProcess id in the pipeline that contains the original scene color
  85895. */
  85896. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85897. /**
  85898. * @ignore
  85899. * The SSAO PostProcess id in the pipeline
  85900. */
  85901. _this.SSAORenderEffect = "SSAORenderEffect";
  85902. /**
  85903. * @ignore
  85904. * The horizontal blur PostProcess id in the pipeline
  85905. */
  85906. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85907. /**
  85908. * @ignore
  85909. * The vertical blur PostProcess id in the pipeline
  85910. */
  85911. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85912. /**
  85913. * @ignore
  85914. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85915. */
  85916. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85917. /**
  85918. * The output strength of the SSAO post-process. Default value is 1.0.
  85919. */
  85920. _this.totalStrength = 1.0;
  85921. /**
  85922. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85923. */
  85924. _this.radius = 0.0001;
  85925. /**
  85926. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85927. * Must not be equal to fallOff and superior to fallOff.
  85928. * Default value is 0.975
  85929. */
  85930. _this.area = 0.0075;
  85931. /**
  85932. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85933. * Must not be equal to area and inferior to area.
  85934. * Default value is 0.0
  85935. */
  85936. _this.fallOff = 0.000001;
  85937. /**
  85938. * The base color of the SSAO post-process
  85939. * The final result is "base + ssao" between [0, 1]
  85940. */
  85941. _this.base = 0.5;
  85942. _this._firstUpdate = true;
  85943. _this._scene = scene;
  85944. // Set up assets
  85945. _this._createRandomTexture();
  85946. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85947. var ssaoRatio = ratio.ssaoRatio || ratio;
  85948. var combineRatio = ratio.combineRatio || ratio;
  85949. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85950. _this._createSSAOPostProcess(ssaoRatio);
  85951. _this._createBlurPostProcess(ssaoRatio);
  85952. _this._createSSAOCombinePostProcess(combineRatio);
  85953. // Set up pipeline
  85954. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85955. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85956. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85957. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85958. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85959. // Finish
  85960. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85961. if (cameras) {
  85962. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85963. }
  85964. return _this;
  85965. }
  85966. // Public Methods
  85967. /**
  85968. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85969. */
  85970. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85971. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85972. for (var i = 0; i < this._scene.cameras.length; i++) {
  85973. var camera = this._scene.cameras[i];
  85974. this._originalColorPostProcess.dispose(camera);
  85975. this._ssaoPostProcess.dispose(camera);
  85976. this._blurHPostProcess.dispose(camera);
  85977. this._blurVPostProcess.dispose(camera);
  85978. this._ssaoCombinePostProcess.dispose(camera);
  85979. }
  85980. this._randomTexture.dispose();
  85981. if (disableDepthRender) {
  85982. this._scene.disableDepthRenderer();
  85983. }
  85984. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85985. _super.prototype.dispose.call(this);
  85986. };
  85987. // Private Methods
  85988. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85989. var _this = this;
  85990. var size = 16;
  85991. 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);
  85992. 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);
  85993. this._blurHPostProcess.onActivateObservable.add(function () {
  85994. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85995. _this._blurHPostProcess.kernel = size * dw;
  85996. });
  85997. this._blurVPostProcess.onActivateObservable.add(function () {
  85998. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85999. _this._blurVPostProcess.kernel = size * dw;
  86000. });
  86001. };
  86002. /** @hidden */
  86003. SSAORenderingPipeline.prototype._rebuild = function () {
  86004. this._firstUpdate = true;
  86005. _super.prototype._rebuild.call(this);
  86006. };
  86007. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86008. var _this = this;
  86009. var numSamples = 16;
  86010. var sampleSphere = [
  86011. 0.5381, 0.1856, -0.4319,
  86012. 0.1379, 0.2486, 0.4430,
  86013. 0.3371, 0.5679, -0.0057,
  86014. -0.6999, -0.0451, -0.0019,
  86015. 0.0689, -0.1598, -0.8547,
  86016. 0.0560, 0.0069, -0.1843,
  86017. -0.0146, 0.1402, 0.0762,
  86018. 0.0100, -0.1924, -0.0344,
  86019. -0.3577, -0.5301, -0.4358,
  86020. -0.3169, 0.1063, 0.0158,
  86021. 0.0103, -0.5869, 0.0046,
  86022. -0.0897, -0.4940, 0.3287,
  86023. 0.7119, -0.0154, -0.0918,
  86024. -0.0533, 0.0596, -0.5411,
  86025. 0.0352, -0.0631, 0.5460,
  86026. -0.4776, 0.2847, -0.0271
  86027. ];
  86028. var samplesFactor = 1.0 / numSamples;
  86029. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86030. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86031. "area", "fallOff", "base", "range", "viewport"
  86032. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86033. this._ssaoPostProcess.onApply = function (effect) {
  86034. if (_this._firstUpdate) {
  86035. effect.setArray3("sampleSphere", sampleSphere);
  86036. effect.setFloat("samplesFactor", samplesFactor);
  86037. effect.setFloat("randTextureTiles", 4.0);
  86038. }
  86039. effect.setFloat("totalStrength", _this.totalStrength);
  86040. effect.setFloat("radius", _this.radius);
  86041. effect.setFloat("area", _this.area);
  86042. effect.setFloat("fallOff", _this.fallOff);
  86043. effect.setFloat("base", _this.base);
  86044. effect.setTexture("textureSampler", _this._depthTexture);
  86045. effect.setTexture("randomSampler", _this._randomTexture);
  86046. };
  86047. };
  86048. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86049. var _this = this;
  86050. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86051. this._ssaoCombinePostProcess.onApply = function (effect) {
  86052. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86053. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86054. };
  86055. };
  86056. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86057. var size = 512;
  86058. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86059. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86060. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86061. var context = this._randomTexture.getContext();
  86062. var rand = function (min, max) {
  86063. return Math.random() * (max - min) + min;
  86064. };
  86065. var randVector = BABYLON.Vector3.Zero();
  86066. for (var x = 0; x < size; x++) {
  86067. for (var y = 0; y < size; y++) {
  86068. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86069. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86070. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86071. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86072. context.fillRect(x, y, 1, 1);
  86073. }
  86074. }
  86075. this._randomTexture.update(false);
  86076. };
  86077. __decorate([
  86078. BABYLON.serialize()
  86079. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86080. __decorate([
  86081. BABYLON.serialize()
  86082. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86083. __decorate([
  86084. BABYLON.serialize()
  86085. ], SSAORenderingPipeline.prototype, "area", void 0);
  86086. __decorate([
  86087. BABYLON.serialize()
  86088. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86089. __decorate([
  86090. BABYLON.serialize()
  86091. ], SSAORenderingPipeline.prototype, "base", void 0);
  86092. return SSAORenderingPipeline;
  86093. }(BABYLON.PostProcessRenderPipeline));
  86094. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86095. })(BABYLON || (BABYLON = {}));
  86096. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86097. var BABYLON;
  86098. (function (BABYLON) {
  86099. /**
  86100. * Render pipeline to produce ssao effect
  86101. */
  86102. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86103. __extends(SSAO2RenderingPipeline, _super);
  86104. /**
  86105. * @constructor
  86106. * @param name The rendering pipeline name
  86107. * @param scene The scene linked to this pipeline
  86108. * @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 }
  86109. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86110. */
  86111. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86112. var _this = _super.call(this, scene.getEngine(), name) || this;
  86113. // Members
  86114. /**
  86115. * @ignore
  86116. * The PassPostProcess id in the pipeline that contains the original scene color
  86117. */
  86118. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86119. /**
  86120. * @ignore
  86121. * The SSAO PostProcess id in the pipeline
  86122. */
  86123. _this.SSAORenderEffect = "SSAORenderEffect";
  86124. /**
  86125. * @ignore
  86126. * The horizontal blur PostProcess id in the pipeline
  86127. */
  86128. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86129. /**
  86130. * @ignore
  86131. * The vertical blur PostProcess id in the pipeline
  86132. */
  86133. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86134. /**
  86135. * @ignore
  86136. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86137. */
  86138. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86139. /**
  86140. * The output strength of the SSAO post-process. Default value is 1.0.
  86141. */
  86142. _this.totalStrength = 1.0;
  86143. /**
  86144. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86145. */
  86146. _this.maxZ = 100.0;
  86147. /**
  86148. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86149. */
  86150. _this.minZAspect = 0.2;
  86151. _this._samples = 8;
  86152. _this._textureSamples = 1;
  86153. _this._expensiveBlur = true;
  86154. /**
  86155. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86156. */
  86157. _this.radius = 2.0;
  86158. /**
  86159. * The base color of the SSAO post-process
  86160. * The final result is "base + ssao" between [0, 1]
  86161. */
  86162. _this.base = 0;
  86163. _this._firstUpdate = true;
  86164. _this._bits = new Uint32Array(1);
  86165. _this._scene = scene;
  86166. _this._ratio = ratio;
  86167. if (!_this.isSupported) {
  86168. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86169. return _this;
  86170. }
  86171. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86172. var blurRatio = _this._ratio.blurRatio || ratio;
  86173. // Set up assets
  86174. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86175. _this._createRandomTexture();
  86176. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86177. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86178. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86179. _this._originalColorPostProcess.samples = _this.textureSamples;
  86180. _this._createSSAOPostProcess(1.0);
  86181. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86182. _this._createSSAOCombinePostProcess(blurRatio);
  86183. // Set up pipeline
  86184. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86185. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86186. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86187. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86188. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86189. // Finish
  86190. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86191. if (cameras) {
  86192. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86193. }
  86194. return _this;
  86195. }
  86196. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86197. get: function () {
  86198. return this._samples;
  86199. },
  86200. /**
  86201. * Number of samples used for the SSAO calculations. Default value is 8
  86202. */
  86203. set: function (n) {
  86204. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86205. this._samples = n;
  86206. this._sampleSphere = this._generateHemisphere();
  86207. this._firstUpdate = true;
  86208. },
  86209. enumerable: true,
  86210. configurable: true
  86211. });
  86212. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86213. get: function () {
  86214. return this._textureSamples;
  86215. },
  86216. /**
  86217. * Number of samples to use for antialiasing
  86218. */
  86219. set: function (n) {
  86220. this._textureSamples = n;
  86221. this._originalColorPostProcess.samples = n;
  86222. this._blurHPostProcess.samples = n;
  86223. this._blurVPostProcess.samples = n;
  86224. this._ssaoPostProcess.samples = n;
  86225. this._ssaoCombinePostProcess.samples = n;
  86226. },
  86227. enumerable: true,
  86228. configurable: true
  86229. });
  86230. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86231. get: function () {
  86232. return this._expensiveBlur;
  86233. },
  86234. /**
  86235. * If bilateral blur should be used
  86236. */
  86237. set: function (b) {
  86238. 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"]);
  86239. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86240. this._expensiveBlur = b;
  86241. this._firstUpdate = true;
  86242. },
  86243. enumerable: true,
  86244. configurable: true
  86245. });
  86246. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86247. /**
  86248. * Support test.
  86249. */
  86250. get: function () {
  86251. var engine = BABYLON.Engine.LastCreatedEngine;
  86252. if (!engine) {
  86253. return false;
  86254. }
  86255. return engine.getCaps().drawBuffersExtension;
  86256. },
  86257. enumerable: true,
  86258. configurable: true
  86259. });
  86260. // Public Methods
  86261. /**
  86262. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86263. */
  86264. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86265. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86266. for (var i = 0; i < this._scene.cameras.length; i++) {
  86267. var camera = this._scene.cameras[i];
  86268. this._originalColorPostProcess.dispose(camera);
  86269. this._ssaoPostProcess.dispose(camera);
  86270. this._blurHPostProcess.dispose(camera);
  86271. this._blurVPostProcess.dispose(camera);
  86272. this._ssaoCombinePostProcess.dispose(camera);
  86273. }
  86274. this._randomTexture.dispose();
  86275. if (disableGeometryBufferRenderer) {
  86276. this._scene.disableGeometryBufferRenderer();
  86277. }
  86278. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86279. _super.prototype.dispose.call(this);
  86280. };
  86281. // Private Methods
  86282. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86283. var _this = this;
  86284. this._samplerOffsets = [];
  86285. var expensive = this.expensiveBlur;
  86286. for (var i = -8; i < 8; i++) {
  86287. this._samplerOffsets.push(i * 2 + 0.5);
  86288. }
  86289. 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");
  86290. this._blurHPostProcess.onApply = function (effect) {
  86291. if (!_this._scene.activeCamera) {
  86292. return;
  86293. }
  86294. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86295. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86296. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86297. effect.setFloat("radius", _this.radius);
  86298. effect.setTexture("depthSampler", _this._depthTexture);
  86299. if (_this._firstUpdate) {
  86300. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86301. }
  86302. };
  86303. 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");
  86304. this._blurVPostProcess.onApply = function (effect) {
  86305. if (!_this._scene.activeCamera) {
  86306. return;
  86307. }
  86308. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86309. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86310. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86311. effect.setFloat("radius", _this.radius);
  86312. effect.setTexture("depthSampler", _this._depthTexture);
  86313. if (_this._firstUpdate) {
  86314. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86315. _this._firstUpdate = false;
  86316. }
  86317. };
  86318. this._blurHPostProcess.samples = this.textureSamples;
  86319. this._blurVPostProcess.samples = this.textureSamples;
  86320. };
  86321. /** @hidden */
  86322. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86323. this._firstUpdate = true;
  86324. _super.prototype._rebuild.call(this);
  86325. };
  86326. //Van der Corput radical inverse
  86327. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86328. this._bits[0] = i;
  86329. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86330. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86331. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86332. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86333. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86334. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86335. };
  86336. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86337. return [i / n, this._radicalInverse_VdC(i)];
  86338. };
  86339. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86340. var phi = v * 2.0 * Math.PI;
  86341. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86342. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86343. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86344. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86345. };
  86346. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86347. var numSamples = this.samples;
  86348. var result = [];
  86349. var vector;
  86350. var i = 0;
  86351. while (i < numSamples) {
  86352. if (numSamples < 16) {
  86353. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86354. }
  86355. else {
  86356. var rand = this._hammersley(i, numSamples);
  86357. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86358. }
  86359. result.push(vector.x, vector.y, vector.z);
  86360. i++;
  86361. }
  86362. return result;
  86363. };
  86364. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86365. var _this = this;
  86366. var numSamples = this.samples;
  86367. this._sampleSphere = this._generateHemisphere();
  86368. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86369. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86370. "base", "range", "projection", "near", "far", "texelSize",
  86371. "xViewport", "yViewport", "maxZ", "minZAspect"
  86372. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86373. this._ssaoPostProcess.onApply = function (effect) {
  86374. if (_this._firstUpdate) {
  86375. effect.setArray3("sampleSphere", _this._sampleSphere);
  86376. effect.setFloat("randTextureTiles", 32.0);
  86377. }
  86378. if (!_this._scene.activeCamera) {
  86379. return;
  86380. }
  86381. effect.setFloat("samplesFactor", 1 / _this.samples);
  86382. effect.setFloat("totalStrength", _this.totalStrength);
  86383. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86384. effect.setFloat("radius", _this.radius);
  86385. effect.setFloat("maxZ", _this.maxZ);
  86386. effect.setFloat("minZAspect", _this.minZAspect);
  86387. effect.setFloat("base", _this.base);
  86388. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86389. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86390. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86391. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86392. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86393. effect.setTexture("textureSampler", _this._depthTexture);
  86394. effect.setTexture("normalSampler", _this._normalTexture);
  86395. effect.setTexture("randomSampler", _this._randomTexture);
  86396. };
  86397. this._ssaoPostProcess.samples = this.textureSamples;
  86398. };
  86399. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86400. var _this = this;
  86401. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86402. this._ssaoCombinePostProcess.onApply = function (effect) {
  86403. var viewport = _this._scene.activeCamera.viewport;
  86404. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86405. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86406. };
  86407. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86408. };
  86409. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86410. var size = 128;
  86411. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86412. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86413. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86414. var context = this._randomTexture.getContext();
  86415. var rand = function (min, max) {
  86416. return Math.random() * (max - min) + min;
  86417. };
  86418. var randVector = BABYLON.Vector3.Zero();
  86419. for (var x = 0; x < size; x++) {
  86420. for (var y = 0; y < size; y++) {
  86421. randVector.x = rand(0.0, 1.0);
  86422. randVector.y = rand(0.0, 1.0);
  86423. randVector.z = 0.0;
  86424. randVector.normalize();
  86425. randVector.scaleInPlace(255);
  86426. randVector.x = Math.floor(randVector.x);
  86427. randVector.y = Math.floor(randVector.y);
  86428. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86429. context.fillRect(x, y, 1, 1);
  86430. }
  86431. }
  86432. this._randomTexture.update(false);
  86433. };
  86434. /**
  86435. * Serialize the rendering pipeline (Used when exporting)
  86436. * @returns the serialized object
  86437. */
  86438. SSAO2RenderingPipeline.prototype.serialize = function () {
  86439. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86440. serializationObject.customType = "SSAO2RenderingPipeline";
  86441. return serializationObject;
  86442. };
  86443. /**
  86444. * Parse the serialized pipeline
  86445. * @param source Source pipeline.
  86446. * @param scene The scene to load the pipeline to.
  86447. * @param rootUrl The URL of the serialized pipeline.
  86448. * @returns An instantiated pipeline from the serialized object.
  86449. */
  86450. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86451. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86452. };
  86453. __decorate([
  86454. BABYLON.serialize()
  86455. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86456. __decorate([
  86457. BABYLON.serialize()
  86458. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86459. __decorate([
  86460. BABYLON.serialize()
  86461. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86462. __decorate([
  86463. BABYLON.serialize("samples")
  86464. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86465. __decorate([
  86466. BABYLON.serialize("textureSamples")
  86467. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86468. __decorate([
  86469. BABYLON.serialize()
  86470. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86471. __decorate([
  86472. BABYLON.serialize("expensiveBlur")
  86473. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86474. __decorate([
  86475. BABYLON.serialize()
  86476. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86477. __decorate([
  86478. BABYLON.serialize()
  86479. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86480. return SSAO2RenderingPipeline;
  86481. }(BABYLON.PostProcessRenderPipeline));
  86482. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86483. })(BABYLON || (BABYLON = {}));
  86484. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86485. var BABYLON;
  86486. (function (BABYLON) {
  86487. /**
  86488. * BABYLON.JS Chromatic Aberration GLSL Shader
  86489. * Author: Olivier Guyot
  86490. * Separates very slightly R, G and B colors on the edges of the screen
  86491. * Inspired by Francois Tarlier & Martins Upitis
  86492. */
  86493. var LensRenderingPipeline = /** @class */ (function (_super) {
  86494. __extends(LensRenderingPipeline, _super);
  86495. /**
  86496. * @constructor
  86497. *
  86498. * Effect parameters are as follow:
  86499. * {
  86500. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86501. * edge_blur: number; // from 0 to x (1 for realism)
  86502. * distortion: number; // from 0 to x (1 for realism)
  86503. * grain_amount: number; // from 0 to 1
  86504. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86505. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86506. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86507. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86508. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86509. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86510. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86511. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86512. * }
  86513. * Note: if an effect parameter is unset, effect is disabled
  86514. *
  86515. * @param name The rendering pipeline name
  86516. * @param parameters - An object containing all parameters (see above)
  86517. * @param scene The scene linked to this pipeline
  86518. * @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)
  86519. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86520. */
  86521. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86522. if (ratio === void 0) { ratio = 1.0; }
  86523. var _this = _super.call(this, scene.getEngine(), name) || this;
  86524. // Lens effects can be of the following:
  86525. // - chromatic aberration (slight shift of RGB colors)
  86526. // - blur on the edge of the lens
  86527. // - lens distortion
  86528. // - depth-of-field blur & highlights enhancing
  86529. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86530. // - grain effect (noise or custom texture)
  86531. // Two additional texture samplers are needed:
  86532. // - depth map (for depth-of-field)
  86533. // - grain texture
  86534. /**
  86535. * @ignore
  86536. * The chromatic aberration PostProcess id in the pipeline
  86537. */
  86538. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86539. /**
  86540. * @ignore
  86541. * The highlights enhancing PostProcess id in the pipeline
  86542. */
  86543. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86544. /**
  86545. * @ignore
  86546. * The depth-of-field PostProcess id in the pipeline
  86547. */
  86548. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86549. _this._scene = scene;
  86550. // Fetch texture samplers
  86551. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86552. if (parameters.grain_texture) {
  86553. _this._grainTexture = parameters.grain_texture;
  86554. }
  86555. else {
  86556. _this._createGrainTexture();
  86557. }
  86558. // save parameters
  86559. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86560. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86561. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86562. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86563. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86564. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86565. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86566. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86567. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86568. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86569. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86570. // Create effects
  86571. _this._createChromaticAberrationPostProcess(ratio);
  86572. _this._createHighlightsPostProcess(ratio);
  86573. _this._createDepthOfFieldPostProcess(ratio / 4);
  86574. // Set up pipeline
  86575. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86576. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86577. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86578. if (_this._highlightsGain === -1) {
  86579. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86580. }
  86581. // Finish
  86582. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86583. if (cameras) {
  86584. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86585. }
  86586. return _this;
  86587. }
  86588. // public methods (self explanatory)
  86589. /**
  86590. * Sets the amount of blur at the edges
  86591. * @param amount blur amount
  86592. */
  86593. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86594. /**
  86595. * Sets edge blur to 0
  86596. */
  86597. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86598. /**
  86599. * Sets the amout of grain
  86600. * @param amount Amount of grain
  86601. */
  86602. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86603. /**
  86604. * Set grain amount to 0
  86605. */
  86606. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86607. /**
  86608. * Sets the chromatic aberration amount
  86609. * @param amount amount of chromatic aberration
  86610. */
  86611. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86612. /**
  86613. * Sets chromatic aberration amount to 0
  86614. */
  86615. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86616. /**
  86617. * Sets the EdgeDistortion amount
  86618. * @param amount amount of EdgeDistortion
  86619. */
  86620. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86621. /**
  86622. * Sets edge distortion to 0
  86623. */
  86624. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86625. /**
  86626. * Sets the FocusDistance amount
  86627. * @param amount amount of FocusDistance
  86628. */
  86629. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86630. /**
  86631. * Disables depth of field
  86632. */
  86633. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86634. /**
  86635. * Sets the Aperture amount
  86636. * @param amount amount of Aperture
  86637. */
  86638. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86639. /**
  86640. * Sets the DarkenOutOfFocus amount
  86641. * @param amount amount of DarkenOutOfFocus
  86642. */
  86643. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86644. /**
  86645. * Creates a pentagon bokeh effect
  86646. */
  86647. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86648. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86649. };
  86650. /**
  86651. * Disables the pentagon bokeh effect
  86652. */
  86653. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86654. this._highlightsPostProcess.updateEffect();
  86655. };
  86656. /**
  86657. * Enables noise blur
  86658. */
  86659. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86660. /**
  86661. * Disables noise blur
  86662. */
  86663. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86664. /**
  86665. * Sets the HighlightsGain amount
  86666. * @param amount amount of HighlightsGain
  86667. */
  86668. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86669. this._highlightsGain = amount;
  86670. };
  86671. /**
  86672. * Sets the HighlightsThreshold amount
  86673. * @param amount amount of HighlightsThreshold
  86674. */
  86675. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86676. if (this._highlightsGain === -1) {
  86677. this._highlightsGain = 1.0;
  86678. }
  86679. this._highlightsThreshold = amount;
  86680. };
  86681. /**
  86682. * Disables highlights
  86683. */
  86684. LensRenderingPipeline.prototype.disableHighlights = function () {
  86685. this._highlightsGain = -1;
  86686. };
  86687. /**
  86688. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86689. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86690. */
  86691. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86692. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86693. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86694. this._chromaticAberrationPostProcess = null;
  86695. this._highlightsPostProcess = null;
  86696. this._depthOfFieldPostProcess = null;
  86697. this._grainTexture.dispose();
  86698. if (disableDepthRender) {
  86699. this._scene.disableDepthRenderer();
  86700. }
  86701. };
  86702. // colors shifting and distortion
  86703. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86704. var _this = this;
  86705. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86706. [], // samplers
  86707. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86708. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86709. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86710. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86711. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86712. effect.setFloat('radialIntensity', 1);
  86713. effect.setFloat2('direction', 17, 17);
  86714. effect.setFloat2('centerPosition', 0.5, 0.5);
  86715. };
  86716. };
  86717. // highlights enhancing
  86718. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86719. var _this = this;
  86720. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86721. [], // samplers
  86722. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86723. this._highlightsPostProcess.onApply = function (effect) {
  86724. effect.setFloat('gain', _this._highlightsGain);
  86725. effect.setFloat('threshold', _this._highlightsThreshold);
  86726. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86727. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86728. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86729. };
  86730. };
  86731. // colors shifting and distortion
  86732. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86733. var _this = this;
  86734. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86735. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86736. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86737. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86738. this._depthOfFieldPostProcess.onApply = function (effect) {
  86739. effect.setTexture("depthSampler", _this._depthTexture);
  86740. effect.setTexture("grainSampler", _this._grainTexture);
  86741. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86742. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86743. effect.setFloat('grain_amount', _this._grainAmount);
  86744. effect.setBool('blur_noise', _this._blurNoise);
  86745. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86746. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86747. effect.setFloat('distortion', _this._distortion);
  86748. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86749. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86750. effect.setFloat('aperture', _this._dofAperture);
  86751. effect.setFloat('darken', _this._dofDarken);
  86752. effect.setFloat('edge_blur', _this._edgeBlur);
  86753. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86754. if (_this._scene.activeCamera) {
  86755. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86756. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86757. }
  86758. };
  86759. };
  86760. // creates a black and white random noise texture, 512x512
  86761. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86762. var size = 512;
  86763. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86764. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86765. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86766. var context = this._grainTexture.getContext();
  86767. var rand = function (min, max) {
  86768. return Math.random() * (max - min) + min;
  86769. };
  86770. var value;
  86771. for (var x = 0; x < size; x++) {
  86772. for (var y = 0; y < size; y++) {
  86773. value = Math.floor(rand(0.42, 0.58) * 255);
  86774. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86775. context.fillRect(x, y, 1, 1);
  86776. }
  86777. }
  86778. this._grainTexture.update(false);
  86779. };
  86780. return LensRenderingPipeline;
  86781. }(BABYLON.PostProcessRenderPipeline));
  86782. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86783. })(BABYLON || (BABYLON = {}));
  86784. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86785. var BABYLON;
  86786. (function (BABYLON) {
  86787. /**
  86788. * Standard rendering pipeline
  86789. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86790. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86791. */
  86792. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86793. __extends(StandardRenderingPipeline, _super);
  86794. /**
  86795. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86796. * @constructor
  86797. * @param name The rendering pipeline name
  86798. * @param scene The scene linked to this pipeline
  86799. * @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)
  86800. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86801. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86802. */
  86803. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86804. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86805. var _this = _super.call(this, scene.getEngine(), name) || this;
  86806. /**
  86807. * Post-process used to down scale an image x4
  86808. */
  86809. _this.downSampleX4PostProcess = null;
  86810. /**
  86811. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86812. */
  86813. _this.brightPassPostProcess = null;
  86814. /**
  86815. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86816. */
  86817. _this.blurHPostProcesses = [];
  86818. /**
  86819. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86820. */
  86821. _this.blurVPostProcesses = [];
  86822. /**
  86823. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86824. */
  86825. _this.textureAdderPostProcess = null;
  86826. /**
  86827. * Post-process used to create volumetric lighting effect
  86828. */
  86829. _this.volumetricLightPostProcess = null;
  86830. /**
  86831. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86832. */
  86833. _this.volumetricLightSmoothXPostProcess = null;
  86834. /**
  86835. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86836. */
  86837. _this.volumetricLightSmoothYPostProcess = null;
  86838. /**
  86839. * Post-process used to merge the volumetric light effect and the real scene color
  86840. */
  86841. _this.volumetricLightMergePostProces = null;
  86842. /**
  86843. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86844. */
  86845. _this.volumetricLightFinalPostProcess = null;
  86846. /**
  86847. * Base post-process used to calculate the average luminance of the final image for HDR
  86848. */
  86849. _this.luminancePostProcess = null;
  86850. /**
  86851. * Post-processes used to create down sample post-processes in order to get
  86852. * the average luminance of the final image for HDR
  86853. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86854. */
  86855. _this.luminanceDownSamplePostProcesses = [];
  86856. /**
  86857. * Post-process used to create a HDR effect (light adaptation)
  86858. */
  86859. _this.hdrPostProcess = null;
  86860. /**
  86861. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86862. */
  86863. _this.textureAdderFinalPostProcess = null;
  86864. /**
  86865. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86866. */
  86867. _this.lensFlareFinalPostProcess = null;
  86868. /**
  86869. * Post-process used to merge the final HDR post-process and the real scene color
  86870. */
  86871. _this.hdrFinalPostProcess = null;
  86872. /**
  86873. * Post-process used to create a lens flare effect
  86874. */
  86875. _this.lensFlarePostProcess = null;
  86876. /**
  86877. * Post-process that merges the result of the lens flare post-process and the real scene color
  86878. */
  86879. _this.lensFlareComposePostProcess = null;
  86880. /**
  86881. * Post-process used to create a motion blur effect
  86882. */
  86883. _this.motionBlurPostProcess = null;
  86884. /**
  86885. * Post-process used to create a depth of field effect
  86886. */
  86887. _this.depthOfFieldPostProcess = null;
  86888. /**
  86889. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86890. */
  86891. _this.fxaaPostProcess = null;
  86892. // Values
  86893. /**
  86894. * Represents the brightness threshold in order to configure the illuminated surfaces
  86895. */
  86896. _this.brightThreshold = 1.0;
  86897. /**
  86898. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86899. */
  86900. _this.blurWidth = 512.0;
  86901. /**
  86902. * Sets if the blur for highlighted surfaces must be only horizontal
  86903. */
  86904. _this.horizontalBlur = false;
  86905. /**
  86906. * Sets the overall exposure used by the pipeline
  86907. */
  86908. _this.exposure = 1.0;
  86909. /**
  86910. * Texture used typically to simulate "dirty" on camera lens
  86911. */
  86912. _this.lensTexture = null;
  86913. /**
  86914. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86915. */
  86916. _this.volumetricLightCoefficient = 0.2;
  86917. /**
  86918. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86919. */
  86920. _this.volumetricLightPower = 4.0;
  86921. /**
  86922. * Used the set the blur intensity to smooth the volumetric lights
  86923. */
  86924. _this.volumetricLightBlurScale = 64.0;
  86925. /**
  86926. * Light (spot or directional) used to generate the volumetric lights rays
  86927. * The source light must have a shadow generate so the pipeline can get its
  86928. * depth map
  86929. */
  86930. _this.sourceLight = null;
  86931. /**
  86932. * For eye adaptation, represents the minimum luminance the eye can see
  86933. */
  86934. _this.hdrMinimumLuminance = 1.0;
  86935. /**
  86936. * For eye adaptation, represents the decrease luminance speed
  86937. */
  86938. _this.hdrDecreaseRate = 0.5;
  86939. /**
  86940. * For eye adaptation, represents the increase luminance speed
  86941. */
  86942. _this.hdrIncreaseRate = 0.5;
  86943. /**
  86944. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86945. */
  86946. _this.lensColorTexture = null;
  86947. /**
  86948. * The overall strengh for the lens flare effect
  86949. */
  86950. _this.lensFlareStrength = 20.0;
  86951. /**
  86952. * Dispersion coefficient for lens flare ghosts
  86953. */
  86954. _this.lensFlareGhostDispersal = 1.4;
  86955. /**
  86956. * Main lens flare halo width
  86957. */
  86958. _this.lensFlareHaloWidth = 0.7;
  86959. /**
  86960. * Based on the lens distortion effect, defines how much the lens flare result
  86961. * is distorted
  86962. */
  86963. _this.lensFlareDistortionStrength = 16.0;
  86964. /**
  86965. * Lens star texture must be used to simulate rays on the flares and is available
  86966. * in the documentation
  86967. */
  86968. _this.lensStarTexture = null;
  86969. /**
  86970. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86971. * flare effect by taking account of the dirt texture
  86972. */
  86973. _this.lensFlareDirtTexture = null;
  86974. /**
  86975. * Represents the focal length for the depth of field effect
  86976. */
  86977. _this.depthOfFieldDistance = 10.0;
  86978. /**
  86979. * Represents the blur intensity for the blurred part of the depth of field effect
  86980. */
  86981. _this.depthOfFieldBlurWidth = 64.0;
  86982. /**
  86983. * For motion blur, defines how much the image is blurred by the movement
  86984. */
  86985. _this.motionStrength = 1.0;
  86986. /**
  86987. * List of animations for the pipeline (IAnimatable implementation)
  86988. */
  86989. _this.animations = [];
  86990. _this._currentDepthOfFieldSource = null;
  86991. _this._hdrCurrentLuminance = 1.0;
  86992. // Getters and setters
  86993. _this._bloomEnabled = false;
  86994. _this._depthOfFieldEnabled = false;
  86995. _this._vlsEnabled = false;
  86996. _this._lensFlareEnabled = false;
  86997. _this._hdrEnabled = false;
  86998. _this._motionBlurEnabled = false;
  86999. _this._fxaaEnabled = false;
  87000. _this._motionBlurSamples = 64.0;
  87001. _this._volumetricLightStepsCount = 50.0;
  87002. _this._samples = 1;
  87003. _this._cameras = cameras || [];
  87004. // Initialize
  87005. _this._scene = scene;
  87006. _this._basePostProcess = originalPostProcess;
  87007. _this._ratio = ratio;
  87008. // Misc
  87009. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87010. // Finish
  87011. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87012. _this._buildPipeline();
  87013. return _this;
  87014. }
  87015. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87016. /**
  87017. * @ignore
  87018. * Specifies if the bloom pipeline is enabled
  87019. */
  87020. get: function () {
  87021. return this._bloomEnabled;
  87022. },
  87023. set: function (enabled) {
  87024. if (this._bloomEnabled === enabled) {
  87025. return;
  87026. }
  87027. this._bloomEnabled = enabled;
  87028. this._buildPipeline();
  87029. },
  87030. enumerable: true,
  87031. configurable: true
  87032. });
  87033. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87034. /**
  87035. * @ignore
  87036. * Specifies if the depth of field pipeline is enabed
  87037. */
  87038. get: function () {
  87039. return this._depthOfFieldEnabled;
  87040. },
  87041. set: function (enabled) {
  87042. if (this._depthOfFieldEnabled === enabled) {
  87043. return;
  87044. }
  87045. this._depthOfFieldEnabled = enabled;
  87046. this._buildPipeline();
  87047. },
  87048. enumerable: true,
  87049. configurable: true
  87050. });
  87051. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87052. /**
  87053. * @ignore
  87054. * Specifies if the lens flare pipeline is enabed
  87055. */
  87056. get: function () {
  87057. return this._lensFlareEnabled;
  87058. },
  87059. set: function (enabled) {
  87060. if (this._lensFlareEnabled === enabled) {
  87061. return;
  87062. }
  87063. this._lensFlareEnabled = enabled;
  87064. this._buildPipeline();
  87065. },
  87066. enumerable: true,
  87067. configurable: true
  87068. });
  87069. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87070. /**
  87071. * @ignore
  87072. * Specifies if the HDR pipeline is enabled
  87073. */
  87074. get: function () {
  87075. return this._hdrEnabled;
  87076. },
  87077. set: function (enabled) {
  87078. if (this._hdrEnabled === enabled) {
  87079. return;
  87080. }
  87081. this._hdrEnabled = enabled;
  87082. this._buildPipeline();
  87083. },
  87084. enumerable: true,
  87085. configurable: true
  87086. });
  87087. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87088. /**
  87089. * @ignore
  87090. * Specifies if the volumetric lights scattering effect is enabled
  87091. */
  87092. get: function () {
  87093. return this._vlsEnabled;
  87094. },
  87095. set: function (enabled) {
  87096. if (this._vlsEnabled === enabled) {
  87097. return;
  87098. }
  87099. if (enabled) {
  87100. var geometry = this._scene.enableGeometryBufferRenderer();
  87101. if (!geometry) {
  87102. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87103. return;
  87104. }
  87105. }
  87106. this._vlsEnabled = enabled;
  87107. this._buildPipeline();
  87108. },
  87109. enumerable: true,
  87110. configurable: true
  87111. });
  87112. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87113. /**
  87114. * @ignore
  87115. * Specifies if the motion blur effect is enabled
  87116. */
  87117. get: function () {
  87118. return this._motionBlurEnabled;
  87119. },
  87120. set: function (enabled) {
  87121. if (this._motionBlurEnabled === enabled) {
  87122. return;
  87123. }
  87124. this._motionBlurEnabled = enabled;
  87125. this._buildPipeline();
  87126. },
  87127. enumerable: true,
  87128. configurable: true
  87129. });
  87130. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87131. /**
  87132. * Specifies if anti-aliasing is enabled
  87133. */
  87134. get: function () {
  87135. return this._fxaaEnabled;
  87136. },
  87137. set: function (enabled) {
  87138. if (this._fxaaEnabled === enabled) {
  87139. return;
  87140. }
  87141. this._fxaaEnabled = enabled;
  87142. this._buildPipeline();
  87143. },
  87144. enumerable: true,
  87145. configurable: true
  87146. });
  87147. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87148. /**
  87149. * Specifies the number of steps used to calculate the volumetric lights
  87150. * Typically in interval [50, 200]
  87151. */
  87152. get: function () {
  87153. return this._volumetricLightStepsCount;
  87154. },
  87155. set: function (count) {
  87156. if (this.volumetricLightPostProcess) {
  87157. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87158. }
  87159. this._volumetricLightStepsCount = count;
  87160. },
  87161. enumerable: true,
  87162. configurable: true
  87163. });
  87164. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87165. /**
  87166. * Specifies the number of samples used for the motion blur effect
  87167. * Typically in interval [16, 64]
  87168. */
  87169. get: function () {
  87170. return this._motionBlurSamples;
  87171. },
  87172. set: function (samples) {
  87173. if (this.motionBlurPostProcess) {
  87174. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87175. }
  87176. this._motionBlurSamples = samples;
  87177. },
  87178. enumerable: true,
  87179. configurable: true
  87180. });
  87181. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87182. /**
  87183. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87184. */
  87185. get: function () {
  87186. return this._samples;
  87187. },
  87188. set: function (sampleCount) {
  87189. if (this._samples === sampleCount) {
  87190. return;
  87191. }
  87192. this._samples = sampleCount;
  87193. this._buildPipeline();
  87194. },
  87195. enumerable: true,
  87196. configurable: true
  87197. });
  87198. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87199. var _this = this;
  87200. var ratio = this._ratio;
  87201. var scene = this._scene;
  87202. this._disposePostProcesses();
  87203. this._reset();
  87204. // Create pass post-process
  87205. if (!this._basePostProcess) {
  87206. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87207. this.originalPostProcess.onApply = function (effect) {
  87208. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87209. };
  87210. }
  87211. else {
  87212. this.originalPostProcess = this._basePostProcess;
  87213. }
  87214. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87215. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87216. }
  87217. this._currentDepthOfFieldSource = this.originalPostProcess;
  87218. if (this._bloomEnabled) {
  87219. // Create down sample X4 post-process
  87220. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87221. // Create bright pass post-process
  87222. this._createBrightPassPostProcess(scene, ratio / 2);
  87223. // Create gaussian blur post-processes (down sampling blurs)
  87224. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87225. // Create texture adder post-process
  87226. this._createTextureAdderPostProcess(scene, ratio);
  87227. // Create depth-of-field source post-process
  87228. 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);
  87229. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87230. }
  87231. if (this._vlsEnabled) {
  87232. // Create volumetric light
  87233. this._createVolumetricLightPostProcess(scene, ratio);
  87234. // Create volumetric light final post-process
  87235. 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);
  87236. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87237. }
  87238. if (this._lensFlareEnabled) {
  87239. // Create lens flare post-process
  87240. this._createLensFlarePostProcess(scene, ratio);
  87241. // Create depth-of-field source post-process post lens-flare and disable it now
  87242. 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);
  87243. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87244. }
  87245. if (this._hdrEnabled) {
  87246. // Create luminance
  87247. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87248. // Create HDR
  87249. this._createHdrPostProcess(scene, ratio);
  87250. // Create depth-of-field source post-process post hdr and disable it now
  87251. 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);
  87252. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87253. }
  87254. if (this._depthOfFieldEnabled) {
  87255. // Create gaussian blur used by depth-of-field
  87256. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87257. // Create depth-of-field post-process
  87258. this._createDepthOfFieldPostProcess(scene, ratio);
  87259. }
  87260. if (this._motionBlurEnabled) {
  87261. // Create motion blur post-process
  87262. this._createMotionBlurPostProcess(scene, ratio);
  87263. }
  87264. if (this._fxaaEnabled) {
  87265. // Create fxaa post-process
  87266. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87267. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87268. }
  87269. if (this._cameras !== null) {
  87270. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87271. }
  87272. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87273. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87274. }
  87275. };
  87276. // Down Sample X4 Post-Processs
  87277. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87278. var _this = this;
  87279. var downSampleX4Offsets = new Array(32);
  87280. 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);
  87281. this.downSampleX4PostProcess.onApply = function (effect) {
  87282. var id = 0;
  87283. var width = _this.downSampleX4PostProcess.width;
  87284. var height = _this.downSampleX4PostProcess.height;
  87285. for (var i = -2; i < 2; i++) {
  87286. for (var j = -2; j < 2; j++) {
  87287. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87288. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87289. id += 2;
  87290. }
  87291. }
  87292. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87293. };
  87294. // Add to pipeline
  87295. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87296. };
  87297. // Brightpass Post-Process
  87298. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87299. var _this = this;
  87300. var brightOffsets = new Array(8);
  87301. 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);
  87302. this.brightPassPostProcess.onApply = function (effect) {
  87303. var sU = (1.0 / _this.brightPassPostProcess.width);
  87304. var sV = (1.0 / _this.brightPassPostProcess.height);
  87305. brightOffsets[0] = -0.5 * sU;
  87306. brightOffsets[1] = 0.5 * sV;
  87307. brightOffsets[2] = 0.5 * sU;
  87308. brightOffsets[3] = 0.5 * sV;
  87309. brightOffsets[4] = -0.5 * sU;
  87310. brightOffsets[5] = -0.5 * sV;
  87311. brightOffsets[6] = 0.5 * sU;
  87312. brightOffsets[7] = -0.5 * sV;
  87313. effect.setArray2("dsOffsets", brightOffsets);
  87314. effect.setFloat("brightThreshold", _this.brightThreshold);
  87315. };
  87316. // Add to pipeline
  87317. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87318. };
  87319. // Create blur H&V post-processes
  87320. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87321. var _this = this;
  87322. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87323. var engine = scene.getEngine();
  87324. 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);
  87325. 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);
  87326. blurX.onActivateObservable.add(function () {
  87327. var dw = blurX.width / engine.getRenderWidth();
  87328. blurX.kernel = _this[blurWidthKey] * dw;
  87329. });
  87330. blurY.onActivateObservable.add(function () {
  87331. var dw = blurY.height / engine.getRenderHeight();
  87332. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87333. });
  87334. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87335. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87336. this.blurHPostProcesses.push(blurX);
  87337. this.blurVPostProcesses.push(blurY);
  87338. };
  87339. // Create texture adder post-process
  87340. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87341. var _this = this;
  87342. 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);
  87343. this.textureAdderPostProcess.onApply = function (effect) {
  87344. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87345. effect.setTexture("lensSampler", _this.lensTexture);
  87346. effect.setFloat("exposure", _this.exposure);
  87347. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87348. };
  87349. // Add to pipeline
  87350. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87351. };
  87352. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87353. var _this = this;
  87354. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87355. geometryRenderer.enablePosition = true;
  87356. var geometry = geometryRenderer.getGBuffer();
  87357. // Base post-process
  87358. 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));
  87359. var depthValues = BABYLON.Vector2.Zero();
  87360. this.volumetricLightPostProcess.onApply = function (effect) {
  87361. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87362. var generator = _this.sourceLight.getShadowGenerator();
  87363. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87364. effect.setTexture("positionSampler", geometry.textures[2]);
  87365. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87366. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87367. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87368. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87369. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87370. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87371. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87372. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87373. effect.setVector2("depthValues", depthValues);
  87374. }
  87375. };
  87376. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87377. // Smooth
  87378. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87379. // Merge
  87380. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87381. this.volumetricLightMergePostProces.onApply = function (effect) {
  87382. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87383. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87384. };
  87385. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87386. };
  87387. // Create luminance
  87388. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87389. var _this = this;
  87390. // Create luminance
  87391. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87392. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87393. var offsets = [];
  87394. this.luminancePostProcess.onApply = function (effect) {
  87395. var sU = (1.0 / _this.luminancePostProcess.width);
  87396. var sV = (1.0 / _this.luminancePostProcess.height);
  87397. offsets[0] = -0.5 * sU;
  87398. offsets[1] = 0.5 * sV;
  87399. offsets[2] = 0.5 * sU;
  87400. offsets[3] = 0.5 * sV;
  87401. offsets[4] = -0.5 * sU;
  87402. offsets[5] = -0.5 * sV;
  87403. offsets[6] = 0.5 * sU;
  87404. offsets[7] = -0.5 * sV;
  87405. effect.setArray2("lumOffsets", offsets);
  87406. };
  87407. // Add to pipeline
  87408. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87409. // Create down sample luminance
  87410. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87411. var size = Math.pow(3, i);
  87412. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87413. if (i === 0) {
  87414. defines += "#define FINAL_DOWN_SAMPLER";
  87415. }
  87416. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87417. this.luminanceDownSamplePostProcesses.push(postProcess);
  87418. }
  87419. // Create callbacks and add effects
  87420. var lastLuminance = this.luminancePostProcess;
  87421. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87422. var downSampleOffsets = new Array(18);
  87423. pp.onApply = function (effect) {
  87424. if (!lastLuminance) {
  87425. return;
  87426. }
  87427. var id = 0;
  87428. for (var x = -1; x < 2; x++) {
  87429. for (var y = -1; y < 2; y++) {
  87430. downSampleOffsets[id] = x / lastLuminance.width;
  87431. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87432. id += 2;
  87433. }
  87434. }
  87435. effect.setArray2("dsOffsets", downSampleOffsets);
  87436. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87437. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87438. lastLuminance = _this.luminancePostProcess;
  87439. }
  87440. else {
  87441. lastLuminance = pp;
  87442. }
  87443. };
  87444. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87445. pp.onAfterRender = function (effect) {
  87446. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87447. 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);
  87448. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87449. };
  87450. }
  87451. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87452. });
  87453. };
  87454. // Create HDR post-process
  87455. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87456. var _this = this;
  87457. 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);
  87458. var outputLiminance = 1;
  87459. var time = 0;
  87460. var lastTime = 0;
  87461. this.hdrPostProcess.onApply = function (effect) {
  87462. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87463. time += scene.getEngine().getDeltaTime();
  87464. if (outputLiminance < 0) {
  87465. outputLiminance = _this._hdrCurrentLuminance;
  87466. }
  87467. else {
  87468. var dt = (lastTime - time) / 1000.0;
  87469. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87470. outputLiminance += _this.hdrDecreaseRate * dt;
  87471. }
  87472. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87473. outputLiminance -= _this.hdrIncreaseRate * dt;
  87474. }
  87475. else {
  87476. outputLiminance = _this._hdrCurrentLuminance;
  87477. }
  87478. }
  87479. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87480. effect.setFloat("averageLuminance", outputLiminance);
  87481. lastTime = time;
  87482. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87483. };
  87484. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87485. };
  87486. // Create lens flare post-process
  87487. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87488. var _this = this;
  87489. 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);
  87490. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87491. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87492. 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);
  87493. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87494. var resolution = new BABYLON.Vector2(0, 0);
  87495. // Lens flare
  87496. this.lensFlarePostProcess.onApply = function (effect) {
  87497. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87498. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87499. effect.setFloat("strength", _this.lensFlareStrength);
  87500. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87501. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87502. // Shift
  87503. resolution.x = _this.lensFlarePostProcess.width;
  87504. resolution.y = _this.lensFlarePostProcess.height;
  87505. effect.setVector2("resolution", resolution);
  87506. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87507. };
  87508. // Compose
  87509. 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);
  87510. 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);
  87511. this.lensFlareComposePostProcess.onApply = function (effect) {
  87512. if (!_this._scene.activeCamera) {
  87513. return;
  87514. }
  87515. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87516. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87517. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87518. // Lens start rotation matrix
  87519. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87520. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87521. 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));
  87522. camRot *= 4.0;
  87523. 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);
  87524. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87525. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87526. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87527. };
  87528. };
  87529. // Create depth-of-field post-process
  87530. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87531. var _this = this;
  87532. 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);
  87533. this.depthOfFieldPostProcess.onApply = function (effect) {
  87534. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87535. effect.setTexture("depthSampler", _this._getDepthTexture());
  87536. effect.setFloat("distance", _this.depthOfFieldDistance);
  87537. };
  87538. // Add to pipeline
  87539. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87540. };
  87541. // Create motion blur post-process
  87542. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87543. var _this = this;
  87544. 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);
  87545. var motionScale = 0;
  87546. var prevViewProjection = BABYLON.Matrix.Identity();
  87547. var invViewProjection = BABYLON.Matrix.Identity();
  87548. var viewProjection = BABYLON.Matrix.Identity();
  87549. var screenSize = BABYLON.Vector2.Zero();
  87550. this.motionBlurPostProcess.onApply = function (effect) {
  87551. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87552. viewProjection.invertToRef(invViewProjection);
  87553. effect.setMatrix("inverseViewProjection", invViewProjection);
  87554. effect.setMatrix("prevViewProjection", prevViewProjection);
  87555. prevViewProjection = viewProjection;
  87556. screenSize.x = _this.motionBlurPostProcess.width;
  87557. screenSize.y = _this.motionBlurPostProcess.height;
  87558. effect.setVector2("screenSize", screenSize);
  87559. motionScale = scene.getEngine().getFps() / 60.0;
  87560. effect.setFloat("motionScale", motionScale);
  87561. effect.setFloat("motionStrength", _this.motionStrength);
  87562. effect.setTexture("depthSampler", _this._getDepthTexture());
  87563. };
  87564. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87565. };
  87566. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87567. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87568. var renderer = this._scene.enableGeometryBufferRenderer();
  87569. return renderer.getGBuffer().textures[0];
  87570. }
  87571. return this._scene.enableDepthRenderer().getDepthMap();
  87572. };
  87573. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87574. for (var i = 0; i < this._cameras.length; i++) {
  87575. var camera = this._cameras[i];
  87576. if (this.originalPostProcess) {
  87577. this.originalPostProcess.dispose(camera);
  87578. }
  87579. if (this.downSampleX4PostProcess) {
  87580. this.downSampleX4PostProcess.dispose(camera);
  87581. }
  87582. if (this.brightPassPostProcess) {
  87583. this.brightPassPostProcess.dispose(camera);
  87584. }
  87585. if (this.textureAdderPostProcess) {
  87586. this.textureAdderPostProcess.dispose(camera);
  87587. }
  87588. if (this.textureAdderFinalPostProcess) {
  87589. this.textureAdderFinalPostProcess.dispose(camera);
  87590. }
  87591. if (this.volumetricLightPostProcess) {
  87592. this.volumetricLightPostProcess.dispose(camera);
  87593. }
  87594. if (this.volumetricLightSmoothXPostProcess) {
  87595. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87596. }
  87597. if (this.volumetricLightSmoothYPostProcess) {
  87598. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87599. }
  87600. if (this.volumetricLightMergePostProces) {
  87601. this.volumetricLightMergePostProces.dispose(camera);
  87602. }
  87603. if (this.volumetricLightFinalPostProcess) {
  87604. this.volumetricLightFinalPostProcess.dispose(camera);
  87605. }
  87606. if (this.lensFlarePostProcess) {
  87607. this.lensFlarePostProcess.dispose(camera);
  87608. }
  87609. if (this.lensFlareComposePostProcess) {
  87610. this.lensFlareComposePostProcess.dispose(camera);
  87611. }
  87612. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87613. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87614. }
  87615. if (this.luminancePostProcess) {
  87616. this.luminancePostProcess.dispose(camera);
  87617. }
  87618. if (this.hdrPostProcess) {
  87619. this.hdrPostProcess.dispose(camera);
  87620. }
  87621. if (this.hdrFinalPostProcess) {
  87622. this.hdrFinalPostProcess.dispose(camera);
  87623. }
  87624. if (this.depthOfFieldPostProcess) {
  87625. this.depthOfFieldPostProcess.dispose(camera);
  87626. }
  87627. if (this.motionBlurPostProcess) {
  87628. this.motionBlurPostProcess.dispose(camera);
  87629. }
  87630. if (this.fxaaPostProcess) {
  87631. this.fxaaPostProcess.dispose(camera);
  87632. }
  87633. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87634. this.blurHPostProcesses[j].dispose(camera);
  87635. }
  87636. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87637. this.blurVPostProcesses[j].dispose(camera);
  87638. }
  87639. }
  87640. this.originalPostProcess = null;
  87641. this.downSampleX4PostProcess = null;
  87642. this.brightPassPostProcess = null;
  87643. this.textureAdderPostProcess = null;
  87644. this.textureAdderFinalPostProcess = null;
  87645. this.volumetricLightPostProcess = null;
  87646. this.volumetricLightSmoothXPostProcess = null;
  87647. this.volumetricLightSmoothYPostProcess = null;
  87648. this.volumetricLightMergePostProces = null;
  87649. this.volumetricLightFinalPostProcess = null;
  87650. this.lensFlarePostProcess = null;
  87651. this.lensFlareComposePostProcess = null;
  87652. this.luminancePostProcess = null;
  87653. this.hdrPostProcess = null;
  87654. this.hdrFinalPostProcess = null;
  87655. this.depthOfFieldPostProcess = null;
  87656. this.motionBlurPostProcess = null;
  87657. this.fxaaPostProcess = null;
  87658. this.luminanceDownSamplePostProcesses = [];
  87659. this.blurHPostProcesses = [];
  87660. this.blurVPostProcesses = [];
  87661. };
  87662. /**
  87663. * Dispose of the pipeline and stop all post processes
  87664. */
  87665. StandardRenderingPipeline.prototype.dispose = function () {
  87666. this._disposePostProcesses();
  87667. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87668. _super.prototype.dispose.call(this);
  87669. };
  87670. /**
  87671. * Serialize the rendering pipeline (Used when exporting)
  87672. * @returns the serialized object
  87673. */
  87674. StandardRenderingPipeline.prototype.serialize = function () {
  87675. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87676. if (this.sourceLight) {
  87677. serializationObject.sourceLightId = this.sourceLight.id;
  87678. }
  87679. serializationObject.customType = "StandardRenderingPipeline";
  87680. return serializationObject;
  87681. };
  87682. /**
  87683. * Parse the serialized pipeline
  87684. * @param source Source pipeline.
  87685. * @param scene The scene to load the pipeline to.
  87686. * @param rootUrl The URL of the serialized pipeline.
  87687. * @returns An instantiated pipeline from the serialized object.
  87688. */
  87689. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87690. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87691. if (source.sourceLightId) {
  87692. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87693. }
  87694. return p;
  87695. };
  87696. /**
  87697. * Luminance steps
  87698. */
  87699. StandardRenderingPipeline.LuminanceSteps = 6;
  87700. __decorate([
  87701. BABYLON.serialize()
  87702. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87703. __decorate([
  87704. BABYLON.serialize()
  87705. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87706. __decorate([
  87707. BABYLON.serialize()
  87708. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87709. __decorate([
  87710. BABYLON.serialize()
  87711. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87712. __decorate([
  87713. BABYLON.serializeAsTexture("lensTexture")
  87714. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87715. __decorate([
  87716. BABYLON.serialize()
  87717. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87718. __decorate([
  87719. BABYLON.serialize()
  87720. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87721. __decorate([
  87722. BABYLON.serialize()
  87723. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87724. __decorate([
  87725. BABYLON.serialize()
  87726. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87727. __decorate([
  87728. BABYLON.serialize()
  87729. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87730. __decorate([
  87731. BABYLON.serialize()
  87732. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87733. __decorate([
  87734. BABYLON.serializeAsTexture("lensColorTexture")
  87735. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87736. __decorate([
  87737. BABYLON.serialize()
  87738. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87739. __decorate([
  87740. BABYLON.serialize()
  87741. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87742. __decorate([
  87743. BABYLON.serialize()
  87744. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87745. __decorate([
  87746. BABYLON.serialize()
  87747. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87748. __decorate([
  87749. BABYLON.serializeAsTexture("lensStarTexture")
  87750. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87751. __decorate([
  87752. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87753. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87754. __decorate([
  87755. BABYLON.serialize()
  87756. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87757. __decorate([
  87758. BABYLON.serialize()
  87759. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87760. __decorate([
  87761. BABYLON.serialize()
  87762. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87763. __decorate([
  87764. BABYLON.serialize()
  87765. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87766. __decorate([
  87767. BABYLON.serialize()
  87768. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87769. __decorate([
  87770. BABYLON.serialize()
  87771. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87772. __decorate([
  87773. BABYLON.serialize()
  87774. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87775. __decorate([
  87776. BABYLON.serialize()
  87777. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87778. __decorate([
  87779. BABYLON.serialize()
  87780. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87781. __decorate([
  87782. BABYLON.serialize()
  87783. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87784. __decorate([
  87785. BABYLON.serialize()
  87786. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87787. __decorate([
  87788. BABYLON.serialize()
  87789. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87790. __decorate([
  87791. BABYLON.serialize()
  87792. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87793. __decorate([
  87794. BABYLON.serialize()
  87795. ], StandardRenderingPipeline.prototype, "samples", null);
  87796. return StandardRenderingPipeline;
  87797. }(BABYLON.PostProcessRenderPipeline));
  87798. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87799. })(BABYLON || (BABYLON = {}));
  87800. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87801. var BABYLON;
  87802. (function (BABYLON) {
  87803. /**
  87804. * Fxaa post process
  87805. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87806. */
  87807. var FxaaPostProcess = /** @class */ (function (_super) {
  87808. __extends(FxaaPostProcess, _super);
  87809. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87810. if (camera === void 0) { camera = null; }
  87811. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87812. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87813. var defines = _this._getDefines();
  87814. _this.updateEffect(defines);
  87815. _this.onApplyObservable.add(function (effect) {
  87816. var texelSize = _this.texelSize;
  87817. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87818. });
  87819. return _this;
  87820. }
  87821. FxaaPostProcess.prototype._getDefines = function () {
  87822. var engine = this.getEngine();
  87823. if (!engine) {
  87824. return null;
  87825. }
  87826. var glInfo = engine.getGlInfo();
  87827. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87828. return "#define MALI 1\n";
  87829. }
  87830. return null;
  87831. };
  87832. return FxaaPostProcess;
  87833. }(BABYLON.PostProcess));
  87834. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87835. })(BABYLON || (BABYLON = {}));
  87836. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87837. var BABYLON;
  87838. (function (BABYLON) {
  87839. /**
  87840. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87841. */
  87842. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87843. __extends(ChromaticAberrationPostProcess, _super);
  87844. /**
  87845. * Creates a new instance ChromaticAberrationPostProcess
  87846. * @param name The name of the effect.
  87847. * @param screenWidth The width of the screen to apply the effect on.
  87848. * @param screenHeight The height of the screen to apply the effect on.
  87849. * @param options The required width/height ratio to downsize to before computing the render pass.
  87850. * @param camera The camera to apply the render pass to.
  87851. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87852. * @param engine The engine which the post process will be applied. (default: current engine)
  87853. * @param reusable If the post process can be reused on the same frame. (default: false)
  87854. * @param textureType Type of textures used when performing the post process. (default: 0)
  87855. * @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)
  87856. */
  87857. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87858. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87859. if (blockCompilation === void 0) { blockCompilation = false; }
  87860. var _this = _super.call(this, name, "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87861. /**
  87862. * The amount of seperation of rgb channels (default: 30)
  87863. */
  87864. _this.aberrationAmount = 30;
  87865. /**
  87866. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87867. */
  87868. _this.radialIntensity = 0;
  87869. /**
  87870. * 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))
  87871. */
  87872. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87873. /**
  87874. * 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))
  87875. */
  87876. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87877. _this.onApplyObservable.add(function (effect) {
  87878. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87879. effect.setFloat('screen_width', screenWidth);
  87880. effect.setFloat('screen_height', screenHeight);
  87881. effect.setFloat('radialIntensity', _this.radialIntensity);
  87882. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87883. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87884. });
  87885. return _this;
  87886. }
  87887. return ChromaticAberrationPostProcess;
  87888. }(BABYLON.PostProcess));
  87889. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87890. })(BABYLON || (BABYLON = {}));
  87891. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87892. var BABYLON;
  87893. (function (BABYLON) {
  87894. /**
  87895. * The GrainPostProcess adds noise to the image at mid luminance levels
  87896. */
  87897. var GrainPostProcess = /** @class */ (function (_super) {
  87898. __extends(GrainPostProcess, _super);
  87899. /**
  87900. * Creates a new instance of @see GrainPostProcess
  87901. * @param name The name of the effect.
  87902. * @param options The required width/height ratio to downsize to before computing the render pass.
  87903. * @param camera The camera to apply the render pass to.
  87904. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87905. * @param engine The engine which the post process will be applied. (default: current engine)
  87906. * @param reusable If the post process can be reused on the same frame. (default: false)
  87907. * @param textureType Type of textures used when performing the post process. (default: 0)
  87908. * @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)
  87909. */
  87910. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87911. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87912. if (blockCompilation === void 0) { blockCompilation = false; }
  87913. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87914. /**
  87915. * The intensity of the grain added (default: 30)
  87916. */
  87917. _this.intensity = 30;
  87918. /**
  87919. * If the grain should be randomized on every frame
  87920. */
  87921. _this.animated = false;
  87922. _this.onApplyObservable.add(function (effect) {
  87923. effect.setFloat('intensity', _this.intensity);
  87924. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87925. });
  87926. return _this;
  87927. }
  87928. return GrainPostProcess;
  87929. }(BABYLON.PostProcess));
  87930. BABYLON.GrainPostProcess = GrainPostProcess;
  87931. })(BABYLON || (BABYLON = {}));
  87932. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87933. var BABYLON;
  87934. (function (BABYLON) {
  87935. /**
  87936. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87937. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87938. */
  87939. var SharpenPostProcess = /** @class */ (function (_super) {
  87940. __extends(SharpenPostProcess, _super);
  87941. /**
  87942. * Creates a new instance ConvolutionPostProcess
  87943. * @param name The name of the effect.
  87944. * @param options The required width/height ratio to downsize to before computing the render pass.
  87945. * @param camera The camera to apply the render pass to.
  87946. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87947. * @param engine The engine which the post process will be applied. (default: current engine)
  87948. * @param reusable If the post process can be reused on the same frame. (default: false)
  87949. * @param textureType Type of textures used when performing the post process. (default: 0)
  87950. * @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)
  87951. */
  87952. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87953. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87954. if (blockCompilation === void 0) { blockCompilation = false; }
  87955. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87956. /**
  87957. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87958. */
  87959. _this.colorAmount = 1.0;
  87960. /**
  87961. * How much sharpness should be applied (default: 0.3)
  87962. */
  87963. _this.edgeAmount = 0.3;
  87964. _this.onApply = function (effect) {
  87965. effect.setFloat2("screenSize", _this.width, _this.height);
  87966. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87967. };
  87968. return _this;
  87969. }
  87970. return SharpenPostProcess;
  87971. }(BABYLON.PostProcess));
  87972. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87973. })(BABYLON || (BABYLON = {}));
  87974. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87975. var BABYLON;
  87976. (function (BABYLON) {
  87977. /**
  87978. * The Blur Post Process which blurs an image based on a kernel and direction.
  87979. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87980. */
  87981. var BlurPostProcess = /** @class */ (function (_super) {
  87982. __extends(BlurPostProcess, _super);
  87983. /**
  87984. * Creates a new instance BlurPostProcess
  87985. * @param name The name of the effect.
  87986. * @param direction The direction in which to blur the image.
  87987. * @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.
  87988. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87989. * @param camera The camera to apply the render pass to.
  87990. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87991. * @param engine The engine which the post process will be applied. (default: current engine)
  87992. * @param reusable If the post process can be reused on the same frame. (default: false)
  87993. * @param textureType Type of textures used when performing the post process. (default: 0)
  87994. * @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)
  87995. */
  87996. function BlurPostProcess(name,
  87997. /** The direction in which to blur the image. */
  87998. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87999. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88000. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88001. if (defines === void 0) { defines = ""; }
  88002. if (blockCompilation === void 0) { blockCompilation = false; }
  88003. 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;
  88004. _this.direction = direction;
  88005. _this.blockCompilation = blockCompilation;
  88006. _this._packedFloat = false;
  88007. _this._staticDefines = "";
  88008. _this._staticDefines = defines;
  88009. _this.onApplyObservable.add(function (effect) {
  88010. if (_this._outputTexture) {
  88011. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88012. }
  88013. else {
  88014. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88015. }
  88016. });
  88017. _this.kernel = kernel;
  88018. return _this;
  88019. }
  88020. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88021. /**
  88022. * Gets the length in pixels of the blur sample region
  88023. */
  88024. get: function () {
  88025. return this._idealKernel;
  88026. },
  88027. /**
  88028. * Sets the length in pixels of the blur sample region
  88029. */
  88030. set: function (v) {
  88031. if (this._idealKernel === v) {
  88032. return;
  88033. }
  88034. v = Math.max(v, 1);
  88035. this._idealKernel = v;
  88036. this._kernel = this._nearestBestKernel(v);
  88037. if (!this.blockCompilation) {
  88038. this._updateParameters();
  88039. }
  88040. },
  88041. enumerable: true,
  88042. configurable: true
  88043. });
  88044. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88045. /**
  88046. * Gets wether or not the blur is unpacking/repacking floats
  88047. */
  88048. get: function () {
  88049. return this._packedFloat;
  88050. },
  88051. /**
  88052. * Sets wether or not the blur needs to unpack/repack floats
  88053. */
  88054. set: function (v) {
  88055. if (this._packedFloat === v) {
  88056. return;
  88057. }
  88058. this._packedFloat = v;
  88059. if (!this.blockCompilation) {
  88060. this._updateParameters();
  88061. }
  88062. },
  88063. enumerable: true,
  88064. configurable: true
  88065. });
  88066. /**
  88067. * Updates the effect with the current post process compile time values and recompiles the shader.
  88068. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88069. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88070. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88071. * @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
  88072. * @param onCompiled Called when the shader has been compiled.
  88073. * @param onError Called if there is an error when compiling a shader.
  88074. */
  88075. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88076. if (defines === void 0) { defines = null; }
  88077. if (uniforms === void 0) { uniforms = null; }
  88078. if (samplers === void 0) { samplers = null; }
  88079. this._updateParameters(onCompiled, onError);
  88080. };
  88081. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88082. // Generate sampling offsets and weights
  88083. var N = this._kernel;
  88084. var centerIndex = (N - 1) / 2;
  88085. // Generate Gaussian sampling weights over kernel
  88086. var offsets = [];
  88087. var weights = [];
  88088. var totalWeight = 0;
  88089. for (var i = 0; i < N; i++) {
  88090. var u = i / (N - 1);
  88091. var w = this._gaussianWeight(u * 2.0 - 1);
  88092. offsets[i] = (i - centerIndex);
  88093. weights[i] = w;
  88094. totalWeight += w;
  88095. }
  88096. // Normalize weights
  88097. for (var i = 0; i < weights.length; i++) {
  88098. weights[i] /= totalWeight;
  88099. }
  88100. // Optimize: combine samples to take advantage of hardware linear sampling
  88101. // Walk from left to center, combining pairs (symmetrically)
  88102. var linearSamplingWeights = [];
  88103. var linearSamplingOffsets = [];
  88104. var linearSamplingMap = [];
  88105. for (var i = 0; i <= centerIndex; i += 2) {
  88106. var j = Math.min(i + 1, Math.floor(centerIndex));
  88107. var singleCenterSample = i === j;
  88108. if (singleCenterSample) {
  88109. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88110. }
  88111. else {
  88112. var sharedCell = j === centerIndex;
  88113. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88114. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88115. if (offsetLinear === 0) {
  88116. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88117. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88118. }
  88119. else {
  88120. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88121. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88122. }
  88123. }
  88124. }
  88125. for (var i = 0; i < linearSamplingMap.length; i++) {
  88126. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88127. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88128. }
  88129. // Replace with optimized
  88130. offsets = linearSamplingOffsets;
  88131. weights = linearSamplingWeights;
  88132. // Generate shaders
  88133. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88134. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88135. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88136. var defines = "";
  88137. defines += this._staticDefines;
  88138. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88139. if (this._staticDefines.indexOf("DOF") != -1) {
  88140. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88141. varyingCount--;
  88142. }
  88143. for (var i = 0; i < varyingCount; i++) {
  88144. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88145. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88146. }
  88147. var depCount = 0;
  88148. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88149. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88150. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88151. depCount++;
  88152. }
  88153. if (this.packedFloat) {
  88154. defines += "#define PACKEDFLOAT 1";
  88155. }
  88156. this.blockCompilation = false;
  88157. _super.prototype.updateEffect.call(this, defines, null, null, {
  88158. varyingCount: varyingCount,
  88159. depCount: depCount
  88160. }, onCompiled, onError);
  88161. };
  88162. /**
  88163. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88164. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88165. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88166. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88167. * The gaps between physical kernels are compensated for in the weighting of the samples
  88168. * @param idealKernel Ideal blur kernel.
  88169. * @return Nearest best kernel.
  88170. */
  88171. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88172. var v = Math.round(idealKernel);
  88173. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88174. var k = _a[_i];
  88175. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88176. return Math.max(k, 3);
  88177. }
  88178. }
  88179. return Math.max(v, 3);
  88180. };
  88181. /**
  88182. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88183. * @param x The point on the Gaussian distribution to sample.
  88184. * @return the value of the Gaussian function at x.
  88185. */
  88186. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88187. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88188. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88189. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88190. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88191. // truncated at around 1.3% of peak strength.
  88192. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88193. var sigma = (1 / 3);
  88194. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88195. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88196. var weight = (1.0 / denominator) * Math.exp(exponent);
  88197. return weight;
  88198. };
  88199. /**
  88200. * Generates a string that can be used as a floating point number in GLSL.
  88201. * @param x Value to print.
  88202. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88203. * @return GLSL float string.
  88204. */
  88205. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88206. if (decimalFigures === void 0) { decimalFigures = 8; }
  88207. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88208. };
  88209. return BlurPostProcess;
  88210. }(BABYLON.PostProcess));
  88211. BABYLON.BlurPostProcess = BlurPostProcess;
  88212. })(BABYLON || (BABYLON = {}));
  88213. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88214. var BABYLON;
  88215. (function (BABYLON) {
  88216. /**
  88217. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88218. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88219. * based on samples that have a large difference in distance than the center pixel.
  88220. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88221. */
  88222. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88223. __extends(DepthOfFieldBlurPostProcess, _super);
  88224. /**
  88225. * Creates a new instance CircleOfConfusionPostProcess
  88226. * @param name The name of the effect.
  88227. * @param scene The scene the effect belongs to.
  88228. * @param direction The direction the blur should be applied.
  88229. * @param kernel The size of the kernel used to blur.
  88230. * @param options The required width/height ratio to downsize to before computing the render pass.
  88231. * @param camera The camera to apply the render pass to.
  88232. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88233. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88234. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88235. * @param engine The engine which the post process will be applied. (default: current engine)
  88236. * @param reusable If the post process can be reused on the same frame. (default: false)
  88237. * @param textureType Type of textures used when performing the post process. (default: 0)
  88238. * @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)
  88239. */
  88240. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88241. if (imageToBlur === void 0) { imageToBlur = null; }
  88242. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88243. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88244. if (blockCompilation === void 0) { blockCompilation = false; }
  88245. 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;
  88246. _this.direction = direction;
  88247. _this.onApplyObservable.add(function (effect) {
  88248. if (imageToBlur != null) {
  88249. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88250. }
  88251. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88252. if (scene.activeCamera) {
  88253. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88254. }
  88255. });
  88256. return _this;
  88257. }
  88258. return DepthOfFieldBlurPostProcess;
  88259. }(BABYLON.BlurPostProcess));
  88260. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88261. })(BABYLON || (BABYLON = {}));
  88262. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88263. var BABYLON;
  88264. (function (BABYLON) {
  88265. /**
  88266. * Options to be set when merging outputs from the default pipeline.
  88267. */
  88268. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88269. function DepthOfFieldMergePostProcessOptions() {
  88270. }
  88271. return DepthOfFieldMergePostProcessOptions;
  88272. }());
  88273. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88274. /**
  88275. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88276. */
  88277. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88278. __extends(DepthOfFieldMergePostProcess, _super);
  88279. /**
  88280. * Creates a new instance of DepthOfFieldMergePostProcess
  88281. * @param name The name of the effect.
  88282. * @param originalFromInput Post process which's input will be used for the merge.
  88283. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88284. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88285. * @param options The required width/height ratio to downsize to before computing the render pass.
  88286. * @param camera The camera to apply the render pass to.
  88287. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88288. * @param engine The engine which the post process will be applied. (default: current engine)
  88289. * @param reusable If the post process can be reused on the same frame. (default: false)
  88290. * @param textureType Type of textures used when performing the post process. (default: 0)
  88291. * @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)
  88292. */
  88293. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88294. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88295. if (blockCompilation === void 0) { blockCompilation = false; }
  88296. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88297. _this.blurSteps = blurSteps;
  88298. _this.onApplyObservable.add(function (effect) {
  88299. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88300. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88301. blurSteps.forEach(function (step, index) {
  88302. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88303. });
  88304. });
  88305. if (!blockCompilation) {
  88306. _this.updateEffect();
  88307. }
  88308. return _this;
  88309. }
  88310. /**
  88311. * Updates the effect with the current post process compile time values and recompiles the shader.
  88312. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88313. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88314. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88315. * @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
  88316. * @param onCompiled Called when the shader has been compiled.
  88317. * @param onError Called if there is an error when compiling a shader.
  88318. */
  88319. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88320. if (defines === void 0) { defines = null; }
  88321. if (uniforms === void 0) { uniforms = null; }
  88322. if (samplers === void 0) { samplers = null; }
  88323. if (!defines) {
  88324. defines = "";
  88325. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88326. }
  88327. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88328. };
  88329. return DepthOfFieldMergePostProcess;
  88330. }(BABYLON.PostProcess));
  88331. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88332. })(BABYLON || (BABYLON = {}));
  88333. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88334. var BABYLON;
  88335. (function (BABYLON) {
  88336. /**
  88337. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88338. */
  88339. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88340. __extends(CircleOfConfusionPostProcess, _super);
  88341. /**
  88342. * Creates a new instance CircleOfConfusionPostProcess
  88343. * @param name The name of the effect.
  88344. * @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.
  88345. * @param options The required width/height ratio to downsize to before computing the render pass.
  88346. * @param camera The camera to apply the render pass to.
  88347. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88348. * @param engine The engine which the post process will be applied. (default: current engine)
  88349. * @param reusable If the post process can be reused on the same frame. (default: false)
  88350. * @param textureType Type of textures used when performing the post process. (default: 0)
  88351. * @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)
  88352. */
  88353. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88354. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88355. if (blockCompilation === void 0) { blockCompilation = false; }
  88356. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88357. /**
  88358. * 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.
  88359. */
  88360. _this.lensSize = 50;
  88361. /**
  88362. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88363. */
  88364. _this.fStop = 1.4;
  88365. /**
  88366. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88367. */
  88368. _this.focusDistance = 2000;
  88369. /**
  88370. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88371. */
  88372. _this.focalLength = 50;
  88373. _this._depthTexture = null;
  88374. _this._depthTexture = depthTexture;
  88375. _this.onApplyObservable.add(function (effect) {
  88376. if (!_this._depthTexture) {
  88377. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88378. return;
  88379. }
  88380. effect.setTexture("depthSampler", _this._depthTexture);
  88381. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88382. var aperture = _this.lensSize / _this.fStop;
  88383. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88384. effect.setFloat('focusDistance', _this.focusDistance);
  88385. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88386. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88387. });
  88388. return _this;
  88389. }
  88390. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88391. /**
  88392. * 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.
  88393. */
  88394. set: function (value) {
  88395. this._depthTexture = value;
  88396. },
  88397. enumerable: true,
  88398. configurable: true
  88399. });
  88400. return CircleOfConfusionPostProcess;
  88401. }(BABYLON.PostProcess));
  88402. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88403. })(BABYLON || (BABYLON = {}));
  88404. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88405. var BABYLON;
  88406. (function (BABYLON) {
  88407. /**
  88408. * Specifies the level of max blur that should be applied when using the depth of field effect
  88409. */
  88410. var DepthOfFieldEffectBlurLevel;
  88411. (function (DepthOfFieldEffectBlurLevel) {
  88412. /**
  88413. * Subtle blur
  88414. */
  88415. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88416. /**
  88417. * Medium blur
  88418. */
  88419. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88420. /**
  88421. * Large blur
  88422. */
  88423. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88424. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88425. /**
  88426. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88427. */
  88428. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88429. __extends(DepthOfFieldEffect, _super);
  88430. /**
  88431. * Creates a new instance DepthOfFieldEffect
  88432. * @param scene The scene the effect belongs to.
  88433. * @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.
  88434. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88435. * @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)
  88436. */
  88437. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88438. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88439. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88440. if (blockCompilation === void 0) { blockCompilation = false; }
  88441. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88442. return _this._effects;
  88443. }, true) || this;
  88444. /**
  88445. * @hidden Internal post processes in depth of field effect
  88446. */
  88447. _this._effects = [];
  88448. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88449. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88450. // 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)
  88451. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88452. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88453. _this._depthOfFieldBlurY = [];
  88454. _this._depthOfFieldBlurX = [];
  88455. var blurCount = 1;
  88456. var kernelSize = 15;
  88457. switch (blurLevel) {
  88458. case DepthOfFieldEffectBlurLevel.High: {
  88459. blurCount = 3;
  88460. kernelSize = 51;
  88461. break;
  88462. }
  88463. case DepthOfFieldEffectBlurLevel.Medium: {
  88464. blurCount = 2;
  88465. kernelSize = 31;
  88466. break;
  88467. }
  88468. default: {
  88469. kernelSize = 15;
  88470. blurCount = 1;
  88471. break;
  88472. }
  88473. }
  88474. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88475. var ratio = 1.0;
  88476. for (var i = 0; i < blurCount; i++) {
  88477. 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);
  88478. blurY.autoClear = false;
  88479. ratio = 0.75 / Math.pow(2, i);
  88480. 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);
  88481. blurX.autoClear = false;
  88482. _this._depthOfFieldBlurY.push(blurY);
  88483. _this._depthOfFieldBlurX.push(blurX);
  88484. }
  88485. // Set all post processes on the effect.
  88486. _this._effects = [_this._circleOfConfusion];
  88487. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88488. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88489. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88490. }
  88491. // Merge blurred images with original image based on circleOfConfusion
  88492. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88493. _this._dofMerge.autoClear = false;
  88494. _this._effects.push(_this._dofMerge);
  88495. return _this;
  88496. }
  88497. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88498. get: function () {
  88499. return this._circleOfConfusion.focalLength;
  88500. },
  88501. /**
  88502. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88503. */
  88504. set: function (value) {
  88505. this._circleOfConfusion.focalLength = value;
  88506. },
  88507. enumerable: true,
  88508. configurable: true
  88509. });
  88510. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88511. get: function () {
  88512. return this._circleOfConfusion.fStop;
  88513. },
  88514. /**
  88515. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88516. */
  88517. set: function (value) {
  88518. this._circleOfConfusion.fStop = value;
  88519. },
  88520. enumerable: true,
  88521. configurable: true
  88522. });
  88523. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88524. get: function () {
  88525. return this._circleOfConfusion.focusDistance;
  88526. },
  88527. /**
  88528. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88529. */
  88530. set: function (value) {
  88531. this._circleOfConfusion.focusDistance = value;
  88532. },
  88533. enumerable: true,
  88534. configurable: true
  88535. });
  88536. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88537. get: function () {
  88538. return this._circleOfConfusion.lensSize;
  88539. },
  88540. /**
  88541. * 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.
  88542. */
  88543. set: function (value) {
  88544. this._circleOfConfusion.lensSize = value;
  88545. },
  88546. enumerable: true,
  88547. configurable: true
  88548. });
  88549. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88550. /**
  88551. * 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.
  88552. */
  88553. set: function (value) {
  88554. this._circleOfConfusion.depthTexture = value;
  88555. },
  88556. enumerable: true,
  88557. configurable: true
  88558. });
  88559. /**
  88560. * Disposes each of the internal effects for a given camera.
  88561. * @param camera The camera to dispose the effect on.
  88562. */
  88563. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88564. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88565. this._effects[effectIndex].dispose(camera);
  88566. }
  88567. };
  88568. /**
  88569. * @hidden Internal
  88570. */
  88571. DepthOfFieldEffect.prototype._updateEffects = function () {
  88572. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88573. this._effects[effectIndex].updateEffect();
  88574. }
  88575. };
  88576. /**
  88577. * Internal
  88578. * @returns if all the contained post processes are ready.
  88579. * @hidden
  88580. */
  88581. DepthOfFieldEffect.prototype._isReady = function () {
  88582. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88583. if (!this._effects[effectIndex].isReady()) {
  88584. return false;
  88585. }
  88586. }
  88587. return true;
  88588. };
  88589. return DepthOfFieldEffect;
  88590. }(BABYLON.PostProcessRenderEffect));
  88591. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88592. })(BABYLON || (BABYLON = {}));
  88593. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88594. var BABYLON;
  88595. (function (BABYLON) {
  88596. /**
  88597. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88598. */
  88599. var BloomMergePostProcess = /** @class */ (function (_super) {
  88600. __extends(BloomMergePostProcess, _super);
  88601. /**
  88602. * Creates a new instance of @see BloomMergePostProcess
  88603. * @param name The name of the effect.
  88604. * @param originalFromInput Post process which's input will be used for the merge.
  88605. * @param blurred Blurred highlights post process which's output will be used.
  88606. * @param weight Weight of the bloom to be added to the original input.
  88607. * @param options The required width/height ratio to downsize to before computing the render pass.
  88608. * @param camera The camera to apply the render pass to.
  88609. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88610. * @param engine The engine which the post process will be applied. (default: current engine)
  88611. * @param reusable If the post process can be reused on the same frame. (default: false)
  88612. * @param textureType Type of textures used when performing the post process. (default: 0)
  88613. * @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)
  88614. */
  88615. function BloomMergePostProcess(name, originalFromInput, blurred,
  88616. /** Weight of the bloom to be added to the original input. */
  88617. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88618. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88619. if (blockCompilation === void 0) { blockCompilation = false; }
  88620. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88621. _this.weight = weight;
  88622. _this.onApplyObservable.add(function (effect) {
  88623. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88624. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88625. effect.setFloat("bloomWeight", _this.weight);
  88626. });
  88627. if (!blockCompilation) {
  88628. _this.updateEffect();
  88629. }
  88630. return _this;
  88631. }
  88632. return BloomMergePostProcess;
  88633. }(BABYLON.PostProcess));
  88634. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88635. })(BABYLON || (BABYLON = {}));
  88636. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88637. var BABYLON;
  88638. (function (BABYLON) {
  88639. /**
  88640. * 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.
  88641. */
  88642. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88643. __extends(ExtractHighlightsPostProcess, _super);
  88644. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88645. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88646. if (blockCompilation === void 0) { blockCompilation = false; }
  88647. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88648. /**
  88649. * The luminance threshold, pixels below this value will be set to black.
  88650. */
  88651. _this.threshold = 0.9;
  88652. /** @hidden */
  88653. _this._exposure = 1;
  88654. /**
  88655. * Post process which has the input texture to be used when performing highlight extraction
  88656. * @hidden
  88657. */
  88658. _this._inputPostProcess = null;
  88659. _this.onApplyObservable.add(function (effect) {
  88660. if (_this._inputPostProcess) {
  88661. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88662. }
  88663. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88664. effect.setFloat('exposure', _this._exposure);
  88665. });
  88666. return _this;
  88667. }
  88668. return ExtractHighlightsPostProcess;
  88669. }(BABYLON.PostProcess));
  88670. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88671. })(BABYLON || (BABYLON = {}));
  88672. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88673. var BABYLON;
  88674. (function (BABYLON) {
  88675. /**
  88676. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88677. */
  88678. var BloomEffect = /** @class */ (function (_super) {
  88679. __extends(BloomEffect, _super);
  88680. /**
  88681. * Creates a new instance of @see BloomEffect
  88682. * @param scene The scene the effect belongs to.
  88683. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88684. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88685. * @param bloomWeight The the strength of bloom.
  88686. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88687. * @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)
  88688. */
  88689. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88690. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88691. if (blockCompilation === void 0) { blockCompilation = false; }
  88692. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88693. return _this._effects;
  88694. }, true) || this;
  88695. _this.bloomScale = bloomScale;
  88696. /**
  88697. * @hidden Internal
  88698. */
  88699. _this._effects = [];
  88700. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88701. _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);
  88702. _this._blurX.alwaysForcePOT = true;
  88703. _this._blurX.autoClear = false;
  88704. _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);
  88705. _this._blurY.alwaysForcePOT = true;
  88706. _this._blurY.autoClear = false;
  88707. _this.kernel = bloomKernel;
  88708. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88709. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88710. _this._merge.autoClear = false;
  88711. _this._effects.push(_this._merge);
  88712. return _this;
  88713. }
  88714. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88715. /**
  88716. * The luminance threshold to find bright areas of the image to bloom.
  88717. */
  88718. get: function () {
  88719. return this._downscale.threshold;
  88720. },
  88721. set: function (value) {
  88722. this._downscale.threshold = value;
  88723. },
  88724. enumerable: true,
  88725. configurable: true
  88726. });
  88727. Object.defineProperty(BloomEffect.prototype, "weight", {
  88728. /**
  88729. * The strength of the bloom.
  88730. */
  88731. get: function () {
  88732. return this._merge.weight;
  88733. },
  88734. set: function (value) {
  88735. this._merge.weight = value;
  88736. },
  88737. enumerable: true,
  88738. configurable: true
  88739. });
  88740. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88741. /**
  88742. * Specifies the size of the bloom blur kernel, relative to the final output size
  88743. */
  88744. get: function () {
  88745. return this._blurX.kernel / this.bloomScale;
  88746. },
  88747. set: function (value) {
  88748. this._blurX.kernel = value * this.bloomScale;
  88749. this._blurY.kernel = value * this.bloomScale;
  88750. },
  88751. enumerable: true,
  88752. configurable: true
  88753. });
  88754. /**
  88755. * Disposes each of the internal effects for a given camera.
  88756. * @param camera The camera to dispose the effect on.
  88757. */
  88758. BloomEffect.prototype.disposeEffects = function (camera) {
  88759. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88760. this._effects[effectIndex].dispose(camera);
  88761. }
  88762. };
  88763. /**
  88764. * @hidden Internal
  88765. */
  88766. BloomEffect.prototype._updateEffects = function () {
  88767. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88768. this._effects[effectIndex].updateEffect();
  88769. }
  88770. };
  88771. /**
  88772. * Internal
  88773. * @returns if all the contained post processes are ready.
  88774. * @hidden
  88775. */
  88776. BloomEffect.prototype._isReady = function () {
  88777. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88778. if (!this._effects[effectIndex].isReady()) {
  88779. return false;
  88780. }
  88781. }
  88782. return true;
  88783. };
  88784. return BloomEffect;
  88785. }(BABYLON.PostProcessRenderEffect));
  88786. BABYLON.BloomEffect = BloomEffect;
  88787. })(BABYLON || (BABYLON = {}));
  88788. //# sourceMappingURL=babylon.bloomEffect.js.map
  88789. var BABYLON;
  88790. (function (BABYLON) {
  88791. /**
  88792. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88793. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88794. */
  88795. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88796. __extends(DefaultRenderingPipeline, _super);
  88797. /**
  88798. * @constructor
  88799. * @param name - The rendering pipeline name (default: "")
  88800. * @param hdr - If high dynamic range textures should be used (default: true)
  88801. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88802. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88803. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88804. */
  88805. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88806. if (name === void 0) { name = ""; }
  88807. if (hdr === void 0) { hdr = true; }
  88808. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88809. if (automaticBuild === void 0) { automaticBuild = true; }
  88810. var _this = _super.call(this, scene.getEngine(), name) || this;
  88811. _this._camerasToBeAttached = [];
  88812. /**
  88813. * ID of the sharpen post process,
  88814. */
  88815. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88816. /**
  88817. * @ignore
  88818. * ID of the image processing post process;
  88819. */
  88820. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88821. /**
  88822. * @ignore
  88823. * ID of the Fast Approximate Anti-Aliasing post process;
  88824. */
  88825. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88826. /**
  88827. * ID of the chromatic aberration post process,
  88828. */
  88829. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88830. /**
  88831. * ID of the grain post process
  88832. */
  88833. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88834. /**
  88835. * Glow post process which adds a glow to emmisive areas of the image
  88836. */
  88837. _this._glowLayer = null;
  88838. /**
  88839. * Animations which can be used to tweak settings over a period of time
  88840. */
  88841. _this.animations = [];
  88842. _this._imageProcessingConfigurationObserver = null;
  88843. // Values
  88844. _this._sharpenEnabled = false;
  88845. _this._bloomEnabled = false;
  88846. _this._depthOfFieldEnabled = false;
  88847. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88848. _this._fxaaEnabled = false;
  88849. _this._imageProcessingEnabled = true;
  88850. _this._bloomScale = 0.5;
  88851. _this._chromaticAberrationEnabled = false;
  88852. _this._grainEnabled = false;
  88853. _this._buildAllowed = true;
  88854. _this._resizeObserver = null;
  88855. _this._hardwareScaleLevel = 1.0;
  88856. _this._bloomKernel = 64;
  88857. /**
  88858. * Specifies the weight of the bloom in the final rendering
  88859. */
  88860. _this._bloomWeight = 0.15;
  88861. /**
  88862. * Specifies the luma threshold for the area that will be blurred by the bloom
  88863. */
  88864. _this._bloomThreshold = 0.9;
  88865. _this._samples = 1;
  88866. _this._hasCleared = false;
  88867. _this._prevPostProcess = null;
  88868. _this._prevPrevPostProcess = null;
  88869. _this._depthOfFieldSceneObserver = null;
  88870. _this._cameras = cameras || scene.cameras;
  88871. _this._cameras = _this._cameras.slice();
  88872. _this._camerasToBeAttached = _this._cameras.slice();
  88873. _this._buildAllowed = automaticBuild;
  88874. // Initialize
  88875. _this._scene = scene;
  88876. var caps = _this._scene.getEngine().getCaps();
  88877. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88878. // Misc
  88879. if (_this._hdr) {
  88880. if (caps.textureHalfFloatRender) {
  88881. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88882. }
  88883. else if (caps.textureFloatRender) {
  88884. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88885. }
  88886. }
  88887. else {
  88888. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88889. }
  88890. // Attach
  88891. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88892. var engine = _this._scene.getEngine();
  88893. // Create post processes before hand so they can be modified before enabled.
  88894. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88895. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88896. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88897. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88898. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88899. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88900. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88901. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88902. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88903. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88904. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88905. _this.bloomKernel = _this.bloomKernel;
  88906. });
  88907. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88908. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88909. });
  88910. _this._buildPipeline();
  88911. return _this;
  88912. }
  88913. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88914. get: function () {
  88915. return this._sharpenEnabled;
  88916. },
  88917. /**
  88918. * Enable or disable the sharpen process from the pipeline
  88919. */
  88920. set: function (enabled) {
  88921. if (this._sharpenEnabled === enabled) {
  88922. return;
  88923. }
  88924. this._sharpenEnabled = enabled;
  88925. this._buildPipeline();
  88926. },
  88927. enumerable: true,
  88928. configurable: true
  88929. });
  88930. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88931. /**
  88932. * Specifies the size of the bloom blur kernel, relative to the final output size
  88933. */
  88934. get: function () {
  88935. return this._bloomKernel;
  88936. },
  88937. set: function (value) {
  88938. this._bloomKernel = value;
  88939. this.bloom.kernel = value / this._hardwareScaleLevel;
  88940. },
  88941. enumerable: true,
  88942. configurable: true
  88943. });
  88944. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88945. get: function () {
  88946. return this._bloomWeight;
  88947. },
  88948. /**
  88949. * The strength of the bloom.
  88950. */
  88951. set: function (value) {
  88952. if (this._bloomWeight === value) {
  88953. return;
  88954. }
  88955. this.bloom.weight = value;
  88956. this._bloomWeight = value;
  88957. },
  88958. enumerable: true,
  88959. configurable: true
  88960. });
  88961. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88962. get: function () {
  88963. return this._bloomThreshold;
  88964. },
  88965. /**
  88966. * The strength of the bloom.
  88967. */
  88968. set: function (value) {
  88969. if (this._bloomThreshold === value) {
  88970. return;
  88971. }
  88972. this.bloom.threshold = value;
  88973. this._bloomThreshold = value;
  88974. },
  88975. enumerable: true,
  88976. configurable: true
  88977. });
  88978. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88979. get: function () {
  88980. return this._bloomScale;
  88981. },
  88982. /**
  88983. * The scale of the bloom, lower value will provide better performance.
  88984. */
  88985. set: function (value) {
  88986. if (this._bloomScale === value) {
  88987. return;
  88988. }
  88989. this._bloomScale = value;
  88990. // recreate bloom and dispose old as this setting is not dynamic
  88991. this._rebuildBloom();
  88992. this._buildPipeline();
  88993. },
  88994. enumerable: true,
  88995. configurable: true
  88996. });
  88997. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88998. get: function () {
  88999. return this._bloomEnabled;
  89000. },
  89001. /**
  89002. * Enable or disable the bloom from the pipeline
  89003. */
  89004. set: function (enabled) {
  89005. if (this._bloomEnabled === enabled) {
  89006. return;
  89007. }
  89008. this._bloomEnabled = enabled;
  89009. this._buildPipeline();
  89010. },
  89011. enumerable: true,
  89012. configurable: true
  89013. });
  89014. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89015. // recreate bloom and dispose old as this setting is not dynamic
  89016. var oldBloom = this.bloom;
  89017. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89018. this.bloom.threshold = oldBloom.threshold;
  89019. for (var i = 0; i < this._cameras.length; i++) {
  89020. oldBloom.disposeEffects(this._cameras[i]);
  89021. }
  89022. };
  89023. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89024. /**
  89025. * If the depth of field is enabled.
  89026. */
  89027. get: function () {
  89028. return this._depthOfFieldEnabled;
  89029. },
  89030. set: function (enabled) {
  89031. if (this._depthOfFieldEnabled === enabled) {
  89032. return;
  89033. }
  89034. this._depthOfFieldEnabled = enabled;
  89035. this._buildPipeline();
  89036. },
  89037. enumerable: true,
  89038. configurable: true
  89039. });
  89040. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89041. /**
  89042. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89043. */
  89044. get: function () {
  89045. return this._depthOfFieldBlurLevel;
  89046. },
  89047. set: function (value) {
  89048. if (this._depthOfFieldBlurLevel === value) {
  89049. return;
  89050. }
  89051. this._depthOfFieldBlurLevel = value;
  89052. // recreate dof and dispose old as this setting is not dynamic
  89053. var oldDof = this.depthOfField;
  89054. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89055. this.depthOfField.focalLength = oldDof.focalLength;
  89056. this.depthOfField.focusDistance = oldDof.focusDistance;
  89057. this.depthOfField.fStop = oldDof.fStop;
  89058. this.depthOfField.lensSize = oldDof.lensSize;
  89059. for (var i = 0; i < this._cameras.length; i++) {
  89060. oldDof.disposeEffects(this._cameras[i]);
  89061. }
  89062. this._buildPipeline();
  89063. },
  89064. enumerable: true,
  89065. configurable: true
  89066. });
  89067. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89068. get: function () {
  89069. return this._fxaaEnabled;
  89070. },
  89071. /**
  89072. * If the anti aliasing is enabled.
  89073. */
  89074. set: function (enabled) {
  89075. if (this._fxaaEnabled === enabled) {
  89076. return;
  89077. }
  89078. this._fxaaEnabled = enabled;
  89079. this._buildPipeline();
  89080. },
  89081. enumerable: true,
  89082. configurable: true
  89083. });
  89084. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89085. get: function () {
  89086. return this._samples;
  89087. },
  89088. /**
  89089. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89090. */
  89091. set: function (sampleCount) {
  89092. if (this._samples === sampleCount) {
  89093. return;
  89094. }
  89095. this._samples = sampleCount;
  89096. this._buildPipeline();
  89097. },
  89098. enumerable: true,
  89099. configurable: true
  89100. });
  89101. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89102. get: function () {
  89103. return this._imageProcessingEnabled;
  89104. },
  89105. /**
  89106. * If image processing is enabled.
  89107. */
  89108. set: function (enabled) {
  89109. if (this._imageProcessingEnabled === enabled) {
  89110. return;
  89111. }
  89112. this._imageProcessingEnabled = enabled;
  89113. this._buildPipeline();
  89114. },
  89115. enumerable: true,
  89116. configurable: true
  89117. });
  89118. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89119. get: function () {
  89120. return this._glowLayer == null;
  89121. },
  89122. /**
  89123. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89124. */
  89125. set: function (enabled) {
  89126. if (enabled && !this._glowLayer) {
  89127. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89128. }
  89129. else if (!enabled && this._glowLayer) {
  89130. this._glowLayer.dispose();
  89131. this._glowLayer = null;
  89132. }
  89133. },
  89134. enumerable: true,
  89135. configurable: true
  89136. });
  89137. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89138. get: function () {
  89139. return this._chromaticAberrationEnabled;
  89140. },
  89141. /**
  89142. * Enable or disable the chromaticAberration process from the pipeline
  89143. */
  89144. set: function (enabled) {
  89145. if (this._chromaticAberrationEnabled === enabled) {
  89146. return;
  89147. }
  89148. this._chromaticAberrationEnabled = enabled;
  89149. this._buildPipeline();
  89150. },
  89151. enumerable: true,
  89152. configurable: true
  89153. });
  89154. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89155. get: function () {
  89156. return this._grainEnabled;
  89157. },
  89158. /**
  89159. * Enable or disable the grain process from the pipeline
  89160. */
  89161. set: function (enabled) {
  89162. if (this._grainEnabled === enabled) {
  89163. return;
  89164. }
  89165. this._grainEnabled = enabled;
  89166. this._buildPipeline();
  89167. },
  89168. enumerable: true,
  89169. configurable: true
  89170. });
  89171. /**
  89172. * Force the compilation of the entire pipeline.
  89173. */
  89174. DefaultRenderingPipeline.prototype.prepare = function () {
  89175. var previousState = this._buildAllowed;
  89176. this._buildAllowed = true;
  89177. this._buildPipeline();
  89178. this._buildAllowed = previousState;
  89179. };
  89180. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89181. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89182. if (this._hasCleared) {
  89183. postProcess.autoClear = false;
  89184. }
  89185. else {
  89186. postProcess.autoClear = true;
  89187. this._scene.autoClear = false;
  89188. this._hasCleared = true;
  89189. }
  89190. if (!skipTextureSharing) {
  89191. if (this._prevPrevPostProcess) {
  89192. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89193. }
  89194. else {
  89195. postProcess.useOwnOutput();
  89196. }
  89197. if (this._prevPostProcess) {
  89198. this._prevPrevPostProcess = this._prevPostProcess;
  89199. }
  89200. this._prevPostProcess = postProcess;
  89201. }
  89202. };
  89203. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89204. var _this = this;
  89205. if (!this._buildAllowed) {
  89206. return;
  89207. }
  89208. this._scene.autoClear = true;
  89209. var engine = this._scene.getEngine();
  89210. this._disposePostProcesses();
  89211. if (this._cameras !== null) {
  89212. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89213. // get back cameras to be used to reattach pipeline
  89214. this._cameras = this._camerasToBeAttached.slice();
  89215. }
  89216. this._reset();
  89217. this._prevPostProcess = null;
  89218. this._prevPrevPostProcess = null;
  89219. this._hasCleared = false;
  89220. if (this.depthOfFieldEnabled) {
  89221. // Multi camera suport
  89222. if (this._cameras.length > 1) {
  89223. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89224. var camera = _a[_i];
  89225. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89226. depthRenderer.useOnlyInActiveCamera = true;
  89227. }
  89228. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89229. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89230. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89231. }
  89232. });
  89233. }
  89234. else {
  89235. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89236. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89237. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89238. }
  89239. if (!this.depthOfField._isReady()) {
  89240. this.depthOfField._updateEffects();
  89241. }
  89242. this.addEffect(this.depthOfField);
  89243. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89244. }
  89245. else {
  89246. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89247. }
  89248. if (this.bloomEnabled) {
  89249. if (!this.bloom._isReady()) {
  89250. this.bloom._updateEffects();
  89251. }
  89252. this.addEffect(this.bloom);
  89253. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89254. }
  89255. if (this._imageProcessingEnabled) {
  89256. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89257. if (this._hdr) {
  89258. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89259. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89260. }
  89261. else {
  89262. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89263. }
  89264. }
  89265. if (this.sharpenEnabled) {
  89266. if (!this.sharpen.isReady()) {
  89267. this.sharpen.updateEffect();
  89268. }
  89269. this.addEffect(this._sharpenEffect);
  89270. this._setAutoClearAndTextureSharing(this.sharpen);
  89271. }
  89272. if (this.grainEnabled) {
  89273. if (!this.grain.isReady()) {
  89274. this.grain.updateEffect();
  89275. }
  89276. this.addEffect(this._grainEffect);
  89277. this._setAutoClearAndTextureSharing(this.grain);
  89278. }
  89279. if (this.chromaticAberrationEnabled) {
  89280. if (!this.chromaticAberration.isReady()) {
  89281. this.chromaticAberration.updateEffect();
  89282. }
  89283. this.addEffect(this._chromaticAberrationEffect);
  89284. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89285. }
  89286. if (this.fxaaEnabled) {
  89287. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89288. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89289. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89290. }
  89291. if (this._cameras !== null) {
  89292. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89293. }
  89294. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89295. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89296. }
  89297. };
  89298. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89299. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89300. for (var i = 0; i < this._cameras.length; i++) {
  89301. var camera = this._cameras[i];
  89302. if (this.imageProcessing) {
  89303. this.imageProcessing.dispose(camera);
  89304. }
  89305. if (this.fxaa) {
  89306. this.fxaa.dispose(camera);
  89307. }
  89308. // These are created in the constructor and should not be disposed on every pipeline change
  89309. if (disposeNonRecreated) {
  89310. if (this.sharpen) {
  89311. this.sharpen.dispose(camera);
  89312. }
  89313. if (this.depthOfField) {
  89314. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89315. this.depthOfField.disposeEffects(camera);
  89316. }
  89317. if (this.bloom) {
  89318. this.bloom.disposeEffects(camera);
  89319. }
  89320. if (this.chromaticAberration) {
  89321. this.chromaticAberration.dispose(camera);
  89322. }
  89323. if (this.grain) {
  89324. this.grain.dispose(camera);
  89325. }
  89326. if (this._glowLayer) {
  89327. this._glowLayer.dispose();
  89328. }
  89329. }
  89330. }
  89331. this.imageProcessing = null;
  89332. this.fxaa = null;
  89333. if (disposeNonRecreated) {
  89334. this.sharpen = null;
  89335. this._sharpenEffect = null;
  89336. this.depthOfField = null;
  89337. this.bloom = null;
  89338. this.chromaticAberration = null;
  89339. this._chromaticAberrationEffect = null;
  89340. this.grain = null;
  89341. this._grainEffect = null;
  89342. this._glowLayer = null;
  89343. }
  89344. };
  89345. /**
  89346. * Adds a camera to the pipeline
  89347. * @param camera the camera to be added
  89348. */
  89349. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89350. this._camerasToBeAttached.push(camera);
  89351. this._buildPipeline();
  89352. };
  89353. /**
  89354. * Removes a camera from the pipeline
  89355. * @param camera the camera to remove
  89356. */
  89357. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89358. var index = this._camerasToBeAttached.indexOf(camera);
  89359. this._camerasToBeAttached.splice(index, 1);
  89360. this._buildPipeline();
  89361. };
  89362. /**
  89363. * Dispose of the pipeline and stop all post processes
  89364. */
  89365. DefaultRenderingPipeline.prototype.dispose = function () {
  89366. this._disposePostProcesses(true);
  89367. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89368. this._scene.autoClear = true;
  89369. if (this._resizeObserver) {
  89370. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89371. this._resizeObserver = null;
  89372. }
  89373. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89374. _super.prototype.dispose.call(this);
  89375. };
  89376. /**
  89377. * Serialize the rendering pipeline (Used when exporting)
  89378. * @returns the serialized object
  89379. */
  89380. DefaultRenderingPipeline.prototype.serialize = function () {
  89381. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89382. serializationObject.customType = "DefaultRenderingPipeline";
  89383. return serializationObject;
  89384. };
  89385. /**
  89386. * Parse the serialized pipeline
  89387. * @param source Source pipeline.
  89388. * @param scene The scene to load the pipeline to.
  89389. * @param rootUrl The URL of the serialized pipeline.
  89390. * @returns An instantiated pipeline from the serialized object.
  89391. */
  89392. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89393. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89394. };
  89395. __decorate([
  89396. BABYLON.serialize()
  89397. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89398. __decorate([
  89399. BABYLON.serialize()
  89400. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89401. __decorate([
  89402. BABYLON.serialize()
  89403. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89404. __decorate([
  89405. BABYLON.serialize()
  89406. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89407. __decorate([
  89408. BABYLON.serialize()
  89409. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89410. __decorate([
  89411. BABYLON.serialize()
  89412. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89413. __decorate([
  89414. BABYLON.serialize()
  89415. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89416. __decorate([
  89417. BABYLON.serialize()
  89418. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89419. __decorate([
  89420. BABYLON.serialize()
  89421. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89422. __decorate([
  89423. BABYLON.serialize()
  89424. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89425. __decorate([
  89426. BABYLON.serialize()
  89427. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89428. __decorate([
  89429. BABYLON.serialize()
  89430. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89431. __decorate([
  89432. BABYLON.serialize()
  89433. ], DefaultRenderingPipeline.prototype, "samples", null);
  89434. __decorate([
  89435. BABYLON.serialize()
  89436. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89437. __decorate([
  89438. BABYLON.serialize()
  89439. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89440. __decorate([
  89441. BABYLON.serialize()
  89442. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89443. __decorate([
  89444. BABYLON.serialize()
  89445. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89446. return DefaultRenderingPipeline;
  89447. }(BABYLON.PostProcessRenderPipeline));
  89448. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89449. })(BABYLON || (BABYLON = {}));
  89450. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89451. var BABYLON;
  89452. (function (BABYLON) {
  89453. /**
  89454. * @hidden
  89455. */
  89456. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89457. __extends(ImageProcessingConfigurationDefines, _super);
  89458. function ImageProcessingConfigurationDefines() {
  89459. var _this = _super.call(this) || this;
  89460. _this.IMAGEPROCESSING = false;
  89461. _this.VIGNETTE = false;
  89462. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89463. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89464. _this.TONEMAPPING = false;
  89465. _this.TONEMAPPING_ACES = false;
  89466. _this.CONTRAST = false;
  89467. _this.COLORCURVES = false;
  89468. _this.COLORGRADING = false;
  89469. _this.COLORGRADING3D = false;
  89470. _this.SAMPLER3DGREENDEPTH = false;
  89471. _this.SAMPLER3DBGRMAP = false;
  89472. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89473. _this.EXPOSURE = false;
  89474. _this.rebuild();
  89475. return _this;
  89476. }
  89477. return ImageProcessingConfigurationDefines;
  89478. }(BABYLON.MaterialDefines));
  89479. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89480. /**
  89481. * This groups together the common properties used for image processing either in direct forward pass
  89482. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89483. * or not.
  89484. */
  89485. var ImageProcessingConfiguration = /** @class */ (function () {
  89486. function ImageProcessingConfiguration() {
  89487. /**
  89488. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89489. */
  89490. this.colorCurves = new BABYLON.ColorCurves();
  89491. this._colorCurvesEnabled = false;
  89492. this._colorGradingEnabled = false;
  89493. this._colorGradingWithGreenDepth = true;
  89494. this._colorGradingBGR = true;
  89495. /** @hidden */
  89496. this._exposure = 1.0;
  89497. this._toneMappingEnabled = false;
  89498. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89499. this._contrast = 1.0;
  89500. /**
  89501. * Vignette stretch size.
  89502. */
  89503. this.vignetteStretch = 0;
  89504. /**
  89505. * Vignette centre X Offset.
  89506. */
  89507. this.vignetteCentreX = 0;
  89508. /**
  89509. * Vignette centre Y Offset.
  89510. */
  89511. this.vignetteCentreY = 0;
  89512. /**
  89513. * Vignette weight or intensity of the vignette effect.
  89514. */
  89515. this.vignetteWeight = 1.5;
  89516. /**
  89517. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89518. * if vignetteEnabled is set to true.
  89519. */
  89520. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89521. /**
  89522. * Camera field of view used by the Vignette effect.
  89523. */
  89524. this.vignetteCameraFov = 0.5;
  89525. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89526. this._vignetteEnabled = false;
  89527. this._applyByPostProcess = false;
  89528. this._isEnabled = true;
  89529. /**
  89530. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89531. */
  89532. this.onUpdateParameters = new BABYLON.Observable();
  89533. }
  89534. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89535. /**
  89536. * Gets wether the color curves effect is enabled.
  89537. */
  89538. get: function () {
  89539. return this._colorCurvesEnabled;
  89540. },
  89541. /**
  89542. * Sets wether the color curves effect is enabled.
  89543. */
  89544. set: function (value) {
  89545. if (this._colorCurvesEnabled === value) {
  89546. return;
  89547. }
  89548. this._colorCurvesEnabled = value;
  89549. this._updateParameters();
  89550. },
  89551. enumerable: true,
  89552. configurable: true
  89553. });
  89554. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89555. /**
  89556. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89557. */
  89558. get: function () {
  89559. return this._colorGradingTexture;
  89560. },
  89561. /**
  89562. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89563. */
  89564. set: function (value) {
  89565. if (this._colorGradingTexture === value) {
  89566. return;
  89567. }
  89568. this._colorGradingTexture = value;
  89569. this._updateParameters();
  89570. },
  89571. enumerable: true,
  89572. configurable: true
  89573. });
  89574. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89575. /**
  89576. * Gets wether the color grading effect is enabled.
  89577. */
  89578. get: function () {
  89579. return this._colorGradingEnabled;
  89580. },
  89581. /**
  89582. * Sets wether the color grading effect is enabled.
  89583. */
  89584. set: function (value) {
  89585. if (this._colorGradingEnabled === value) {
  89586. return;
  89587. }
  89588. this._colorGradingEnabled = value;
  89589. this._updateParameters();
  89590. },
  89591. enumerable: true,
  89592. configurable: true
  89593. });
  89594. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89595. /**
  89596. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89597. */
  89598. get: function () {
  89599. return this._colorGradingWithGreenDepth;
  89600. },
  89601. /**
  89602. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89603. */
  89604. set: function (value) {
  89605. if (this._colorGradingWithGreenDepth === value) {
  89606. return;
  89607. }
  89608. this._colorGradingWithGreenDepth = value;
  89609. this._updateParameters();
  89610. },
  89611. enumerable: true,
  89612. configurable: true
  89613. });
  89614. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89615. /**
  89616. * Gets wether the color grading texture contains BGR values.
  89617. */
  89618. get: function () {
  89619. return this._colorGradingBGR;
  89620. },
  89621. /**
  89622. * Sets wether the color grading texture contains BGR values.
  89623. */
  89624. set: function (value) {
  89625. if (this._colorGradingBGR === value) {
  89626. return;
  89627. }
  89628. this._colorGradingBGR = value;
  89629. this._updateParameters();
  89630. },
  89631. enumerable: true,
  89632. configurable: true
  89633. });
  89634. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89635. /**
  89636. * Gets the Exposure used in the effect.
  89637. */
  89638. get: function () {
  89639. return this._exposure;
  89640. },
  89641. /**
  89642. * Sets the Exposure used in the effect.
  89643. */
  89644. set: function (value) {
  89645. if (this._exposure === value) {
  89646. return;
  89647. }
  89648. this._exposure = value;
  89649. this._updateParameters();
  89650. },
  89651. enumerable: true,
  89652. configurable: true
  89653. });
  89654. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89655. /**
  89656. * Gets wether the tone mapping effect is enabled.
  89657. */
  89658. get: function () {
  89659. return this._toneMappingEnabled;
  89660. },
  89661. /**
  89662. * Sets wether the tone mapping effect is enabled.
  89663. */
  89664. set: function (value) {
  89665. if (this._toneMappingEnabled === value) {
  89666. return;
  89667. }
  89668. this._toneMappingEnabled = value;
  89669. this._updateParameters();
  89670. },
  89671. enumerable: true,
  89672. configurable: true
  89673. });
  89674. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89675. /**
  89676. * Gets the type of tone mapping effect.
  89677. */
  89678. get: function () {
  89679. return this._toneMappingType;
  89680. },
  89681. /**
  89682. * Sets the type of tone mapping effect used in BabylonJS.
  89683. */
  89684. set: function (value) {
  89685. if (this._toneMappingType === value) {
  89686. return;
  89687. }
  89688. this._toneMappingType = value;
  89689. this._updateParameters();
  89690. },
  89691. enumerable: true,
  89692. configurable: true
  89693. });
  89694. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89695. /**
  89696. * Gets the contrast used in the effect.
  89697. */
  89698. get: function () {
  89699. return this._contrast;
  89700. },
  89701. /**
  89702. * Sets the contrast used in the effect.
  89703. */
  89704. set: function (value) {
  89705. if (this._contrast === value) {
  89706. return;
  89707. }
  89708. this._contrast = value;
  89709. this._updateParameters();
  89710. },
  89711. enumerable: true,
  89712. configurable: true
  89713. });
  89714. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89715. /**
  89716. * Gets the vignette blend mode allowing different kind of effect.
  89717. */
  89718. get: function () {
  89719. return this._vignetteBlendMode;
  89720. },
  89721. /**
  89722. * Sets the vignette blend mode allowing different kind of effect.
  89723. */
  89724. set: function (value) {
  89725. if (this._vignetteBlendMode === value) {
  89726. return;
  89727. }
  89728. this._vignetteBlendMode = value;
  89729. this._updateParameters();
  89730. },
  89731. enumerable: true,
  89732. configurable: true
  89733. });
  89734. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89735. /**
  89736. * Gets wether the vignette effect is enabled.
  89737. */
  89738. get: function () {
  89739. return this._vignetteEnabled;
  89740. },
  89741. /**
  89742. * Sets wether the vignette effect is enabled.
  89743. */
  89744. set: function (value) {
  89745. if (this._vignetteEnabled === value) {
  89746. return;
  89747. }
  89748. this._vignetteEnabled = value;
  89749. this._updateParameters();
  89750. },
  89751. enumerable: true,
  89752. configurable: true
  89753. });
  89754. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89755. /**
  89756. * Gets wether the image processing is applied through a post process or not.
  89757. */
  89758. get: function () {
  89759. return this._applyByPostProcess;
  89760. },
  89761. /**
  89762. * Sets wether the image processing is applied through a post process or not.
  89763. */
  89764. set: function (value) {
  89765. if (this._applyByPostProcess === value) {
  89766. return;
  89767. }
  89768. this._applyByPostProcess = value;
  89769. this._updateParameters();
  89770. },
  89771. enumerable: true,
  89772. configurable: true
  89773. });
  89774. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89775. /**
  89776. * Gets wether the image processing is enabled or not.
  89777. */
  89778. get: function () {
  89779. return this._isEnabled;
  89780. },
  89781. /**
  89782. * Sets wether the image processing is enabled or not.
  89783. */
  89784. set: function (value) {
  89785. if (this._isEnabled === value) {
  89786. return;
  89787. }
  89788. this._isEnabled = value;
  89789. this._updateParameters();
  89790. },
  89791. enumerable: true,
  89792. configurable: true
  89793. });
  89794. /**
  89795. * Method called each time the image processing information changes requires to recompile the effect.
  89796. */
  89797. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89798. this.onUpdateParameters.notifyObservers(this);
  89799. };
  89800. /**
  89801. * Gets the current class name.
  89802. * @return "ImageProcessingConfiguration"
  89803. */
  89804. ImageProcessingConfiguration.prototype.getClassName = function () {
  89805. return "ImageProcessingConfiguration";
  89806. };
  89807. /**
  89808. * Prepare the list of uniforms associated with the Image Processing effects.
  89809. * @param uniforms The list of uniforms used in the effect
  89810. * @param defines the list of defines currently in use
  89811. */
  89812. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89813. if (defines.EXPOSURE) {
  89814. uniforms.push("exposureLinear");
  89815. }
  89816. if (defines.CONTRAST) {
  89817. uniforms.push("contrast");
  89818. }
  89819. if (defines.COLORGRADING) {
  89820. uniforms.push("colorTransformSettings");
  89821. }
  89822. if (defines.VIGNETTE) {
  89823. uniforms.push("vInverseScreenSize");
  89824. uniforms.push("vignetteSettings1");
  89825. uniforms.push("vignetteSettings2");
  89826. }
  89827. if (defines.COLORCURVES) {
  89828. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89829. }
  89830. };
  89831. /**
  89832. * Prepare the list of samplers associated with the Image Processing effects.
  89833. * @param samplersList The list of uniforms used in the effect
  89834. * @param defines the list of defines currently in use
  89835. */
  89836. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89837. if (defines.COLORGRADING) {
  89838. samplersList.push("txColorTransform");
  89839. }
  89840. };
  89841. /**
  89842. * Prepare the list of defines associated to the shader.
  89843. * @param defines the list of defines to complete
  89844. * @param forPostProcess Define if we are currently in post process mode or not
  89845. */
  89846. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89847. if (forPostProcess === void 0) { forPostProcess = false; }
  89848. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89849. defines.VIGNETTE = false;
  89850. defines.TONEMAPPING = false;
  89851. defines.TONEMAPPING_ACES = false;
  89852. defines.CONTRAST = false;
  89853. defines.EXPOSURE = false;
  89854. defines.COLORCURVES = false;
  89855. defines.COLORGRADING = false;
  89856. defines.COLORGRADING3D = false;
  89857. defines.IMAGEPROCESSING = false;
  89858. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89859. return;
  89860. }
  89861. defines.VIGNETTE = this.vignetteEnabled;
  89862. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89863. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89864. defines.TONEMAPPING = this.toneMappingEnabled;
  89865. switch (this._toneMappingType) {
  89866. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89867. defines.TONEMAPPING_ACES = true;
  89868. break;
  89869. }
  89870. defines.CONTRAST = (this.contrast !== 1.0);
  89871. defines.EXPOSURE = (this.exposure !== 1.0);
  89872. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89873. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89874. if (defines.COLORGRADING) {
  89875. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89876. }
  89877. else {
  89878. defines.COLORGRADING3D = false;
  89879. }
  89880. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89881. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89882. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89883. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89884. };
  89885. /**
  89886. * Returns true if all the image processing information are ready.
  89887. * @returns True if ready, otherwise, false
  89888. */
  89889. ImageProcessingConfiguration.prototype.isReady = function () {
  89890. // Color Grading texure can not be none blocking.
  89891. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89892. };
  89893. /**
  89894. * Binds the image processing to the shader.
  89895. * @param effect The effect to bind to
  89896. * @param aspectRatio Define the current aspect ratio of the effect
  89897. */
  89898. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89899. if (aspectRatio === void 0) { aspectRatio = 1; }
  89900. // Color Curves
  89901. if (this._colorCurvesEnabled && this.colorCurves) {
  89902. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89903. }
  89904. // Vignette
  89905. if (this._vignetteEnabled) {
  89906. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89907. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89908. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89909. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89910. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89911. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89912. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89913. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89914. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89915. var vignettePower = -2.0 * this.vignetteWeight;
  89916. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89917. }
  89918. // Exposure
  89919. effect.setFloat("exposureLinear", this.exposure);
  89920. // Contrast
  89921. effect.setFloat("contrast", this.contrast);
  89922. // Color transform settings
  89923. if (this.colorGradingTexture) {
  89924. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89925. var textureSize = this.colorGradingTexture.getSize().height;
  89926. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89927. 0.5 / textureSize, // textureOffset
  89928. textureSize, // textureSize
  89929. this.colorGradingTexture.level // weight
  89930. );
  89931. }
  89932. };
  89933. /**
  89934. * Clones the current image processing instance.
  89935. * @return The cloned image processing
  89936. */
  89937. ImageProcessingConfiguration.prototype.clone = function () {
  89938. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89939. };
  89940. /**
  89941. * Serializes the current image processing instance to a json representation.
  89942. * @return a JSON representation
  89943. */
  89944. ImageProcessingConfiguration.prototype.serialize = function () {
  89945. return BABYLON.SerializationHelper.Serialize(this);
  89946. };
  89947. /**
  89948. * Parses the image processing from a json representation.
  89949. * @param source the JSON source to parse
  89950. * @return The parsed image processing
  89951. */
  89952. ImageProcessingConfiguration.Parse = function (source) {
  89953. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89954. };
  89955. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89956. /**
  89957. * Used to apply the vignette as a mix with the pixel color.
  89958. */
  89959. get: function () {
  89960. return this._VIGNETTEMODE_MULTIPLY;
  89961. },
  89962. enumerable: true,
  89963. configurable: true
  89964. });
  89965. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89966. /**
  89967. * Used to apply the vignette as a replacement of the pixel color.
  89968. */
  89969. get: function () {
  89970. return this._VIGNETTEMODE_OPAQUE;
  89971. },
  89972. enumerable: true,
  89973. configurable: true
  89974. });
  89975. /**
  89976. * Default tone mapping applied in BabylonJS.
  89977. */
  89978. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89979. /**
  89980. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89981. * to other engines rendering to increase portability.
  89982. */
  89983. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89984. // Static constants associated to the image processing.
  89985. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89986. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89987. __decorate([
  89988. BABYLON.serializeAsColorCurves()
  89989. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89990. __decorate([
  89991. BABYLON.serialize()
  89992. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89993. __decorate([
  89994. BABYLON.serializeAsTexture("colorGradingTexture")
  89995. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89996. __decorate([
  89997. BABYLON.serialize()
  89998. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89999. __decorate([
  90000. BABYLON.serialize()
  90001. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90002. __decorate([
  90003. BABYLON.serialize()
  90004. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90005. __decorate([
  90006. BABYLON.serialize()
  90007. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90008. __decorate([
  90009. BABYLON.serialize()
  90010. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90011. __decorate([
  90012. BABYLON.serialize()
  90013. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90014. __decorate([
  90015. BABYLON.serialize()
  90016. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90017. __decorate([
  90018. BABYLON.serialize()
  90019. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90020. __decorate([
  90021. BABYLON.serialize()
  90022. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90023. __decorate([
  90024. BABYLON.serialize()
  90025. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90026. __decorate([
  90027. BABYLON.serialize()
  90028. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90029. __decorate([
  90030. BABYLON.serializeAsColor4()
  90031. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90032. __decorate([
  90033. BABYLON.serialize()
  90034. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90035. __decorate([
  90036. BABYLON.serialize()
  90037. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90038. __decorate([
  90039. BABYLON.serialize()
  90040. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90041. __decorate([
  90042. BABYLON.serialize()
  90043. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90044. __decorate([
  90045. BABYLON.serialize()
  90046. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90047. return ImageProcessingConfiguration;
  90048. }());
  90049. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90050. })(BABYLON || (BABYLON = {}));
  90051. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90052. var BABYLON;
  90053. (function (BABYLON) {
  90054. /**
  90055. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90056. * It can help converting any input color in a desired output one. This can then be used to create effects
  90057. * from sepia, black and white to sixties or futuristic rendering...
  90058. *
  90059. * The only supported format is currently 3dl.
  90060. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90061. */
  90062. var ColorGradingTexture = /** @class */ (function (_super) {
  90063. __extends(ColorGradingTexture, _super);
  90064. /**
  90065. * Instantiates a ColorGradingTexture from the following parameters.
  90066. *
  90067. * @param url The location of the color gradind data (currently only supporting 3dl)
  90068. * @param scene The scene the texture will be used in
  90069. */
  90070. function ColorGradingTexture(url, scene) {
  90071. var _this = _super.call(this, scene) || this;
  90072. if (!url) {
  90073. return _this;
  90074. }
  90075. _this._engine = scene.getEngine();
  90076. _this._textureMatrix = BABYLON.Matrix.Identity();
  90077. _this.name = url;
  90078. _this.url = url;
  90079. _this.hasAlpha = false;
  90080. _this.isCube = false;
  90081. _this.is3D = _this._engine.webGLVersion > 1;
  90082. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90083. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90084. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90085. _this.anisotropicFilteringLevel = 1;
  90086. _this._texture = _this._getFromCache(url, true);
  90087. if (!_this._texture) {
  90088. if (!scene.useDelayedTextureLoading) {
  90089. _this.loadTexture();
  90090. }
  90091. else {
  90092. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90093. }
  90094. }
  90095. return _this;
  90096. }
  90097. /**
  90098. * Returns the texture matrix used in most of the material.
  90099. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90100. */
  90101. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90102. return this._textureMatrix;
  90103. };
  90104. /**
  90105. * Occurs when the file being loaded is a .3dl LUT file.
  90106. */
  90107. ColorGradingTexture.prototype.load3dlTexture = function () {
  90108. var engine = this._engine;
  90109. var texture;
  90110. if (engine.webGLVersion === 1) {
  90111. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90112. }
  90113. else {
  90114. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90115. }
  90116. this._texture = texture;
  90117. var callback = function (text) {
  90118. if (typeof text !== "string") {
  90119. return;
  90120. }
  90121. var data = null;
  90122. var tempData = null;
  90123. var line;
  90124. var lines = text.split('\n');
  90125. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90126. var maxColor = 0;
  90127. for (var i = 0; i < lines.length; i++) {
  90128. line = lines[i];
  90129. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90130. continue;
  90131. }
  90132. if (line.indexOf('#') === 0) {
  90133. continue;
  90134. }
  90135. var words = line.split(" ");
  90136. if (size === 0) {
  90137. // Number of space + one
  90138. size = words.length;
  90139. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90140. tempData = new Float32Array(size * size * size * 4);
  90141. continue;
  90142. }
  90143. if (size != 0) {
  90144. var r = Math.max(parseInt(words[0]), 0);
  90145. var g = Math.max(parseInt(words[1]), 0);
  90146. var b = Math.max(parseInt(words[2]), 0);
  90147. maxColor = Math.max(r, maxColor);
  90148. maxColor = Math.max(g, maxColor);
  90149. maxColor = Math.max(b, maxColor);
  90150. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90151. if (tempData) {
  90152. tempData[pixelStorageIndex + 0] = r;
  90153. tempData[pixelStorageIndex + 1] = g;
  90154. tempData[pixelStorageIndex + 2] = b;
  90155. }
  90156. // Keep for reference in case of back compat problems.
  90157. // pixelIndexSlice++;
  90158. // if (pixelIndexSlice % size == 0) {
  90159. // pixelIndexH++;
  90160. // pixelIndexSlice = 0;
  90161. // if (pixelIndexH % size == 0) {
  90162. // pixelIndexW++;
  90163. // pixelIndexH = 0;
  90164. // }
  90165. // }
  90166. pixelIndexH++;
  90167. if (pixelIndexH % size == 0) {
  90168. pixelIndexSlice++;
  90169. pixelIndexH = 0;
  90170. if (pixelIndexSlice % size == 0) {
  90171. pixelIndexW++;
  90172. pixelIndexSlice = 0;
  90173. }
  90174. }
  90175. }
  90176. }
  90177. if (tempData && data) {
  90178. for (var i = 0; i < tempData.length; i++) {
  90179. if (i > 0 && (i + 1) % 4 === 0) {
  90180. data[i] = 255;
  90181. }
  90182. else {
  90183. var value = tempData[i];
  90184. data[i] = (value / maxColor * 255);
  90185. }
  90186. }
  90187. }
  90188. if (texture.is3D) {
  90189. texture.updateSize(size, size, size);
  90190. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90191. }
  90192. else {
  90193. texture.updateSize(size * size, size);
  90194. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90195. }
  90196. };
  90197. var scene = this.getScene();
  90198. if (scene) {
  90199. scene._loadFile(this.url, callback);
  90200. }
  90201. else {
  90202. this._engine._loadFile(this.url, callback);
  90203. }
  90204. return this._texture;
  90205. };
  90206. /**
  90207. * Starts the loading process of the texture.
  90208. */
  90209. ColorGradingTexture.prototype.loadTexture = function () {
  90210. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90211. this.load3dlTexture();
  90212. }
  90213. };
  90214. /**
  90215. * Clones the color gradind texture.
  90216. */
  90217. ColorGradingTexture.prototype.clone = function () {
  90218. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90219. // Base texture
  90220. newTexture.level = this.level;
  90221. return newTexture;
  90222. };
  90223. /**
  90224. * Called during delayed load for textures.
  90225. */
  90226. ColorGradingTexture.prototype.delayLoad = function () {
  90227. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90228. return;
  90229. }
  90230. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90231. this._texture = this._getFromCache(this.url, true);
  90232. if (!this._texture) {
  90233. this.loadTexture();
  90234. }
  90235. };
  90236. /**
  90237. * Parses a color grading texture serialized by Babylon.
  90238. * @param parsedTexture The texture information being parsedTexture
  90239. * @param scene The scene to load the texture in
  90240. * @param rootUrl The root url of the data assets to load
  90241. * @return A color gradind texture
  90242. */
  90243. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90244. var texture = null;
  90245. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90246. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90247. texture.name = parsedTexture.name;
  90248. texture.level = parsedTexture.level;
  90249. }
  90250. return texture;
  90251. };
  90252. /**
  90253. * Serializes the LUT texture to json format.
  90254. */
  90255. ColorGradingTexture.prototype.serialize = function () {
  90256. if (!this.name) {
  90257. return null;
  90258. }
  90259. var serializationObject = {};
  90260. serializationObject.name = this.name;
  90261. serializationObject.level = this.level;
  90262. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90263. return serializationObject;
  90264. };
  90265. /**
  90266. * Empty line regex stored for GC.
  90267. */
  90268. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90269. return ColorGradingTexture;
  90270. }(BABYLON.BaseTexture));
  90271. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90272. })(BABYLON || (BABYLON = {}));
  90273. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90274. var BABYLON;
  90275. (function (BABYLON) {
  90276. /**
  90277. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90278. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90279. * 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;
  90280. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90281. */
  90282. var ColorCurves = /** @class */ (function () {
  90283. function ColorCurves() {
  90284. this._dirty = true;
  90285. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90286. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90287. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90288. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90289. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90290. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90291. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90292. this._globalHue = 30;
  90293. this._globalDensity = 0;
  90294. this._globalSaturation = 0;
  90295. this._globalExposure = 0;
  90296. this._highlightsHue = 30;
  90297. this._highlightsDensity = 0;
  90298. this._highlightsSaturation = 0;
  90299. this._highlightsExposure = 0;
  90300. this._midtonesHue = 30;
  90301. this._midtonesDensity = 0;
  90302. this._midtonesSaturation = 0;
  90303. this._midtonesExposure = 0;
  90304. this._shadowsHue = 30;
  90305. this._shadowsDensity = 0;
  90306. this._shadowsSaturation = 0;
  90307. this._shadowsExposure = 0;
  90308. }
  90309. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90310. /**
  90311. * Gets the global Hue value.
  90312. * 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).
  90313. */
  90314. get: function () {
  90315. return this._globalHue;
  90316. },
  90317. /**
  90318. * Sets the global Hue value.
  90319. * 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).
  90320. */
  90321. set: function (value) {
  90322. this._globalHue = value;
  90323. this._dirty = true;
  90324. },
  90325. enumerable: true,
  90326. configurable: true
  90327. });
  90328. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90329. /**
  90330. * Gets the global Density value.
  90331. * 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.
  90332. * Values less than zero provide a filter of opposite hue.
  90333. */
  90334. get: function () {
  90335. return this._globalDensity;
  90336. },
  90337. /**
  90338. * Sets the global Density value.
  90339. * 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.
  90340. * Values less than zero provide a filter of opposite hue.
  90341. */
  90342. set: function (value) {
  90343. this._globalDensity = value;
  90344. this._dirty = true;
  90345. },
  90346. enumerable: true,
  90347. configurable: true
  90348. });
  90349. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90350. /**
  90351. * Gets the global Saturation value.
  90352. * 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.
  90353. */
  90354. get: function () {
  90355. return this._globalSaturation;
  90356. },
  90357. /**
  90358. * Sets the global Saturation value.
  90359. * 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.
  90360. */
  90361. set: function (value) {
  90362. this._globalSaturation = value;
  90363. this._dirty = true;
  90364. },
  90365. enumerable: true,
  90366. configurable: true
  90367. });
  90368. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90369. /**
  90370. * Gets the global Exposure value.
  90371. * 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.
  90372. */
  90373. get: function () {
  90374. return this._globalExposure;
  90375. },
  90376. /**
  90377. * Sets the global Exposure value.
  90378. * 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.
  90379. */
  90380. set: function (value) {
  90381. this._globalExposure = value;
  90382. this._dirty = true;
  90383. },
  90384. enumerable: true,
  90385. configurable: true
  90386. });
  90387. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90388. /**
  90389. * Gets the highlights Hue value.
  90390. * 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).
  90391. */
  90392. get: function () {
  90393. return this._highlightsHue;
  90394. },
  90395. /**
  90396. * Sets the highlights Hue value.
  90397. * 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).
  90398. */
  90399. set: function (value) {
  90400. this._highlightsHue = value;
  90401. this._dirty = true;
  90402. },
  90403. enumerable: true,
  90404. configurable: true
  90405. });
  90406. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90407. /**
  90408. * Gets the highlights Density value.
  90409. * 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.
  90410. * Values less than zero provide a filter of opposite hue.
  90411. */
  90412. get: function () {
  90413. return this._highlightsDensity;
  90414. },
  90415. /**
  90416. * Sets the highlights Density value.
  90417. * 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.
  90418. * Values less than zero provide a filter of opposite hue.
  90419. */
  90420. set: function (value) {
  90421. this._highlightsDensity = value;
  90422. this._dirty = true;
  90423. },
  90424. enumerable: true,
  90425. configurable: true
  90426. });
  90427. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90428. /**
  90429. * Gets the highlights Saturation value.
  90430. * 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.
  90431. */
  90432. get: function () {
  90433. return this._highlightsSaturation;
  90434. },
  90435. /**
  90436. * Sets the highlights Saturation value.
  90437. * 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.
  90438. */
  90439. set: function (value) {
  90440. this._highlightsSaturation = value;
  90441. this._dirty = true;
  90442. },
  90443. enumerable: true,
  90444. configurable: true
  90445. });
  90446. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90447. /**
  90448. * Gets the highlights Exposure value.
  90449. * 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.
  90450. */
  90451. get: function () {
  90452. return this._highlightsExposure;
  90453. },
  90454. /**
  90455. * Sets the highlights Exposure value.
  90456. * 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.
  90457. */
  90458. set: function (value) {
  90459. this._highlightsExposure = value;
  90460. this._dirty = true;
  90461. },
  90462. enumerable: true,
  90463. configurable: true
  90464. });
  90465. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90466. /**
  90467. * Gets the midtones Hue value.
  90468. * 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).
  90469. */
  90470. get: function () {
  90471. return this._midtonesHue;
  90472. },
  90473. /**
  90474. * Sets the midtones Hue value.
  90475. * 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).
  90476. */
  90477. set: function (value) {
  90478. this._midtonesHue = value;
  90479. this._dirty = true;
  90480. },
  90481. enumerable: true,
  90482. configurable: true
  90483. });
  90484. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90485. /**
  90486. * Gets the midtones Density value.
  90487. * 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.
  90488. * Values less than zero provide a filter of opposite hue.
  90489. */
  90490. get: function () {
  90491. return this._midtonesDensity;
  90492. },
  90493. /**
  90494. * Sets the midtones Density value.
  90495. * 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.
  90496. * Values less than zero provide a filter of opposite hue.
  90497. */
  90498. set: function (value) {
  90499. this._midtonesDensity = value;
  90500. this._dirty = true;
  90501. },
  90502. enumerable: true,
  90503. configurable: true
  90504. });
  90505. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90506. /**
  90507. * Gets the midtones Saturation value.
  90508. * 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.
  90509. */
  90510. get: function () {
  90511. return this._midtonesSaturation;
  90512. },
  90513. /**
  90514. * Sets the midtones Saturation value.
  90515. * 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.
  90516. */
  90517. set: function (value) {
  90518. this._midtonesSaturation = value;
  90519. this._dirty = true;
  90520. },
  90521. enumerable: true,
  90522. configurable: true
  90523. });
  90524. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90525. /**
  90526. * Gets the midtones Exposure value.
  90527. * 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.
  90528. */
  90529. get: function () {
  90530. return this._midtonesExposure;
  90531. },
  90532. /**
  90533. * Sets the midtones Exposure value.
  90534. * 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.
  90535. */
  90536. set: function (value) {
  90537. this._midtonesExposure = value;
  90538. this._dirty = true;
  90539. },
  90540. enumerable: true,
  90541. configurable: true
  90542. });
  90543. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90544. /**
  90545. * Gets the shadows Hue value.
  90546. * 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).
  90547. */
  90548. get: function () {
  90549. return this._shadowsHue;
  90550. },
  90551. /**
  90552. * Sets the shadows Hue value.
  90553. * 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).
  90554. */
  90555. set: function (value) {
  90556. this._shadowsHue = value;
  90557. this._dirty = true;
  90558. },
  90559. enumerable: true,
  90560. configurable: true
  90561. });
  90562. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90563. /**
  90564. * Gets the shadows Density value.
  90565. * 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.
  90566. * Values less than zero provide a filter of opposite hue.
  90567. */
  90568. get: function () {
  90569. return this._shadowsDensity;
  90570. },
  90571. /**
  90572. * Sets the shadows Density value.
  90573. * 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.
  90574. * Values less than zero provide a filter of opposite hue.
  90575. */
  90576. set: function (value) {
  90577. this._shadowsDensity = value;
  90578. this._dirty = true;
  90579. },
  90580. enumerable: true,
  90581. configurable: true
  90582. });
  90583. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90584. /**
  90585. * Gets the shadows Saturation value.
  90586. * 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.
  90587. */
  90588. get: function () {
  90589. return this._shadowsSaturation;
  90590. },
  90591. /**
  90592. * Sets the shadows Saturation value.
  90593. * 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.
  90594. */
  90595. set: function (value) {
  90596. this._shadowsSaturation = value;
  90597. this._dirty = true;
  90598. },
  90599. enumerable: true,
  90600. configurable: true
  90601. });
  90602. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90603. /**
  90604. * Gets the shadows Exposure value.
  90605. * 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.
  90606. */
  90607. get: function () {
  90608. return this._shadowsExposure;
  90609. },
  90610. /**
  90611. * Sets the shadows Exposure value.
  90612. * 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.
  90613. */
  90614. set: function (value) {
  90615. this._shadowsExposure = value;
  90616. this._dirty = true;
  90617. },
  90618. enumerable: true,
  90619. configurable: true
  90620. });
  90621. /**
  90622. * Returns the class name
  90623. * @returns The class name
  90624. */
  90625. ColorCurves.prototype.getClassName = function () {
  90626. return "ColorCurves";
  90627. };
  90628. /**
  90629. * Binds the color curves to the shader.
  90630. * @param colorCurves The color curve to bind
  90631. * @param effect The effect to bind to
  90632. * @param positiveUniform The positive uniform shader parameter
  90633. * @param neutralUniform The neutral uniform shader parameter
  90634. * @param negativeUniform The negative uniform shader parameter
  90635. */
  90636. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90637. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90638. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90639. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90640. if (colorCurves._dirty) {
  90641. colorCurves._dirty = false;
  90642. // Fill in global info.
  90643. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90644. // Compute highlights info.
  90645. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90646. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90647. // Compute midtones info.
  90648. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90649. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90650. // Compute shadows info.
  90651. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90652. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90653. // Compute deltas (neutral is midtones).
  90654. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90655. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90656. }
  90657. if (effect) {
  90658. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90659. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90660. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90661. }
  90662. };
  90663. /**
  90664. * Prepare the list of uniforms associated with the ColorCurves effects.
  90665. * @param uniformsList The list of uniforms used in the effect
  90666. */
  90667. ColorCurves.PrepareUniforms = function (uniformsList) {
  90668. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90669. };
  90670. /**
  90671. * Returns color grading data based on a hue, density, saturation and exposure value.
  90672. * @param filterHue The hue of the color filter.
  90673. * @param filterDensity The density of the color filter.
  90674. * @param saturation The saturation.
  90675. * @param exposure The exposure.
  90676. * @param result The result data container.
  90677. */
  90678. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90679. if (hue == null) {
  90680. return;
  90681. }
  90682. hue = ColorCurves.clamp(hue, 0, 360);
  90683. density = ColorCurves.clamp(density, -100, 100);
  90684. saturation = ColorCurves.clamp(saturation, -100, 100);
  90685. exposure = ColorCurves.clamp(exposure, -100, 100);
  90686. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90687. // so that the maximum filter density is only 50% control. This provides fine control
  90688. // for small values and reasonable range.
  90689. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90690. density *= 0.5;
  90691. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90692. if (density < 0) {
  90693. density *= -1;
  90694. hue = (hue + 180) % 360;
  90695. }
  90696. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90697. result.scaleToRef(2, result);
  90698. result.a = 1 + 0.01 * saturation;
  90699. };
  90700. /**
  90701. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90702. * @param value The input slider value in range [-100,100].
  90703. * @returns Adjusted value.
  90704. */
  90705. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90706. value /= 100;
  90707. var x = Math.abs(value);
  90708. x = Math.pow(x, 2);
  90709. if (value < 0) {
  90710. x *= -1;
  90711. }
  90712. x *= 100;
  90713. return x;
  90714. };
  90715. /**
  90716. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90717. * @param hue The hue (H) input.
  90718. * @param saturation The saturation (S) input.
  90719. * @param brightness The brightness (B) input.
  90720. * @result An RGBA color represented as Vector4.
  90721. */
  90722. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90723. var h = ColorCurves.clamp(hue, 0, 360);
  90724. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90725. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90726. if (s === 0) {
  90727. result.r = v;
  90728. result.g = v;
  90729. result.b = v;
  90730. }
  90731. else {
  90732. // sector 0 to 5
  90733. h /= 60;
  90734. var i = Math.floor(h);
  90735. // fractional part of h
  90736. var f = h - i;
  90737. var p = v * (1 - s);
  90738. var q = v * (1 - s * f);
  90739. var t = v * (1 - s * (1 - f));
  90740. switch (i) {
  90741. case 0:
  90742. result.r = v;
  90743. result.g = t;
  90744. result.b = p;
  90745. break;
  90746. case 1:
  90747. result.r = q;
  90748. result.g = v;
  90749. result.b = p;
  90750. break;
  90751. case 2:
  90752. result.r = p;
  90753. result.g = v;
  90754. result.b = t;
  90755. break;
  90756. case 3:
  90757. result.r = p;
  90758. result.g = q;
  90759. result.b = v;
  90760. break;
  90761. case 4:
  90762. result.r = t;
  90763. result.g = p;
  90764. result.b = v;
  90765. break;
  90766. default: // case 5:
  90767. result.r = v;
  90768. result.g = p;
  90769. result.b = q;
  90770. break;
  90771. }
  90772. }
  90773. result.a = 1;
  90774. };
  90775. /**
  90776. * Returns a value clamped between min and max
  90777. * @param value The value to clamp
  90778. * @param min The minimum of value
  90779. * @param max The maximum of value
  90780. * @returns The clamped value.
  90781. */
  90782. ColorCurves.clamp = function (value, min, max) {
  90783. return Math.min(Math.max(value, min), max);
  90784. };
  90785. /**
  90786. * Clones the current color curve instance.
  90787. * @return The cloned curves
  90788. */
  90789. ColorCurves.prototype.clone = function () {
  90790. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90791. };
  90792. /**
  90793. * Serializes the current color curve instance to a json representation.
  90794. * @return a JSON representation
  90795. */
  90796. ColorCurves.prototype.serialize = function () {
  90797. return BABYLON.SerializationHelper.Serialize(this);
  90798. };
  90799. /**
  90800. * Parses the color curve from a json representation.
  90801. * @param source the JSON source to parse
  90802. * @return The parsed curves
  90803. */
  90804. ColorCurves.Parse = function (source) {
  90805. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90806. };
  90807. __decorate([
  90808. BABYLON.serialize()
  90809. ], ColorCurves.prototype, "_globalHue", void 0);
  90810. __decorate([
  90811. BABYLON.serialize()
  90812. ], ColorCurves.prototype, "_globalDensity", void 0);
  90813. __decorate([
  90814. BABYLON.serialize()
  90815. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90816. __decorate([
  90817. BABYLON.serialize()
  90818. ], ColorCurves.prototype, "_globalExposure", void 0);
  90819. __decorate([
  90820. BABYLON.serialize()
  90821. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90822. __decorate([
  90823. BABYLON.serialize()
  90824. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90825. __decorate([
  90826. BABYLON.serialize()
  90827. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90828. __decorate([
  90829. BABYLON.serialize()
  90830. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90831. __decorate([
  90832. BABYLON.serialize()
  90833. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90834. __decorate([
  90835. BABYLON.serialize()
  90836. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90837. __decorate([
  90838. BABYLON.serialize()
  90839. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90840. __decorate([
  90841. BABYLON.serialize()
  90842. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90843. return ColorCurves;
  90844. }());
  90845. BABYLON.ColorCurves = ColorCurves;
  90846. })(BABYLON || (BABYLON = {}));
  90847. //# sourceMappingURL=babylon.colorCurves.js.map
  90848. var BABYLON;
  90849. (function (BABYLON) {
  90850. /**
  90851. * Post process which applies a refractin texture
  90852. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90853. */
  90854. var RefractionPostProcess = /** @class */ (function (_super) {
  90855. __extends(RefractionPostProcess, _super);
  90856. /**
  90857. * Initializes the RefractionPostProcess
  90858. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90859. * @param name The name of the effect.
  90860. * @param refractionTextureUrl Url of the refraction texture to use
  90861. * @param color the base color of the refraction (used to taint the rendering)
  90862. * @param depth simulated refraction depth
  90863. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90864. * @param camera The camera to apply the render pass to.
  90865. * @param options The required width/height ratio to downsize to before computing the render pass.
  90866. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90867. * @param engine The engine which the post process will be applied. (default: current engine)
  90868. * @param reusable If the post process can be reused on the same frame. (default: false)
  90869. */
  90870. function RefractionPostProcess(name, refractionTextureUrl,
  90871. /** the base color of the refraction (used to taint the rendering) */
  90872. color,
  90873. /** simulated refraction depth */
  90874. depth,
  90875. /** the coefficient of the base color (0 to remove base color tainting) */
  90876. colorLevel, options, camera, samplingMode, engine, reusable) {
  90877. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90878. _this.color = color;
  90879. _this.depth = depth;
  90880. _this.colorLevel = colorLevel;
  90881. _this._ownRefractionTexture = true;
  90882. _this.onActivateObservable.add(function (cam) {
  90883. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90884. });
  90885. _this.onApplyObservable.add(function (effect) {
  90886. effect.setColor3("baseColor", _this.color);
  90887. effect.setFloat("depth", _this.depth);
  90888. effect.setFloat("colorLevel", _this.colorLevel);
  90889. effect.setTexture("refractionSampler", _this._refTexture);
  90890. });
  90891. return _this;
  90892. }
  90893. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90894. /**
  90895. * Gets or sets the refraction texture
  90896. * Please note that you are responsible for disposing the texture if you set it manually
  90897. */
  90898. get: function () {
  90899. return this._refTexture;
  90900. },
  90901. set: function (value) {
  90902. if (this._refTexture && this._ownRefractionTexture) {
  90903. this._refTexture.dispose();
  90904. }
  90905. this._refTexture = value;
  90906. this._ownRefractionTexture = false;
  90907. },
  90908. enumerable: true,
  90909. configurable: true
  90910. });
  90911. // Methods
  90912. /**
  90913. * Disposes of the post process
  90914. * @param camera Camera to dispose post process on
  90915. */
  90916. RefractionPostProcess.prototype.dispose = function (camera) {
  90917. if (this._refTexture && this._ownRefractionTexture) {
  90918. this._refTexture.dispose();
  90919. this._refTexture = null;
  90920. }
  90921. _super.prototype.dispose.call(this, camera);
  90922. };
  90923. return RefractionPostProcess;
  90924. }(BABYLON.PostProcess));
  90925. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90926. })(BABYLON || (BABYLON = {}));
  90927. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90928. var BABYLON;
  90929. (function (BABYLON) {
  90930. /**
  90931. * Post process used to render in black and white
  90932. */
  90933. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90934. __extends(BlackAndWhitePostProcess, _super);
  90935. /**
  90936. * Creates a black and white post process
  90937. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90938. * @param name The name of the effect.
  90939. * @param options The required width/height ratio to downsize to before computing the render pass.
  90940. * @param camera The camera to apply the render pass to.
  90941. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90942. * @param engine The engine which the post process will be applied. (default: current engine)
  90943. * @param reusable If the post process can be reused on the same frame. (default: false)
  90944. */
  90945. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90946. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90947. /**
  90948. * Linear about to convert he result to black and white (default: 1)
  90949. */
  90950. _this.degree = 1;
  90951. _this.onApplyObservable.add(function (effect) {
  90952. effect.setFloat("degree", _this.degree);
  90953. });
  90954. return _this;
  90955. }
  90956. return BlackAndWhitePostProcess;
  90957. }(BABYLON.PostProcess));
  90958. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90959. })(BABYLON || (BABYLON = {}));
  90960. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90961. var BABYLON;
  90962. (function (BABYLON) {
  90963. /**
  90964. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90965. * input texture to perform effects such as edge detection or sharpening
  90966. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90967. */
  90968. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90969. __extends(ConvolutionPostProcess, _super);
  90970. /**
  90971. * Creates a new instance ConvolutionPostProcess
  90972. * @param name The name of the effect.
  90973. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90974. * @param options The required width/height ratio to downsize to before computing the render pass.
  90975. * @param camera The camera to apply the render pass to.
  90976. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90977. * @param engine The engine which the post process will be applied. (default: current engine)
  90978. * @param reusable If the post process can be reused on the same frame. (default: false)
  90979. * @param textureType Type of textures used when performing the post process. (default: 0)
  90980. */
  90981. function ConvolutionPostProcess(name,
  90982. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90983. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90984. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90985. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90986. _this.kernel = kernel;
  90987. _this.onApply = function (effect) {
  90988. effect.setFloat2("screenSize", _this.width, _this.height);
  90989. effect.setArray("kernel", _this.kernel);
  90990. };
  90991. return _this;
  90992. }
  90993. // Statics
  90994. /**
  90995. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90996. */
  90997. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90998. /**
  90999. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91000. */
  91001. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91002. /**
  91003. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91004. */
  91005. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91006. /**
  91007. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91008. */
  91009. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91010. /**
  91011. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91012. */
  91013. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91014. /**
  91015. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91016. */
  91017. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91018. return ConvolutionPostProcess;
  91019. }(BABYLON.PostProcess));
  91020. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91021. })(BABYLON || (BABYLON = {}));
  91022. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91023. var BABYLON;
  91024. (function (BABYLON) {
  91025. /**
  91026. * Applies a kernel filter to the image
  91027. */
  91028. var FilterPostProcess = /** @class */ (function (_super) {
  91029. __extends(FilterPostProcess, _super);
  91030. /**
  91031. *
  91032. * @param name The name of the effect.
  91033. * @param kernelMatrix The matrix to be applied to the image
  91034. * @param options The required width/height ratio to downsize to before computing the render pass.
  91035. * @param camera The camera to apply the render pass to.
  91036. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91037. * @param engine The engine which the post process will be applied. (default: current engine)
  91038. * @param reusable If the post process can be reused on the same frame. (default: false)
  91039. */
  91040. function FilterPostProcess(name,
  91041. /** The matrix to be applied to the image */
  91042. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91043. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91044. _this.kernelMatrix = kernelMatrix;
  91045. _this.onApply = function (effect) {
  91046. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91047. };
  91048. return _this;
  91049. }
  91050. return FilterPostProcess;
  91051. }(BABYLON.PostProcess));
  91052. BABYLON.FilterPostProcess = FilterPostProcess;
  91053. })(BABYLON || (BABYLON = {}));
  91054. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91055. var BABYLON;
  91056. (function (BABYLON) {
  91057. /**
  91058. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91059. */
  91060. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91061. __extends(VolumetricLightScatteringPostProcess, _super);
  91062. /**
  91063. * @constructor
  91064. * @param name The post-process name
  91065. * @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)
  91066. * @param camera The camera that the post-process will be attached to
  91067. * @param mesh The mesh used to create the light scattering
  91068. * @param samples The post-process quality, default 100
  91069. * @param samplingModeThe post-process filtering mode
  91070. * @param engine The babylon engine
  91071. * @param reusable If the post-process is reusable
  91072. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91073. */
  91074. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91075. if (samples === void 0) { samples = 100; }
  91076. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91077. 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;
  91078. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91079. /**
  91080. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91081. */
  91082. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91083. /**
  91084. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91085. */
  91086. _this.useCustomMeshPosition = false;
  91087. /**
  91088. * If the post-process should inverse the light scattering direction
  91089. */
  91090. _this.invert = true;
  91091. /**
  91092. * Array containing the excluded meshes not rendered in the internal pass
  91093. */
  91094. _this.excludedMeshes = new Array();
  91095. /**
  91096. * Controls the overall intensity of the post-process
  91097. */
  91098. _this.exposure = 0.3;
  91099. /**
  91100. * Dissipates each sample's contribution in range [0, 1]
  91101. */
  91102. _this.decay = 0.96815;
  91103. /**
  91104. * Controls the overall intensity of each sample
  91105. */
  91106. _this.weight = 0.58767;
  91107. /**
  91108. * Controls the density of each sample
  91109. */
  91110. _this.density = 0.926;
  91111. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91112. engine = scene.getEngine();
  91113. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91114. // Configure mesh
  91115. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91116. // Configure
  91117. _this._createPass(scene, ratio.passRatio || ratio);
  91118. _this.onActivate = function (camera) {
  91119. if (!_this.isSupported) {
  91120. _this.dispose(camera);
  91121. }
  91122. _this.onActivate = null;
  91123. };
  91124. _this.onApplyObservable.add(function (effect) {
  91125. _this._updateMeshScreenCoordinates(scene);
  91126. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91127. effect.setFloat("exposure", _this.exposure);
  91128. effect.setFloat("decay", _this.decay);
  91129. effect.setFloat("weight", _this.weight);
  91130. effect.setFloat("density", _this.density);
  91131. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91132. });
  91133. return _this;
  91134. }
  91135. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91136. /**
  91137. * @hidden
  91138. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91139. */
  91140. get: function () {
  91141. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91142. return false;
  91143. },
  91144. set: function (useDiffuseColor) {
  91145. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91146. },
  91147. enumerable: true,
  91148. configurable: true
  91149. });
  91150. /**
  91151. * Returns the string "VolumetricLightScatteringPostProcess"
  91152. * @returns "VolumetricLightScatteringPostProcess"
  91153. */
  91154. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91155. return "VolumetricLightScatteringPostProcess";
  91156. };
  91157. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91158. var mesh = subMesh.getMesh();
  91159. // Render this.mesh as default
  91160. if (mesh === this.mesh && mesh.material) {
  91161. return mesh.material.isReady(mesh);
  91162. }
  91163. var defines = [];
  91164. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91165. var material = subMesh.getMaterial();
  91166. // Alpha test
  91167. if (material) {
  91168. if (material.needAlphaTesting()) {
  91169. defines.push("#define ALPHATEST");
  91170. }
  91171. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91172. attribs.push(BABYLON.VertexBuffer.UVKind);
  91173. defines.push("#define UV1");
  91174. }
  91175. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91176. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91177. defines.push("#define UV2");
  91178. }
  91179. }
  91180. // Bones
  91181. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91182. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91183. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91184. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91185. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91186. }
  91187. else {
  91188. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91189. }
  91190. // Instances
  91191. if (useInstances) {
  91192. defines.push("#define INSTANCES");
  91193. attribs.push("world0");
  91194. attribs.push("world1");
  91195. attribs.push("world2");
  91196. attribs.push("world3");
  91197. }
  91198. // Get correct effect
  91199. var join = defines.join("\n");
  91200. if (this._cachedDefines !== join) {
  91201. this._cachedDefines = join;
  91202. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91203. }
  91204. return this._volumetricLightScatteringPass.isReady();
  91205. };
  91206. /**
  91207. * Sets the new light position for light scattering effect
  91208. * @param position The new custom light position
  91209. */
  91210. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91211. this.customMeshPosition = position;
  91212. };
  91213. /**
  91214. * Returns the light position for light scattering effect
  91215. * @return Vector3 The custom light position
  91216. */
  91217. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91218. return this.customMeshPosition;
  91219. };
  91220. /**
  91221. * Disposes the internal assets and detaches the post-process from the camera
  91222. */
  91223. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91224. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91225. if (rttIndex !== -1) {
  91226. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91227. }
  91228. this._volumetricLightScatteringRTT.dispose();
  91229. _super.prototype.dispose.call(this, camera);
  91230. };
  91231. /**
  91232. * Returns the render target texture used by the post-process
  91233. * @return the render target texture used by the post-process
  91234. */
  91235. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91236. return this._volumetricLightScatteringRTT;
  91237. };
  91238. // Private methods
  91239. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91240. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91241. return true;
  91242. }
  91243. return false;
  91244. };
  91245. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91246. var _this = this;
  91247. var engine = scene.getEngine();
  91248. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91249. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91250. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91251. this._volumetricLightScatteringRTT.renderList = null;
  91252. this._volumetricLightScatteringRTT.renderParticles = false;
  91253. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91254. var camera = this.getCamera();
  91255. if (camera) {
  91256. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91257. }
  91258. else {
  91259. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91260. }
  91261. // Custom render function for submeshes
  91262. var renderSubMesh = function (subMesh) {
  91263. var mesh = subMesh.getRenderingMesh();
  91264. if (_this._meshExcluded(mesh)) {
  91265. return;
  91266. }
  91267. var material = subMesh.getMaterial();
  91268. if (!material) {
  91269. return;
  91270. }
  91271. var scene = mesh.getScene();
  91272. var engine = scene.getEngine();
  91273. // Culling
  91274. engine.setState(material.backFaceCulling);
  91275. // Managing instances
  91276. var batch = mesh._getInstancesRenderList(subMesh._id);
  91277. if (batch.mustReturn) {
  91278. return;
  91279. }
  91280. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91281. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91282. var effect = _this._volumetricLightScatteringPass;
  91283. if (mesh === _this.mesh) {
  91284. if (subMesh.effect) {
  91285. effect = subMesh.effect;
  91286. }
  91287. else {
  91288. effect = material.getEffect();
  91289. }
  91290. }
  91291. engine.enableEffect(effect);
  91292. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91293. if (mesh === _this.mesh) {
  91294. material.bind(mesh.getWorldMatrix(), mesh);
  91295. }
  91296. else {
  91297. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91298. // Alpha test
  91299. if (material && material.needAlphaTesting()) {
  91300. var alphaTexture = material.getAlphaTestTexture();
  91301. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91302. if (alphaTexture) {
  91303. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91304. }
  91305. }
  91306. // Bones
  91307. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91308. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91309. }
  91310. }
  91311. // Draw
  91312. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91313. }
  91314. };
  91315. // Render target texture callbacks
  91316. var savedSceneClearColor;
  91317. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91318. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91319. savedSceneClearColor = scene.clearColor;
  91320. scene.clearColor = sceneClearColor;
  91321. });
  91322. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91323. scene.clearColor = savedSceneClearColor;
  91324. });
  91325. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91326. var engine = scene.getEngine();
  91327. var index;
  91328. if (depthOnlySubMeshes.length) {
  91329. engine.setColorWrite(false);
  91330. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91331. renderSubMesh(depthOnlySubMeshes.data[index]);
  91332. }
  91333. engine.setColorWrite(true);
  91334. }
  91335. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91336. renderSubMesh(opaqueSubMeshes.data[index]);
  91337. }
  91338. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91339. renderSubMesh(alphaTestSubMeshes.data[index]);
  91340. }
  91341. if (transparentSubMeshes.length) {
  91342. // Sort sub meshes
  91343. for (index = 0; index < transparentSubMeshes.length; index++) {
  91344. var submesh = transparentSubMeshes.data[index];
  91345. var boundingInfo = submesh.getBoundingInfo();
  91346. if (boundingInfo && scene.activeCamera) {
  91347. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91348. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91349. }
  91350. }
  91351. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91352. sortedArray.sort(function (a, b) {
  91353. // Alpha index first
  91354. if (a._alphaIndex > b._alphaIndex) {
  91355. return 1;
  91356. }
  91357. if (a._alphaIndex < b._alphaIndex) {
  91358. return -1;
  91359. }
  91360. // Then distance to camera
  91361. if (a._distanceToCamera < b._distanceToCamera) {
  91362. return 1;
  91363. }
  91364. if (a._distanceToCamera > b._distanceToCamera) {
  91365. return -1;
  91366. }
  91367. return 0;
  91368. });
  91369. // Render sub meshes
  91370. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91371. for (index = 0; index < sortedArray.length; index++) {
  91372. renderSubMesh(sortedArray[index]);
  91373. }
  91374. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91375. }
  91376. };
  91377. };
  91378. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91379. var transform = scene.getTransformMatrix();
  91380. var meshPosition;
  91381. if (this.useCustomMeshPosition) {
  91382. meshPosition = this.customMeshPosition;
  91383. }
  91384. else if (this.attachedNode) {
  91385. meshPosition = this.attachedNode.position;
  91386. }
  91387. else {
  91388. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91389. }
  91390. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91391. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91392. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91393. if (this.invert) {
  91394. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91395. }
  91396. };
  91397. // Static methods
  91398. /**
  91399. * Creates a default mesh for the Volumeric Light Scattering post-process
  91400. * @param name The mesh name
  91401. * @param scene The scene where to create the mesh
  91402. * @return the default mesh
  91403. */
  91404. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91405. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91406. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91407. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91408. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91409. mesh.material = material;
  91410. return mesh;
  91411. };
  91412. __decorate([
  91413. BABYLON.serializeAsVector3()
  91414. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91415. __decorate([
  91416. BABYLON.serialize()
  91417. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91418. __decorate([
  91419. BABYLON.serialize()
  91420. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91421. __decorate([
  91422. BABYLON.serializeAsMeshReference()
  91423. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91424. __decorate([
  91425. BABYLON.serialize()
  91426. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91427. __decorate([
  91428. BABYLON.serialize()
  91429. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91430. __decorate([
  91431. BABYLON.serialize()
  91432. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91433. __decorate([
  91434. BABYLON.serialize()
  91435. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91436. __decorate([
  91437. BABYLON.serialize()
  91438. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91439. return VolumetricLightScatteringPostProcess;
  91440. }(BABYLON.PostProcess));
  91441. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91442. })(BABYLON || (BABYLON = {}));
  91443. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91444. var BABYLON;
  91445. (function (BABYLON) {
  91446. /**
  91447. *
  91448. * This post-process allows the modification of rendered colors by using
  91449. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91450. *
  91451. * The object needs to be provided an url to a texture containing the color
  91452. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91453. * Use an image editing software to tweak the LUT to match your needs.
  91454. *
  91455. * For an example of a color LUT, see here:
  91456. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91457. * For explanations on color grading, see here:
  91458. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91459. *
  91460. */
  91461. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91462. __extends(ColorCorrectionPostProcess, _super);
  91463. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91464. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91465. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91466. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91467. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91468. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91469. _this.onApply = function (effect) {
  91470. effect.setTexture("colorTable", _this._colorTableTexture);
  91471. };
  91472. return _this;
  91473. }
  91474. return ColorCorrectionPostProcess;
  91475. }(BABYLON.PostProcess));
  91476. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91477. })(BABYLON || (BABYLON = {}));
  91478. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91479. var BABYLON;
  91480. (function (BABYLON) {
  91481. /** Defines operator used for tonemapping */
  91482. var TonemappingOperator;
  91483. (function (TonemappingOperator) {
  91484. /** Hable */
  91485. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91486. /** Reinhard */
  91487. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91488. /** HejiDawson */
  91489. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91490. /** Photographic */
  91491. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91492. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91493. /**
  91494. * Defines a post process to apply tone mapping
  91495. */
  91496. var TonemapPostProcess = /** @class */ (function (_super) {
  91497. __extends(TonemapPostProcess, _super);
  91498. /**
  91499. * Creates a new TonemapPostProcess
  91500. * @param name defines the name of the postprocess
  91501. * @param _operator defines the operator to use
  91502. * @param exposureAdjustment defines the required exposure adjustement
  91503. * @param camera defines the camera to use (can be null)
  91504. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91505. * @param engine defines the hosting engine (can be ignore if camera is set)
  91506. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91507. */
  91508. function TonemapPostProcess(name, _operator,
  91509. /** Defines the required exposure adjustement */
  91510. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91511. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91512. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91513. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91514. _this._operator = _operator;
  91515. _this.exposureAdjustment = exposureAdjustment;
  91516. var defines = "#define ";
  91517. if (_this._operator === TonemappingOperator.Hable) {
  91518. defines += "HABLE_TONEMAPPING";
  91519. }
  91520. else if (_this._operator === TonemappingOperator.Reinhard) {
  91521. defines += "REINHARD_TONEMAPPING";
  91522. }
  91523. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91524. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91525. }
  91526. else if (_this._operator === TonemappingOperator.Photographic) {
  91527. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91528. }
  91529. //sadly a second call to create the effect.
  91530. _this.updateEffect(defines);
  91531. _this.onApply = function (effect) {
  91532. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91533. };
  91534. return _this;
  91535. }
  91536. return TonemapPostProcess;
  91537. }(BABYLON.PostProcess));
  91538. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91539. })(BABYLON || (BABYLON = {}));
  91540. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91541. var BABYLON;
  91542. (function (BABYLON) {
  91543. /**
  91544. * DisplayPassPostProcess which produces an output the same as it's input
  91545. */
  91546. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91547. __extends(DisplayPassPostProcess, _super);
  91548. /**
  91549. * Creates the DisplayPassPostProcess
  91550. * @param name The name of the effect.
  91551. * @param options The required width/height ratio to downsize to before computing the render pass.
  91552. * @param camera The camera to apply the render pass to.
  91553. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91554. * @param engine The engine which the post process will be applied. (default: current engine)
  91555. * @param reusable If the post process can be reused on the same frame. (default: false)
  91556. */
  91557. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91558. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91559. }
  91560. return DisplayPassPostProcess;
  91561. }(BABYLON.PostProcess));
  91562. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91563. })(BABYLON || (BABYLON = {}));
  91564. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91565. var BABYLON;
  91566. (function (BABYLON) {
  91567. /**
  91568. * Extracts highlights from the image
  91569. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91570. */
  91571. var HighlightsPostProcess = /** @class */ (function (_super) {
  91572. __extends(HighlightsPostProcess, _super);
  91573. /**
  91574. * Extracts highlights from the image
  91575. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91576. * @param name The name of the effect.
  91577. * @param options The required width/height ratio to downsize to before computing the render pass.
  91578. * @param camera The camera to apply the render pass to.
  91579. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91580. * @param engine The engine which the post process will be applied. (default: current engine)
  91581. * @param reusable If the post process can be reused on the same frame. (default: false)
  91582. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91583. */
  91584. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91585. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91586. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91587. }
  91588. return HighlightsPostProcess;
  91589. }(BABYLON.PostProcess));
  91590. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91591. })(BABYLON || (BABYLON = {}));
  91592. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91593. var BABYLON;
  91594. (function (BABYLON) {
  91595. /**
  91596. * ImageProcessingPostProcess
  91597. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91598. */
  91599. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91600. __extends(ImageProcessingPostProcess, _super);
  91601. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91602. if (camera === void 0) { camera = null; }
  91603. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91604. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91605. _this._fromLinearSpace = true;
  91606. /**
  91607. * Defines cache preventing GC.
  91608. */
  91609. _this._defines = {
  91610. IMAGEPROCESSING: false,
  91611. VIGNETTE: false,
  91612. VIGNETTEBLENDMODEMULTIPLY: false,
  91613. VIGNETTEBLENDMODEOPAQUE: false,
  91614. TONEMAPPING: false,
  91615. TONEMAPPING_ACES: false,
  91616. CONTRAST: false,
  91617. COLORCURVES: false,
  91618. COLORGRADING: false,
  91619. COLORGRADING3D: false,
  91620. FROMLINEARSPACE: false,
  91621. SAMPLER3DGREENDEPTH: false,
  91622. SAMPLER3DBGRMAP: false,
  91623. IMAGEPROCESSINGPOSTPROCESS: false,
  91624. EXPOSURE: false,
  91625. };
  91626. // Setup the configuration as forced by the constructor. This would then not force the
  91627. // scene materials output in linear space and let untouched the default forward pass.
  91628. if (imageProcessingConfiguration) {
  91629. imageProcessingConfiguration.applyByPostProcess = true;
  91630. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91631. // This will cause the shader to be compiled
  91632. _this.fromLinearSpace = false;
  91633. }
  91634. // Setup the default processing configuration to the scene.
  91635. else {
  91636. _this._attachImageProcessingConfiguration(null, true);
  91637. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91638. }
  91639. _this.onApply = function (effect) {
  91640. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91641. };
  91642. return _this;
  91643. }
  91644. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91645. /**
  91646. * Gets the image processing configuration used either in this material.
  91647. */
  91648. get: function () {
  91649. return this._imageProcessingConfiguration;
  91650. },
  91651. /**
  91652. * Sets the Default image processing configuration used either in the this material.
  91653. *
  91654. * If sets to null, the scene one is in use.
  91655. */
  91656. set: function (value) {
  91657. this._attachImageProcessingConfiguration(value);
  91658. },
  91659. enumerable: true,
  91660. configurable: true
  91661. });
  91662. /**
  91663. * Attaches a new image processing configuration to the PBR Material.
  91664. * @param configuration
  91665. */
  91666. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91667. var _this = this;
  91668. if (doNotBuild === void 0) { doNotBuild = false; }
  91669. if (configuration === this._imageProcessingConfiguration) {
  91670. return;
  91671. }
  91672. // Detaches observer.
  91673. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91674. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91675. }
  91676. // Pick the scene configuration if needed.
  91677. if (!configuration) {
  91678. var scene = null;
  91679. var engine = this.getEngine();
  91680. var camera = this.getCamera();
  91681. if (camera) {
  91682. scene = camera.getScene();
  91683. }
  91684. else if (engine && engine.scenes) {
  91685. var scenes = engine.scenes;
  91686. scene = scenes[scenes.length - 1];
  91687. }
  91688. else {
  91689. scene = BABYLON.Engine.LastCreatedScene;
  91690. }
  91691. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91692. }
  91693. else {
  91694. this._imageProcessingConfiguration = configuration;
  91695. }
  91696. // Attaches observer.
  91697. if (this._imageProcessingConfiguration) {
  91698. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91699. _this._updateParameters();
  91700. });
  91701. }
  91702. // Ensure the effect will be rebuilt.
  91703. if (!doNotBuild) {
  91704. this._updateParameters();
  91705. }
  91706. };
  91707. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91708. /**
  91709. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91710. */
  91711. get: function () {
  91712. return this.imageProcessingConfiguration.colorCurves;
  91713. },
  91714. /**
  91715. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91716. */
  91717. set: function (value) {
  91718. this.imageProcessingConfiguration.colorCurves = value;
  91719. },
  91720. enumerable: true,
  91721. configurable: true
  91722. });
  91723. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91724. /**
  91725. * Gets wether the color curves effect is enabled.
  91726. */
  91727. get: function () {
  91728. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91729. },
  91730. /**
  91731. * Sets wether the color curves effect is enabled.
  91732. */
  91733. set: function (value) {
  91734. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91735. },
  91736. enumerable: true,
  91737. configurable: true
  91738. });
  91739. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91740. /**
  91741. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91742. */
  91743. get: function () {
  91744. return this.imageProcessingConfiguration.colorGradingTexture;
  91745. },
  91746. /**
  91747. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91748. */
  91749. set: function (value) {
  91750. this.imageProcessingConfiguration.colorGradingTexture = value;
  91751. },
  91752. enumerable: true,
  91753. configurable: true
  91754. });
  91755. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91756. /**
  91757. * Gets wether the color grading effect is enabled.
  91758. */
  91759. get: function () {
  91760. return this.imageProcessingConfiguration.colorGradingEnabled;
  91761. },
  91762. /**
  91763. * Gets wether the color grading effect is enabled.
  91764. */
  91765. set: function (value) {
  91766. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91767. },
  91768. enumerable: true,
  91769. configurable: true
  91770. });
  91771. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91772. /**
  91773. * Gets exposure used in the effect.
  91774. */
  91775. get: function () {
  91776. return this.imageProcessingConfiguration.exposure;
  91777. },
  91778. /**
  91779. * Sets exposure used in the effect.
  91780. */
  91781. set: function (value) {
  91782. this.imageProcessingConfiguration.exposure = value;
  91783. },
  91784. enumerable: true,
  91785. configurable: true
  91786. });
  91787. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91788. /**
  91789. * Gets wether tonemapping is enabled or not.
  91790. */
  91791. get: function () {
  91792. return this._imageProcessingConfiguration.toneMappingEnabled;
  91793. },
  91794. /**
  91795. * Sets wether tonemapping is enabled or not
  91796. */
  91797. set: function (value) {
  91798. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91799. },
  91800. enumerable: true,
  91801. configurable: true
  91802. });
  91803. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91804. /**
  91805. * Gets contrast used in the effect.
  91806. */
  91807. get: function () {
  91808. return this.imageProcessingConfiguration.contrast;
  91809. },
  91810. /**
  91811. * Sets contrast used in the effect.
  91812. */
  91813. set: function (value) {
  91814. this.imageProcessingConfiguration.contrast = value;
  91815. },
  91816. enumerable: true,
  91817. configurable: true
  91818. });
  91819. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91820. /**
  91821. * Gets Vignette stretch size.
  91822. */
  91823. get: function () {
  91824. return this.imageProcessingConfiguration.vignetteStretch;
  91825. },
  91826. /**
  91827. * Sets Vignette stretch size.
  91828. */
  91829. set: function (value) {
  91830. this.imageProcessingConfiguration.vignetteStretch = value;
  91831. },
  91832. enumerable: true,
  91833. configurable: true
  91834. });
  91835. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91836. /**
  91837. * Gets Vignette centre X Offset.
  91838. */
  91839. get: function () {
  91840. return this.imageProcessingConfiguration.vignetteCentreX;
  91841. },
  91842. /**
  91843. * Sets Vignette centre X Offset.
  91844. */
  91845. set: function (value) {
  91846. this.imageProcessingConfiguration.vignetteCentreX = value;
  91847. },
  91848. enumerable: true,
  91849. configurable: true
  91850. });
  91851. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91852. /**
  91853. * Gets Vignette centre Y Offset.
  91854. */
  91855. get: function () {
  91856. return this.imageProcessingConfiguration.vignetteCentreY;
  91857. },
  91858. /**
  91859. * Sets Vignette centre Y Offset.
  91860. */
  91861. set: function (value) {
  91862. this.imageProcessingConfiguration.vignetteCentreY = value;
  91863. },
  91864. enumerable: true,
  91865. configurable: true
  91866. });
  91867. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91868. /**
  91869. * Gets Vignette weight or intensity of the vignette effect.
  91870. */
  91871. get: function () {
  91872. return this.imageProcessingConfiguration.vignetteWeight;
  91873. },
  91874. /**
  91875. * Sets Vignette weight or intensity of the vignette effect.
  91876. */
  91877. set: function (value) {
  91878. this.imageProcessingConfiguration.vignetteWeight = value;
  91879. },
  91880. enumerable: true,
  91881. configurable: true
  91882. });
  91883. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91884. /**
  91885. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91886. * if vignetteEnabled is set to true.
  91887. */
  91888. get: function () {
  91889. return this.imageProcessingConfiguration.vignetteColor;
  91890. },
  91891. /**
  91892. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91893. * if vignetteEnabled is set to true.
  91894. */
  91895. set: function (value) {
  91896. this.imageProcessingConfiguration.vignetteColor = value;
  91897. },
  91898. enumerable: true,
  91899. configurable: true
  91900. });
  91901. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91902. /**
  91903. * Gets Camera field of view used by the Vignette effect.
  91904. */
  91905. get: function () {
  91906. return this.imageProcessingConfiguration.vignetteCameraFov;
  91907. },
  91908. /**
  91909. * Sets Camera field of view used by the Vignette effect.
  91910. */
  91911. set: function (value) {
  91912. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91913. },
  91914. enumerable: true,
  91915. configurable: true
  91916. });
  91917. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91918. /**
  91919. * Gets the vignette blend mode allowing different kind of effect.
  91920. */
  91921. get: function () {
  91922. return this.imageProcessingConfiguration.vignetteBlendMode;
  91923. },
  91924. /**
  91925. * Sets the vignette blend mode allowing different kind of effect.
  91926. */
  91927. set: function (value) {
  91928. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91929. },
  91930. enumerable: true,
  91931. configurable: true
  91932. });
  91933. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91934. /**
  91935. * Gets wether the vignette effect is enabled.
  91936. */
  91937. get: function () {
  91938. return this.imageProcessingConfiguration.vignetteEnabled;
  91939. },
  91940. /**
  91941. * Sets wether the vignette effect is enabled.
  91942. */
  91943. set: function (value) {
  91944. this.imageProcessingConfiguration.vignetteEnabled = value;
  91945. },
  91946. enumerable: true,
  91947. configurable: true
  91948. });
  91949. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91950. /**
  91951. * Gets wether the input of the processing is in Gamma or Linear Space.
  91952. */
  91953. get: function () {
  91954. return this._fromLinearSpace;
  91955. },
  91956. /**
  91957. * Sets wether the input of the processing is in Gamma or Linear Space.
  91958. */
  91959. set: function (value) {
  91960. if (this._fromLinearSpace === value) {
  91961. return;
  91962. }
  91963. this._fromLinearSpace = value;
  91964. this._updateParameters();
  91965. },
  91966. enumerable: true,
  91967. configurable: true
  91968. });
  91969. /**
  91970. * "ImageProcessingPostProcess"
  91971. * @returns "ImageProcessingPostProcess"
  91972. */
  91973. ImageProcessingPostProcess.prototype.getClassName = function () {
  91974. return "ImageProcessingPostProcess";
  91975. };
  91976. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91977. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91978. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91979. var defines = "";
  91980. for (var define in this._defines) {
  91981. if (this._defines[define]) {
  91982. defines += "#define " + define + ";\r\n";
  91983. }
  91984. }
  91985. var samplers = ["textureSampler"];
  91986. var uniforms = ["scale"];
  91987. if (BABYLON.ImageProcessingConfiguration) {
  91988. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91989. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91990. }
  91991. this.updateEffect(defines, uniforms, samplers);
  91992. };
  91993. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91994. _super.prototype.dispose.call(this, camera);
  91995. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91996. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91997. }
  91998. if (this._imageProcessingConfiguration) {
  91999. this.imageProcessingConfiguration.applyByPostProcess = false;
  92000. }
  92001. };
  92002. __decorate([
  92003. BABYLON.serialize()
  92004. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92005. return ImageProcessingPostProcess;
  92006. }(BABYLON.PostProcess));
  92007. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92008. })(BABYLON || (BABYLON = {}));
  92009. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92010. var BABYLON;
  92011. (function (BABYLON) {
  92012. /**
  92013. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92014. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92015. * As an example, all you have to do is to create the post-process:
  92016. * var mb = new BABYLON.MotionBlurPostProcess(
  92017. * 'mb', // The name of the effect.
  92018. * scene, // The scene containing the objects to blur according to their velocity.
  92019. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92020. * camera // The camera to apply the render pass to.
  92021. * );
  92022. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92023. */
  92024. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92025. __extends(MotionBlurPostProcess, _super);
  92026. /**
  92027. * Creates a new instance MotionBlurPostProcess
  92028. * @param name The name of the effect.
  92029. * @param scene The scene containing the objects to blur according to their velocity.
  92030. * @param options The required width/height ratio to downsize to before computing the render pass.
  92031. * @param camera The camera to apply the render pass to.
  92032. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92033. * @param engine The engine which the post process will be applied. (default: current engine)
  92034. * @param reusable If the post process can be reused on the same frame. (default: false)
  92035. * @param textureType Type of textures used when performing the post process. (default: 0)
  92036. * @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)
  92037. */
  92038. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92039. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92040. if (blockCompilation === void 0) { blockCompilation = false; }
  92041. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  92042. /**
  92043. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92044. */
  92045. _this.motionStrength = 1;
  92046. _this._motionBlurSamples = 32;
  92047. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92048. if (!_this._geometryBufferRenderer) {
  92049. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92050. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92051. _this.updateEffect();
  92052. }
  92053. else {
  92054. // Geometry buffer renderer is supported.
  92055. _this._geometryBufferRenderer.enableVelocity = true;
  92056. _this.onApply = function (effect) {
  92057. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92058. effect.setFloat("motionScale", scene.getAnimationRatio());
  92059. effect.setFloat("motionStrength", _this.motionStrength);
  92060. if (_this._geometryBufferRenderer) {
  92061. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92062. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92063. }
  92064. };
  92065. }
  92066. return _this;
  92067. }
  92068. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92069. /**
  92070. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92071. */
  92072. get: function () {
  92073. return this._motionBlurSamples;
  92074. },
  92075. /**
  92076. * Sets the number of iterations to be used for motion blur quality
  92077. */
  92078. set: function (samples) {
  92079. this._motionBlurSamples = samples;
  92080. if (this._geometryBufferRenderer) {
  92081. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92082. }
  92083. },
  92084. enumerable: true,
  92085. configurable: true
  92086. });
  92087. /**
  92088. * Disposes the post process.
  92089. * @param camera The camera to dispose the post process on.
  92090. */
  92091. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92092. if (this._geometryBufferRenderer) {
  92093. // Clear previous transformation matrices dictionary used to compute objects velocities
  92094. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92095. }
  92096. _super.prototype.dispose.call(this, camera);
  92097. };
  92098. return MotionBlurPostProcess;
  92099. }(BABYLON.PostProcess));
  92100. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92101. })(BABYLON || (BABYLON = {}));
  92102. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92103. var BABYLON;
  92104. (function (BABYLON) {
  92105. /**
  92106. * Class used to store bone information
  92107. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92108. */
  92109. var Bone = /** @class */ (function (_super) {
  92110. __extends(Bone, _super);
  92111. /**
  92112. * Create a new bone
  92113. * @param name defines the bone name
  92114. * @param skeleton defines the parent skeleton
  92115. * @param parentBone defines the parent (can be null if the bone is the root)
  92116. * @param localMatrix defines the local matrix
  92117. * @param restPose defines the rest pose matrix
  92118. * @param baseMatrix defines the base matrix
  92119. * @param index defines index of the bone in the hiearchy
  92120. */
  92121. function Bone(
  92122. /**
  92123. * defines the bone name
  92124. */
  92125. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92126. if (parentBone === void 0) { parentBone = null; }
  92127. if (localMatrix === void 0) { localMatrix = null; }
  92128. if (restPose === void 0) { restPose = null; }
  92129. if (baseMatrix === void 0) { baseMatrix = null; }
  92130. if (index === void 0) { index = null; }
  92131. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92132. _this.name = name;
  92133. /**
  92134. * Gets the list of child bones
  92135. */
  92136. _this.children = new Array();
  92137. /** Gets the animations associated with this bone */
  92138. _this.animations = new Array();
  92139. /**
  92140. * @hidden Internal only
  92141. * Set this value to map this bone to a different index in the transform matrices
  92142. * Set this value to -1 to exclude the bone from the transform matrices
  92143. */
  92144. _this._index = null;
  92145. _this._absoluteTransform = new BABYLON.Matrix();
  92146. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92147. _this._scalingDeterminant = 1;
  92148. _this._worldTransform = new BABYLON.Matrix();
  92149. _this._needToDecompose = true;
  92150. _this._needToCompose = false;
  92151. _this._skeleton = skeleton;
  92152. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92153. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92154. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92155. _this._index = index;
  92156. skeleton.bones.push(_this);
  92157. _this.setParent(parentBone, false);
  92158. if (baseMatrix || localMatrix) {
  92159. _this._updateDifferenceMatrix();
  92160. }
  92161. return _this;
  92162. }
  92163. Object.defineProperty(Bone.prototype, "_matrix", {
  92164. /** @hidden */
  92165. get: function () {
  92166. this._compose();
  92167. return this._localMatrix;
  92168. },
  92169. /** @hidden */
  92170. set: function (value) {
  92171. this._localMatrix.copyFrom(value);
  92172. this._needToDecompose = true;
  92173. },
  92174. enumerable: true,
  92175. configurable: true
  92176. });
  92177. // Members
  92178. /**
  92179. * Gets the parent skeleton
  92180. * @returns a skeleton
  92181. */
  92182. Bone.prototype.getSkeleton = function () {
  92183. return this._skeleton;
  92184. };
  92185. /**
  92186. * Gets parent bone
  92187. * @returns a bone or null if the bone is the root of the bone hierarchy
  92188. */
  92189. Bone.prototype.getParent = function () {
  92190. return this._parent;
  92191. };
  92192. /**
  92193. * Sets the parent bone
  92194. * @param parent defines the parent (can be null if the bone is the root)
  92195. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92196. */
  92197. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92198. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92199. if (this._parent === parent) {
  92200. return;
  92201. }
  92202. if (this._parent) {
  92203. var index = this._parent.children.indexOf(this);
  92204. if (index !== -1) {
  92205. this._parent.children.splice(index, 1);
  92206. }
  92207. }
  92208. this._parent = parent;
  92209. if (this._parent) {
  92210. this._parent.children.push(this);
  92211. }
  92212. if (updateDifferenceMatrix) {
  92213. this._updateDifferenceMatrix();
  92214. }
  92215. this.markAsDirty();
  92216. };
  92217. /**
  92218. * Gets the local matrix
  92219. * @returns a matrix
  92220. */
  92221. Bone.prototype.getLocalMatrix = function () {
  92222. this._compose();
  92223. return this._localMatrix;
  92224. };
  92225. /**
  92226. * Gets the base matrix (initial matrix which remains unchanged)
  92227. * @returns a matrix
  92228. */
  92229. Bone.prototype.getBaseMatrix = function () {
  92230. return this._baseMatrix;
  92231. };
  92232. /**
  92233. * Gets the rest pose matrix
  92234. * @returns a matrix
  92235. */
  92236. Bone.prototype.getRestPose = function () {
  92237. return this._restPose;
  92238. };
  92239. /**
  92240. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92241. */
  92242. Bone.prototype.getWorldMatrix = function () {
  92243. return this._worldTransform;
  92244. };
  92245. /**
  92246. * Sets the local matrix to rest pose matrix
  92247. */
  92248. Bone.prototype.returnToRest = function () {
  92249. this.updateMatrix(this._restPose.clone());
  92250. };
  92251. /**
  92252. * Gets the inverse of the absolute transform matrix.
  92253. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92254. * @returns a matrix
  92255. */
  92256. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92257. return this._invertedAbsoluteTransform;
  92258. };
  92259. /**
  92260. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92261. * @returns a matrix
  92262. */
  92263. Bone.prototype.getAbsoluteTransform = function () {
  92264. return this._absoluteTransform;
  92265. };
  92266. Object.defineProperty(Bone.prototype, "position", {
  92267. // Properties (matches AbstractMesh properties)
  92268. /** Gets or sets current position (in local space) */
  92269. get: function () {
  92270. this._decompose();
  92271. return this._localPosition;
  92272. },
  92273. set: function (newPosition) {
  92274. this._decompose();
  92275. this._localPosition.copyFrom(newPosition);
  92276. this._markAsDirtyAndCompose();
  92277. },
  92278. enumerable: true,
  92279. configurable: true
  92280. });
  92281. Object.defineProperty(Bone.prototype, "rotation", {
  92282. /** Gets or sets current rotation (in local space) */
  92283. get: function () {
  92284. return this.getRotation();
  92285. },
  92286. set: function (newRotation) {
  92287. this.setRotation(newRotation);
  92288. },
  92289. enumerable: true,
  92290. configurable: true
  92291. });
  92292. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92293. /** Gets or sets current rotation quaternion (in local space) */
  92294. get: function () {
  92295. this._decompose();
  92296. return this._localRotation;
  92297. },
  92298. set: function (newRotation) {
  92299. this.setRotationQuaternion(newRotation);
  92300. },
  92301. enumerable: true,
  92302. configurable: true
  92303. });
  92304. Object.defineProperty(Bone.prototype, "scaling", {
  92305. /** Gets or sets current scaling (in local space) */
  92306. get: function () {
  92307. return this.getScale();
  92308. },
  92309. set: function (newScaling) {
  92310. this.setScale(newScaling);
  92311. },
  92312. enumerable: true,
  92313. configurable: true
  92314. });
  92315. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92316. /**
  92317. * Gets the animation properties override
  92318. */
  92319. get: function () {
  92320. return this._skeleton.animationPropertiesOverride;
  92321. },
  92322. enumerable: true,
  92323. configurable: true
  92324. });
  92325. // Methods
  92326. Bone.prototype._decompose = function () {
  92327. if (!this._needToDecompose) {
  92328. return;
  92329. }
  92330. this._needToDecompose = false;
  92331. if (!this._localScaling) {
  92332. this._localScaling = BABYLON.Vector3.Zero();
  92333. this._localRotation = BABYLON.Quaternion.Zero();
  92334. this._localPosition = BABYLON.Vector3.Zero();
  92335. }
  92336. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92337. };
  92338. Bone.prototype._compose = function () {
  92339. if (!this._needToCompose) {
  92340. return;
  92341. }
  92342. this._needToCompose = false;
  92343. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92344. };
  92345. /**
  92346. * Update the base and local matrices
  92347. * @param matrix defines the new base or local matrix
  92348. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92349. * @param updateLocalMatrix defines if the local matrix should be updated
  92350. */
  92351. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92352. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92353. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92354. this._baseMatrix.copyFrom(matrix);
  92355. if (updateDifferenceMatrix) {
  92356. this._updateDifferenceMatrix();
  92357. }
  92358. if (updateLocalMatrix) {
  92359. this._localMatrix.copyFrom(matrix);
  92360. this._markAsDirtyAndDecompose();
  92361. }
  92362. else {
  92363. this.markAsDirty();
  92364. }
  92365. };
  92366. /** @hidden */
  92367. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92368. if (updateChildren === void 0) { updateChildren = true; }
  92369. if (!rootMatrix) {
  92370. rootMatrix = this._baseMatrix;
  92371. }
  92372. if (this._parent) {
  92373. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92374. }
  92375. else {
  92376. this._absoluteTransform.copyFrom(rootMatrix);
  92377. }
  92378. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92379. if (updateChildren) {
  92380. for (var index = 0; index < this.children.length; index++) {
  92381. this.children[index]._updateDifferenceMatrix();
  92382. }
  92383. }
  92384. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92385. };
  92386. /**
  92387. * Flag the bone as dirty (Forcing it to update everything)
  92388. */
  92389. Bone.prototype.markAsDirty = function () {
  92390. this._currentRenderId++;
  92391. this._childRenderId++;
  92392. this._skeleton._markAsDirty();
  92393. };
  92394. Bone.prototype._markAsDirtyAndCompose = function () {
  92395. this.markAsDirty();
  92396. this._needToCompose = true;
  92397. };
  92398. Bone.prototype._markAsDirtyAndDecompose = function () {
  92399. this.markAsDirty();
  92400. this._needToDecompose = true;
  92401. };
  92402. /**
  92403. * Copy an animation range from another bone
  92404. * @param source defines the source bone
  92405. * @param rangeName defines the range name to copy
  92406. * @param frameOffset defines the frame offset
  92407. * @param rescaleAsRequired defines if rescaling must be applied if required
  92408. * @param skelDimensionsRatio defines the scaling ratio
  92409. * @returns true if operation was successful
  92410. */
  92411. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92412. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92413. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92414. // all animation may be coming from a library skeleton, so may need to create animation
  92415. if (this.animations.length === 0) {
  92416. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92417. this.animations[0].setKeys([]);
  92418. }
  92419. // get animation info / verify there is such a range from the source bone
  92420. var sourceRange = source.animations[0].getRange(rangeName);
  92421. if (!sourceRange) {
  92422. return false;
  92423. }
  92424. var from = sourceRange.from;
  92425. var to = sourceRange.to;
  92426. var sourceKeys = source.animations[0].getKeys();
  92427. // rescaling prep
  92428. var sourceBoneLength = source.length;
  92429. var sourceParent = source.getParent();
  92430. var parent = this.getParent();
  92431. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92432. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92433. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92434. var destKeys = this.animations[0].getKeys();
  92435. // loop vars declaration
  92436. var orig;
  92437. var origTranslation;
  92438. var mat;
  92439. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92440. orig = sourceKeys[key];
  92441. if (orig.frame >= from && orig.frame <= to) {
  92442. if (rescaleAsRequired) {
  92443. mat = orig.value.clone();
  92444. // scale based on parent ratio, when bone has parent
  92445. if (parentScalingReqd) {
  92446. origTranslation = mat.getTranslation();
  92447. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92448. // scale based on skeleton dimension ratio when root bone, and value is passed
  92449. }
  92450. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92451. origTranslation = mat.getTranslation();
  92452. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92453. // use original when root bone, and no data for skelDimensionsRatio
  92454. }
  92455. else {
  92456. mat = orig.value;
  92457. }
  92458. }
  92459. else {
  92460. mat = orig.value;
  92461. }
  92462. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92463. }
  92464. }
  92465. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92466. return true;
  92467. };
  92468. /**
  92469. * Translate the bone in local or world space
  92470. * @param vec The amount to translate the bone
  92471. * @param space The space that the translation is in
  92472. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92473. */
  92474. Bone.prototype.translate = function (vec, space, mesh) {
  92475. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92476. var lm = this.getLocalMatrix();
  92477. if (space == BABYLON.Space.LOCAL) {
  92478. lm.addAtIndex(12, vec.x);
  92479. lm.addAtIndex(13, vec.y);
  92480. lm.addAtIndex(14, vec.z);
  92481. }
  92482. else {
  92483. var wm = null;
  92484. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92485. if (mesh) {
  92486. wm = mesh.getWorldMatrix();
  92487. }
  92488. this._skeleton.computeAbsoluteTransforms();
  92489. var tmat = Bone._tmpMats[0];
  92490. var tvec = Bone._tmpVecs[0];
  92491. if (this._parent) {
  92492. if (mesh && wm) {
  92493. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92494. tmat.multiplyToRef(wm, tmat);
  92495. }
  92496. else {
  92497. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92498. }
  92499. }
  92500. tmat.setTranslationFromFloats(0, 0, 0);
  92501. tmat.invert();
  92502. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92503. lm.addAtIndex(12, tvec.x);
  92504. lm.addAtIndex(13, tvec.y);
  92505. lm.addAtIndex(14, tvec.z);
  92506. }
  92507. this._markAsDirtyAndDecompose();
  92508. };
  92509. /**
  92510. * Set the postion of the bone in local or world space
  92511. * @param position The position to set the bone
  92512. * @param space The space that the position is in
  92513. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92514. */
  92515. Bone.prototype.setPosition = function (position, space, mesh) {
  92516. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92517. var lm = this.getLocalMatrix();
  92518. if (space == BABYLON.Space.LOCAL) {
  92519. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92520. }
  92521. else {
  92522. var wm = null;
  92523. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92524. if (mesh) {
  92525. wm = mesh.getWorldMatrix();
  92526. }
  92527. this._skeleton.computeAbsoluteTransforms();
  92528. var tmat = Bone._tmpMats[0];
  92529. var vec = Bone._tmpVecs[0];
  92530. if (this._parent) {
  92531. if (mesh && wm) {
  92532. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92533. tmat.multiplyToRef(wm, tmat);
  92534. }
  92535. else {
  92536. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92537. }
  92538. }
  92539. tmat.invert();
  92540. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92541. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92542. }
  92543. this._markAsDirtyAndDecompose();
  92544. };
  92545. /**
  92546. * Set the absolute position of the bone (world space)
  92547. * @param position The position to set the bone
  92548. * @param mesh The mesh that this bone is attached to
  92549. */
  92550. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92551. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92552. };
  92553. /**
  92554. * Scale the bone on the x, y and z axes (in local space)
  92555. * @param x The amount to scale the bone on the x axis
  92556. * @param y The amount to scale the bone on the y axis
  92557. * @param z The amount to scale the bone on the z axis
  92558. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92559. */
  92560. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92561. if (scaleChildren === void 0) { scaleChildren = false; }
  92562. var locMat = this.getLocalMatrix();
  92563. // Apply new scaling on top of current local matrix
  92564. var scaleMat = Bone._tmpMats[0];
  92565. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92566. scaleMat.multiplyToRef(locMat, locMat);
  92567. // Invert scaling matrix and apply the inverse to all children
  92568. scaleMat.invert();
  92569. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92570. var child = _a[_i];
  92571. var cm = child.getLocalMatrix();
  92572. cm.multiplyToRef(scaleMat, cm);
  92573. cm.multiplyAtIndex(12, x);
  92574. cm.multiplyAtIndex(13, y);
  92575. cm.multiplyAtIndex(14, z);
  92576. child._markAsDirtyAndDecompose();
  92577. }
  92578. this._markAsDirtyAndDecompose();
  92579. if (scaleChildren) {
  92580. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92581. var child = _c[_b];
  92582. child.scale(x, y, z, scaleChildren);
  92583. }
  92584. }
  92585. };
  92586. /**
  92587. * Set the bone scaling in local space
  92588. * @param scale defines the scaling vector
  92589. */
  92590. Bone.prototype.setScale = function (scale) {
  92591. this._decompose();
  92592. this._localScaling.copyFrom(scale);
  92593. this._markAsDirtyAndCompose();
  92594. };
  92595. /**
  92596. * Gets the current scaling in local space
  92597. * @returns the current scaling vector
  92598. */
  92599. Bone.prototype.getScale = function () {
  92600. this._decompose();
  92601. return this._localScaling;
  92602. };
  92603. /**
  92604. * Gets the current scaling in local space and stores it in a target vector
  92605. * @param result defines the target vector
  92606. */
  92607. Bone.prototype.getScaleToRef = function (result) {
  92608. this._decompose();
  92609. result.copyFrom(this._localScaling);
  92610. };
  92611. /**
  92612. * Set the yaw, pitch, and roll of the bone in local or world space
  92613. * @param yaw The rotation of the bone on the y axis
  92614. * @param pitch The rotation of the bone on the x axis
  92615. * @param roll The rotation of the bone on the z axis
  92616. * @param space The space that the axes of rotation are in
  92617. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92618. */
  92619. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92620. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92621. if (space === BABYLON.Space.LOCAL) {
  92622. var quat = Bone._tmpQuat;
  92623. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92624. this.setRotationQuaternion(quat, space, mesh);
  92625. return;
  92626. }
  92627. var rotMatInv = Bone._tmpMats[0];
  92628. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92629. return;
  92630. }
  92631. var rotMat = Bone._tmpMats[1];
  92632. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92633. rotMatInv.multiplyToRef(rotMat, rotMat);
  92634. this._rotateWithMatrix(rotMat, space, mesh);
  92635. };
  92636. /**
  92637. * Add a rotation to the bone on an axis in local or world space
  92638. * @param axis The axis to rotate the bone on
  92639. * @param amount The amount to rotate the bone
  92640. * @param space The space that the axis is in
  92641. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92642. */
  92643. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92644. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92645. var rmat = Bone._tmpMats[0];
  92646. rmat.setTranslationFromFloats(0, 0, 0);
  92647. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92648. this._rotateWithMatrix(rmat, space, mesh);
  92649. };
  92650. /**
  92651. * Set the rotation of the bone to a particular axis angle in local or world space
  92652. * @param axis The axis to rotate the bone on
  92653. * @param angle The angle that the bone should be rotated to
  92654. * @param space The space that the axis is in
  92655. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92656. */
  92657. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92658. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92659. if (space === BABYLON.Space.LOCAL) {
  92660. var quat = Bone._tmpQuat;
  92661. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92662. this.setRotationQuaternion(quat, space, mesh);
  92663. return;
  92664. }
  92665. var rotMatInv = Bone._tmpMats[0];
  92666. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92667. return;
  92668. }
  92669. var rotMat = Bone._tmpMats[1];
  92670. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92671. rotMatInv.multiplyToRef(rotMat, rotMat);
  92672. this._rotateWithMatrix(rotMat, space, mesh);
  92673. };
  92674. /**
  92675. * Set the euler rotation of the bone in local of world space
  92676. * @param rotation The euler rotation that the bone should be set to
  92677. * @param space The space that the rotation is in
  92678. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92679. */
  92680. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92681. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92682. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92683. };
  92684. /**
  92685. * Set the quaternion rotation of the bone in local of world space
  92686. * @param quat The quaternion rotation that the bone should be set to
  92687. * @param space The space that the rotation is in
  92688. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92689. */
  92690. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92691. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92692. if (space === BABYLON.Space.LOCAL) {
  92693. this._decompose();
  92694. this._localRotation.copyFrom(quat);
  92695. this._markAsDirtyAndCompose();
  92696. return;
  92697. }
  92698. var rotMatInv = Bone._tmpMats[0];
  92699. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92700. return;
  92701. }
  92702. var rotMat = Bone._tmpMats[1];
  92703. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92704. rotMatInv.multiplyToRef(rotMat, rotMat);
  92705. this._rotateWithMatrix(rotMat, space, mesh);
  92706. };
  92707. /**
  92708. * Set the rotation matrix of the bone in local of world space
  92709. * @param rotMat The rotation matrix that the bone should be set to
  92710. * @param space The space that the rotation is in
  92711. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92712. */
  92713. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92714. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92715. if (space === BABYLON.Space.LOCAL) {
  92716. var quat = Bone._tmpQuat;
  92717. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92718. this.setRotationQuaternion(quat, space, mesh);
  92719. return;
  92720. }
  92721. var rotMatInv = Bone._tmpMats[0];
  92722. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92723. return;
  92724. }
  92725. var rotMat2 = Bone._tmpMats[1];
  92726. rotMat2.copyFrom(rotMat);
  92727. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92728. this._rotateWithMatrix(rotMat2, space, mesh);
  92729. };
  92730. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92731. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92732. var lmat = this.getLocalMatrix();
  92733. var lx = lmat.m[12];
  92734. var ly = lmat.m[13];
  92735. var lz = lmat.m[14];
  92736. var parent = this.getParent();
  92737. var parentScale = Bone._tmpMats[3];
  92738. var parentScaleInv = Bone._tmpMats[4];
  92739. if (parent && space == BABYLON.Space.WORLD) {
  92740. if (mesh) {
  92741. parentScale.copyFrom(mesh.getWorldMatrix());
  92742. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92743. }
  92744. else {
  92745. parentScale.copyFrom(parent.getAbsoluteTransform());
  92746. }
  92747. parentScaleInv.copyFrom(parentScale);
  92748. parentScaleInv.invert();
  92749. lmat.multiplyToRef(parentScale, lmat);
  92750. lmat.multiplyToRef(rmat, lmat);
  92751. lmat.multiplyToRef(parentScaleInv, lmat);
  92752. }
  92753. else {
  92754. if (space == BABYLON.Space.WORLD && mesh) {
  92755. parentScale.copyFrom(mesh.getWorldMatrix());
  92756. parentScaleInv.copyFrom(parentScale);
  92757. parentScaleInv.invert();
  92758. lmat.multiplyToRef(parentScale, lmat);
  92759. lmat.multiplyToRef(rmat, lmat);
  92760. lmat.multiplyToRef(parentScaleInv, lmat);
  92761. }
  92762. else {
  92763. lmat.multiplyToRef(rmat, lmat);
  92764. }
  92765. }
  92766. lmat.setTranslationFromFloats(lx, ly, lz);
  92767. this.computeAbsoluteTransforms();
  92768. this._markAsDirtyAndDecompose();
  92769. };
  92770. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92771. var scaleMatrix = Bone._tmpMats[2];
  92772. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92773. if (mesh) {
  92774. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92775. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92776. }
  92777. rotMatInv.invert();
  92778. if (isNaN(rotMatInv.m[0])) {
  92779. // Matrix failed to invert.
  92780. // This can happen if scale is zero for example.
  92781. return false;
  92782. }
  92783. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92784. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92785. return true;
  92786. };
  92787. /**
  92788. * Get the position of the bone in local or world space
  92789. * @param space The space that the returned position is in
  92790. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92791. * @returns The position of the bone
  92792. */
  92793. Bone.prototype.getPosition = function (space, mesh) {
  92794. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92795. if (mesh === void 0) { mesh = null; }
  92796. var pos = BABYLON.Vector3.Zero();
  92797. this.getPositionToRef(space, mesh, pos);
  92798. return pos;
  92799. };
  92800. /**
  92801. * Copy the position of the bone to a vector3 in local or world space
  92802. * @param space The space that the returned position is in
  92803. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92804. * @param result The vector3 to copy the position to
  92805. */
  92806. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92807. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92808. if (space == BABYLON.Space.LOCAL) {
  92809. var lm = this.getLocalMatrix();
  92810. result.x = lm.m[12];
  92811. result.y = lm.m[13];
  92812. result.z = lm.m[14];
  92813. }
  92814. else {
  92815. var wm = null;
  92816. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92817. if (mesh) {
  92818. wm = mesh.getWorldMatrix();
  92819. }
  92820. this._skeleton.computeAbsoluteTransforms();
  92821. var tmat = Bone._tmpMats[0];
  92822. if (mesh && wm) {
  92823. tmat.copyFrom(this.getAbsoluteTransform());
  92824. tmat.multiplyToRef(wm, tmat);
  92825. }
  92826. else {
  92827. tmat = this.getAbsoluteTransform();
  92828. }
  92829. result.x = tmat.m[12];
  92830. result.y = tmat.m[13];
  92831. result.z = tmat.m[14];
  92832. }
  92833. };
  92834. /**
  92835. * Get the absolute position of the bone (world space)
  92836. * @param mesh The mesh that this bone is attached to
  92837. * @returns The absolute position of the bone
  92838. */
  92839. Bone.prototype.getAbsolutePosition = function (mesh) {
  92840. if (mesh === void 0) { mesh = null; }
  92841. var pos = BABYLON.Vector3.Zero();
  92842. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92843. return pos;
  92844. };
  92845. /**
  92846. * Copy the absolute position of the bone (world space) to the result param
  92847. * @param mesh The mesh that this bone is attached to
  92848. * @param result The vector3 to copy the absolute position to
  92849. */
  92850. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92851. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92852. };
  92853. /**
  92854. * Compute the absolute transforms of this bone and its children
  92855. */
  92856. Bone.prototype.computeAbsoluteTransforms = function () {
  92857. this._compose();
  92858. if (this._parent) {
  92859. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92860. }
  92861. else {
  92862. this._absoluteTransform.copyFrom(this._localMatrix);
  92863. var poseMatrix = this._skeleton.getPoseMatrix();
  92864. if (poseMatrix) {
  92865. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92866. }
  92867. }
  92868. var children = this.children;
  92869. var len = children.length;
  92870. for (var i = 0; i < len; i++) {
  92871. children[i].computeAbsoluteTransforms();
  92872. }
  92873. };
  92874. /**
  92875. * Get the world direction from an axis that is in the local space of the bone
  92876. * @param localAxis The local direction that is used to compute the world direction
  92877. * @param mesh The mesh that this bone is attached to
  92878. * @returns The world direction
  92879. */
  92880. Bone.prototype.getDirection = function (localAxis, mesh) {
  92881. if (mesh === void 0) { mesh = null; }
  92882. var result = BABYLON.Vector3.Zero();
  92883. this.getDirectionToRef(localAxis, mesh, result);
  92884. return result;
  92885. };
  92886. /**
  92887. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92888. * @param localAxis The local direction that is used to compute the world direction
  92889. * @param mesh The mesh that this bone is attached to
  92890. * @param result The vector3 that the world direction will be copied to
  92891. */
  92892. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92893. if (mesh === void 0) { mesh = null; }
  92894. var wm = null;
  92895. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92896. if (mesh) {
  92897. wm = mesh.getWorldMatrix();
  92898. }
  92899. this._skeleton.computeAbsoluteTransforms();
  92900. var mat = Bone._tmpMats[0];
  92901. mat.copyFrom(this.getAbsoluteTransform());
  92902. if (mesh && wm) {
  92903. mat.multiplyToRef(wm, mat);
  92904. }
  92905. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92906. result.normalize();
  92907. };
  92908. /**
  92909. * Get the euler rotation of the bone in local or world space
  92910. * @param space The space that the rotation should be in
  92911. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92912. * @returns The euler rotation
  92913. */
  92914. Bone.prototype.getRotation = function (space, mesh) {
  92915. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92916. if (mesh === void 0) { mesh = null; }
  92917. var result = BABYLON.Vector3.Zero();
  92918. this.getRotationToRef(space, mesh, result);
  92919. return result;
  92920. };
  92921. /**
  92922. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92923. * @param space The space that the rotation should be in
  92924. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92925. * @param result The vector3 that the rotation should be copied to
  92926. */
  92927. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92928. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92929. if (mesh === void 0) { mesh = null; }
  92930. var quat = Bone._tmpQuat;
  92931. this.getRotationQuaternionToRef(space, mesh, quat);
  92932. quat.toEulerAnglesToRef(result);
  92933. };
  92934. /**
  92935. * Get the quaternion rotation of the bone in either local or world space
  92936. * @param space The space that the rotation should be in
  92937. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92938. * @returns The quaternion rotation
  92939. */
  92940. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92941. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92942. if (mesh === void 0) { mesh = null; }
  92943. var result = BABYLON.Quaternion.Identity();
  92944. this.getRotationQuaternionToRef(space, mesh, result);
  92945. return result;
  92946. };
  92947. /**
  92948. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92949. * @param space The space that the rotation should be in
  92950. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92951. * @param result The quaternion that the rotation should be copied to
  92952. */
  92953. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92954. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92955. if (mesh === void 0) { mesh = null; }
  92956. if (space == BABYLON.Space.LOCAL) {
  92957. this._decompose();
  92958. result.copyFrom(this._localRotation);
  92959. }
  92960. else {
  92961. var mat = Bone._tmpMats[0];
  92962. var amat = this.getAbsoluteTransform();
  92963. if (mesh) {
  92964. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92965. }
  92966. else {
  92967. mat.copyFrom(amat);
  92968. }
  92969. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92970. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92971. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92972. mat.decompose(undefined, result, undefined);
  92973. }
  92974. };
  92975. /**
  92976. * Get the rotation matrix of the bone in local or world space
  92977. * @param space The space that the rotation should be in
  92978. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92979. * @returns The rotation matrix
  92980. */
  92981. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92982. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92983. var result = BABYLON.Matrix.Identity();
  92984. this.getRotationMatrixToRef(space, mesh, result);
  92985. return result;
  92986. };
  92987. /**
  92988. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92989. * @param space The space that the rotation should be in
  92990. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92991. * @param result The quaternion that the rotation should be copied to
  92992. */
  92993. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92994. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92995. if (space == BABYLON.Space.LOCAL) {
  92996. this.getLocalMatrix().getRotationMatrixToRef(result);
  92997. }
  92998. else {
  92999. var mat = Bone._tmpMats[0];
  93000. var amat = this.getAbsoluteTransform();
  93001. if (mesh) {
  93002. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93003. }
  93004. else {
  93005. mat.copyFrom(amat);
  93006. }
  93007. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93008. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93009. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93010. mat.getRotationMatrixToRef(result);
  93011. }
  93012. };
  93013. /**
  93014. * Get the world position of a point that is in the local space of the bone
  93015. * @param position The local position
  93016. * @param mesh The mesh that this bone is attached to
  93017. * @returns The world position
  93018. */
  93019. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93020. if (mesh === void 0) { mesh = null; }
  93021. var result = BABYLON.Vector3.Zero();
  93022. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93023. return result;
  93024. };
  93025. /**
  93026. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93027. * @param position The local position
  93028. * @param mesh The mesh that this bone is attached to
  93029. * @param result The vector3 that the world position should be copied to
  93030. */
  93031. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93032. if (mesh === void 0) { mesh = null; }
  93033. var wm = null;
  93034. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93035. if (mesh) {
  93036. wm = mesh.getWorldMatrix();
  93037. }
  93038. this._skeleton.computeAbsoluteTransforms();
  93039. var tmat = Bone._tmpMats[0];
  93040. if (mesh && wm) {
  93041. tmat.copyFrom(this.getAbsoluteTransform());
  93042. tmat.multiplyToRef(wm, tmat);
  93043. }
  93044. else {
  93045. tmat = this.getAbsoluteTransform();
  93046. }
  93047. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93048. };
  93049. /**
  93050. * Get the local position of a point that is in world space
  93051. * @param position The world position
  93052. * @param mesh The mesh that this bone is attached to
  93053. * @returns The local position
  93054. */
  93055. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93056. if (mesh === void 0) { mesh = null; }
  93057. var result = BABYLON.Vector3.Zero();
  93058. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93059. return result;
  93060. };
  93061. /**
  93062. * Get the local position of a point that is in world space and copy it to the result param
  93063. * @param position The world position
  93064. * @param mesh The mesh that this bone is attached to
  93065. * @param result The vector3 that the local position should be copied to
  93066. */
  93067. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93068. if (mesh === void 0) { mesh = null; }
  93069. var wm = null;
  93070. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93071. if (mesh) {
  93072. wm = mesh.getWorldMatrix();
  93073. }
  93074. this._skeleton.computeAbsoluteTransforms();
  93075. var tmat = Bone._tmpMats[0];
  93076. tmat.copyFrom(this.getAbsoluteTransform());
  93077. if (mesh && wm) {
  93078. tmat.multiplyToRef(wm, tmat);
  93079. }
  93080. tmat.invert();
  93081. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93082. };
  93083. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93084. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93085. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93086. return Bone;
  93087. }(BABYLON.Node));
  93088. BABYLON.Bone = Bone;
  93089. })(BABYLON || (BABYLON = {}));
  93090. //# sourceMappingURL=babylon.bone.js.map
  93091. var BABYLON;
  93092. (function (BABYLON) {
  93093. /**
  93094. * Class used to apply inverse kinematics to bones
  93095. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93096. */
  93097. var BoneIKController = /** @class */ (function () {
  93098. /**
  93099. * Creates a new BoneIKController
  93100. * @param mesh defines the mesh to control
  93101. * @param bone defines the bone to control
  93102. * @param options defines options to set up the controller
  93103. */
  93104. function BoneIKController(mesh, bone, options) {
  93105. /**
  93106. * Gets or sets the target position
  93107. */
  93108. this.targetPosition = BABYLON.Vector3.Zero();
  93109. /**
  93110. * Gets or sets the pole target position
  93111. */
  93112. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93113. /**
  93114. * Gets or sets the pole target local offset
  93115. */
  93116. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93117. /**
  93118. * Gets or sets the pole angle
  93119. */
  93120. this.poleAngle = 0;
  93121. /**
  93122. * 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)
  93123. */
  93124. this.slerpAmount = 1;
  93125. this._bone1Quat = BABYLON.Quaternion.Identity();
  93126. this._bone1Mat = BABYLON.Matrix.Identity();
  93127. this._bone2Ang = Math.PI;
  93128. this._maxAngle = Math.PI;
  93129. this._rightHandedSystem = false;
  93130. this._bendAxis = BABYLON.Vector3.Right();
  93131. this._slerping = false;
  93132. this._adjustRoll = 0;
  93133. this._bone2 = bone;
  93134. this._bone1 = bone.getParent();
  93135. if (!this._bone1) {
  93136. return;
  93137. }
  93138. this.mesh = mesh;
  93139. var bonePos = bone.getPosition();
  93140. if (bone.getAbsoluteTransform().determinant() > 0) {
  93141. this._rightHandedSystem = true;
  93142. this._bendAxis.x = 0;
  93143. this._bendAxis.y = 0;
  93144. this._bendAxis.z = -1;
  93145. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93146. this._adjustRoll = Math.PI * .5;
  93147. this._bendAxis.z = 1;
  93148. }
  93149. }
  93150. if (this._bone1.length) {
  93151. var boneScale1 = this._bone1.getScale();
  93152. var boneScale2 = this._bone2.getScale();
  93153. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93154. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93155. }
  93156. else if (this._bone1.children[0]) {
  93157. mesh.computeWorldMatrix(true);
  93158. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93159. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93160. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93161. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93162. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93163. }
  93164. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93165. this.maxAngle = Math.PI;
  93166. if (options) {
  93167. if (options.targetMesh) {
  93168. this.targetMesh = options.targetMesh;
  93169. this.targetMesh.computeWorldMatrix(true);
  93170. }
  93171. if (options.poleTargetMesh) {
  93172. this.poleTargetMesh = options.poleTargetMesh;
  93173. this.poleTargetMesh.computeWorldMatrix(true);
  93174. }
  93175. else if (options.poleTargetBone) {
  93176. this.poleTargetBone = options.poleTargetBone;
  93177. }
  93178. else if (this._bone1.getParent()) {
  93179. this.poleTargetBone = this._bone1.getParent();
  93180. }
  93181. if (options.poleTargetLocalOffset) {
  93182. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93183. }
  93184. if (options.poleAngle) {
  93185. this.poleAngle = options.poleAngle;
  93186. }
  93187. if (options.bendAxis) {
  93188. this._bendAxis.copyFrom(options.bendAxis);
  93189. }
  93190. if (options.maxAngle) {
  93191. this.maxAngle = options.maxAngle;
  93192. }
  93193. if (options.slerpAmount) {
  93194. this.slerpAmount = options.slerpAmount;
  93195. }
  93196. }
  93197. }
  93198. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93199. /**
  93200. * Gets or sets maximum allowed angle
  93201. */
  93202. get: function () {
  93203. return this._maxAngle;
  93204. },
  93205. set: function (value) {
  93206. this._setMaxAngle(value);
  93207. },
  93208. enumerable: true,
  93209. configurable: true
  93210. });
  93211. BoneIKController.prototype._setMaxAngle = function (ang) {
  93212. if (ang < 0) {
  93213. ang = 0;
  93214. }
  93215. if (ang > Math.PI || ang == undefined) {
  93216. ang = Math.PI;
  93217. }
  93218. this._maxAngle = ang;
  93219. var a = this._bone1Length;
  93220. var b = this._bone2Length;
  93221. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93222. };
  93223. /**
  93224. * Force the controller to update the bones
  93225. */
  93226. BoneIKController.prototype.update = function () {
  93227. var bone1 = this._bone1;
  93228. if (!bone1) {
  93229. return;
  93230. }
  93231. var target = this.targetPosition;
  93232. var poleTarget = this.poleTargetPosition;
  93233. var mat1 = BoneIKController._tmpMats[0];
  93234. var mat2 = BoneIKController._tmpMats[1];
  93235. if (this.targetMesh) {
  93236. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93237. }
  93238. if (this.poleTargetBone) {
  93239. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93240. }
  93241. else if (this.poleTargetMesh) {
  93242. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93243. }
  93244. var bonePos = BoneIKController._tmpVecs[0];
  93245. var zaxis = BoneIKController._tmpVecs[1];
  93246. var xaxis = BoneIKController._tmpVecs[2];
  93247. var yaxis = BoneIKController._tmpVecs[3];
  93248. var upAxis = BoneIKController._tmpVecs[4];
  93249. var _tmpQuat = BoneIKController._tmpQuat;
  93250. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93251. poleTarget.subtractToRef(bonePos, upAxis);
  93252. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93253. upAxis.y = 1;
  93254. }
  93255. else {
  93256. upAxis.normalize();
  93257. }
  93258. target.subtractToRef(bonePos, yaxis);
  93259. yaxis.normalize();
  93260. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93261. zaxis.normalize();
  93262. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93263. xaxis.normalize();
  93264. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93265. var a = this._bone1Length;
  93266. var b = this._bone2Length;
  93267. var c = BABYLON.Vector3.Distance(bonePos, target);
  93268. if (this._maxReach > 0) {
  93269. c = Math.min(this._maxReach, c);
  93270. }
  93271. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93272. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93273. if (acosa > 1) {
  93274. acosa = 1;
  93275. }
  93276. if (acosb > 1) {
  93277. acosb = 1;
  93278. }
  93279. if (acosa < -1) {
  93280. acosa = -1;
  93281. }
  93282. if (acosb < -1) {
  93283. acosb = -1;
  93284. }
  93285. var angA = Math.acos(acosa);
  93286. var angB = Math.acos(acosb);
  93287. var angC = -angA - angB;
  93288. if (this._rightHandedSystem) {
  93289. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93290. mat2.multiplyToRef(mat1, mat1);
  93291. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93292. mat2.multiplyToRef(mat1, mat1);
  93293. }
  93294. else {
  93295. var _tmpVec = BoneIKController._tmpVecs[5];
  93296. _tmpVec.copyFrom(this._bendAxis);
  93297. _tmpVec.x *= -1;
  93298. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93299. mat2.multiplyToRef(mat1, mat1);
  93300. }
  93301. if (this.poleAngle) {
  93302. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93303. mat1.multiplyToRef(mat2, mat1);
  93304. }
  93305. if (this._bone1) {
  93306. if (this.slerpAmount < 1) {
  93307. if (!this._slerping) {
  93308. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93309. }
  93310. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93311. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93312. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93313. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93314. this._slerping = true;
  93315. }
  93316. else {
  93317. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93318. this._bone1Mat.copyFrom(mat1);
  93319. this._slerping = false;
  93320. }
  93321. }
  93322. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93323. this._bone2Ang = angC;
  93324. };
  93325. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93326. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93327. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93328. return BoneIKController;
  93329. }());
  93330. BABYLON.BoneIKController = BoneIKController;
  93331. })(BABYLON || (BABYLON = {}));
  93332. //# sourceMappingURL=babylon.boneIKController.js.map
  93333. var BABYLON;
  93334. (function (BABYLON) {
  93335. /**
  93336. * Class used to make a bone look toward a point in space
  93337. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93338. */
  93339. var BoneLookController = /** @class */ (function () {
  93340. /**
  93341. * Create a BoneLookController
  93342. * @param mesh the mesh that the bone belongs to
  93343. * @param bone the bone that will be looking to the target
  93344. * @param target the target Vector3 to look at
  93345. * @param settings optional settings:
  93346. * * maxYaw: the maximum angle the bone will yaw to
  93347. * * minYaw: the minimum angle the bone will yaw to
  93348. * * maxPitch: the maximum angle the bone will pitch to
  93349. * * minPitch: the minimum angle the bone will yaw to
  93350. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93351. * * upAxis: the up axis of the coordinate system
  93352. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93353. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93354. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93355. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93356. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93357. * * adjustRoll: used to make an adjustment to the roll of the bone
  93358. **/
  93359. function BoneLookController(mesh, bone, target, options) {
  93360. /**
  93361. * The up axis of the coordinate system that is used when the bone is rotated
  93362. */
  93363. this.upAxis = BABYLON.Vector3.Up();
  93364. /**
  93365. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93366. */
  93367. this.upAxisSpace = BABYLON.Space.LOCAL;
  93368. /**
  93369. * Used to make an adjustment to the yaw of the bone
  93370. */
  93371. this.adjustYaw = 0;
  93372. /**
  93373. * Used to make an adjustment to the pitch of the bone
  93374. */
  93375. this.adjustPitch = 0;
  93376. /**
  93377. * Used to make an adjustment to the roll of the bone
  93378. */
  93379. this.adjustRoll = 0;
  93380. /**
  93381. * 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)
  93382. */
  93383. this.slerpAmount = 1;
  93384. this._boneQuat = BABYLON.Quaternion.Identity();
  93385. this._slerping = false;
  93386. this._firstFrameSkipped = false;
  93387. this._fowardAxis = BABYLON.Vector3.Forward();
  93388. this.mesh = mesh;
  93389. this.bone = bone;
  93390. this.target = target;
  93391. if (options) {
  93392. if (options.adjustYaw) {
  93393. this.adjustYaw = options.adjustYaw;
  93394. }
  93395. if (options.adjustPitch) {
  93396. this.adjustPitch = options.adjustPitch;
  93397. }
  93398. if (options.adjustRoll) {
  93399. this.adjustRoll = options.adjustRoll;
  93400. }
  93401. if (options.maxYaw != null) {
  93402. this.maxYaw = options.maxYaw;
  93403. }
  93404. else {
  93405. this.maxYaw = Math.PI;
  93406. }
  93407. if (options.minYaw != null) {
  93408. this.minYaw = options.minYaw;
  93409. }
  93410. else {
  93411. this.minYaw = -Math.PI;
  93412. }
  93413. if (options.maxPitch != null) {
  93414. this.maxPitch = options.maxPitch;
  93415. }
  93416. else {
  93417. this.maxPitch = Math.PI;
  93418. }
  93419. if (options.minPitch != null) {
  93420. this.minPitch = options.minPitch;
  93421. }
  93422. else {
  93423. this.minPitch = -Math.PI;
  93424. }
  93425. if (options.slerpAmount != null) {
  93426. this.slerpAmount = options.slerpAmount;
  93427. }
  93428. if (options.upAxis != null) {
  93429. this.upAxis = options.upAxis;
  93430. }
  93431. if (options.upAxisSpace != null) {
  93432. this.upAxisSpace = options.upAxisSpace;
  93433. }
  93434. if (options.yawAxis != null || options.pitchAxis != null) {
  93435. var newYawAxis = BABYLON.Axis.Y;
  93436. var newPitchAxis = BABYLON.Axis.X;
  93437. if (options.yawAxis != null) {
  93438. newYawAxis = options.yawAxis.clone();
  93439. newYawAxis.normalize();
  93440. }
  93441. if (options.pitchAxis != null) {
  93442. newPitchAxis = options.pitchAxis.clone();
  93443. newPitchAxis.normalize();
  93444. }
  93445. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93446. this._transformYawPitch = BABYLON.Matrix.Identity();
  93447. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93448. this._transformYawPitchInv = this._transformYawPitch.clone();
  93449. this._transformYawPitch.invert();
  93450. }
  93451. }
  93452. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93453. this.upAxisSpace = BABYLON.Space.LOCAL;
  93454. }
  93455. }
  93456. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93457. /**
  93458. * Gets or sets the minimum yaw angle that the bone can look to
  93459. */
  93460. get: function () {
  93461. return this._minYaw;
  93462. },
  93463. set: function (value) {
  93464. this._minYaw = value;
  93465. this._minYawSin = Math.sin(value);
  93466. this._minYawCos = Math.cos(value);
  93467. if (this._maxYaw != null) {
  93468. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93469. this._yawRange = this._maxYaw - this._minYaw;
  93470. }
  93471. },
  93472. enumerable: true,
  93473. configurable: true
  93474. });
  93475. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93476. /**
  93477. * Gets or sets the maximum yaw angle that the bone can look to
  93478. */
  93479. get: function () {
  93480. return this._maxYaw;
  93481. },
  93482. set: function (value) {
  93483. this._maxYaw = value;
  93484. this._maxYawSin = Math.sin(value);
  93485. this._maxYawCos = Math.cos(value);
  93486. if (this._minYaw != null) {
  93487. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93488. this._yawRange = this._maxYaw - this._minYaw;
  93489. }
  93490. },
  93491. enumerable: true,
  93492. configurable: true
  93493. });
  93494. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93495. /**
  93496. * Gets or sets the minimum pitch angle that the bone can look to
  93497. */
  93498. get: function () {
  93499. return this._minPitch;
  93500. },
  93501. set: function (value) {
  93502. this._minPitch = value;
  93503. this._minPitchTan = Math.tan(value);
  93504. },
  93505. enumerable: true,
  93506. configurable: true
  93507. });
  93508. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93509. /**
  93510. * Gets or sets the maximum pitch angle that the bone can look to
  93511. */
  93512. get: function () {
  93513. return this._maxPitch;
  93514. },
  93515. set: function (value) {
  93516. this._maxPitch = value;
  93517. this._maxPitchTan = Math.tan(value);
  93518. },
  93519. enumerable: true,
  93520. configurable: true
  93521. });
  93522. /**
  93523. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93524. */
  93525. BoneLookController.prototype.update = function () {
  93526. //skip the first frame when slerping so that the mesh rotation is correct
  93527. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93528. this._firstFrameSkipped = true;
  93529. return;
  93530. }
  93531. var bone = this.bone;
  93532. var bonePos = BoneLookController._tmpVecs[0];
  93533. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93534. var target = this.target;
  93535. var _tmpMat1 = BoneLookController._tmpMats[0];
  93536. var _tmpMat2 = BoneLookController._tmpMats[1];
  93537. var mesh = this.mesh;
  93538. var parentBone = bone.getParent();
  93539. var upAxis = BoneLookController._tmpVecs[1];
  93540. upAxis.copyFrom(this.upAxis);
  93541. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93542. if (this._transformYawPitch) {
  93543. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93544. }
  93545. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93546. }
  93547. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93548. mesh.getDirectionToRef(upAxis, upAxis);
  93549. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93550. upAxis.normalize();
  93551. }
  93552. }
  93553. var checkYaw = false;
  93554. var checkPitch = false;
  93555. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93556. checkYaw = true;
  93557. }
  93558. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93559. checkPitch = true;
  93560. }
  93561. if (checkYaw || checkPitch) {
  93562. var spaceMat = BoneLookController._tmpMats[2];
  93563. var spaceMatInv = BoneLookController._tmpMats[3];
  93564. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93565. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93566. }
  93567. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93568. spaceMat.copyFrom(mesh.getWorldMatrix());
  93569. }
  93570. else {
  93571. var forwardAxis = BoneLookController._tmpVecs[2];
  93572. forwardAxis.copyFrom(this._fowardAxis);
  93573. if (this._transformYawPitch) {
  93574. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93575. }
  93576. if (parentBone) {
  93577. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93578. }
  93579. else {
  93580. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93581. }
  93582. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93583. rightAxis.normalize();
  93584. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93585. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93586. }
  93587. spaceMat.invertToRef(spaceMatInv);
  93588. var xzlen = null;
  93589. if (checkPitch) {
  93590. var localTarget = BoneLookController._tmpVecs[3];
  93591. target.subtractToRef(bonePos, localTarget);
  93592. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93593. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93594. var pitch = Math.atan2(localTarget.y, xzlen);
  93595. var newPitch = pitch;
  93596. if (pitch > this._maxPitch) {
  93597. localTarget.y = this._maxPitchTan * xzlen;
  93598. newPitch = this._maxPitch;
  93599. }
  93600. else if (pitch < this._minPitch) {
  93601. localTarget.y = this._minPitchTan * xzlen;
  93602. newPitch = this._minPitch;
  93603. }
  93604. if (pitch != newPitch) {
  93605. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93606. localTarget.addInPlace(bonePos);
  93607. target = localTarget;
  93608. }
  93609. }
  93610. if (checkYaw) {
  93611. var localTarget = BoneLookController._tmpVecs[4];
  93612. target.subtractToRef(bonePos, localTarget);
  93613. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93614. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93615. var newYaw = yaw;
  93616. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93617. if (xzlen == null) {
  93618. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93619. }
  93620. if (this._yawRange > Math.PI) {
  93621. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93622. localTarget.z = this._maxYawCos * xzlen;
  93623. localTarget.x = this._maxYawSin * xzlen;
  93624. newYaw = this._maxYaw;
  93625. }
  93626. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93627. localTarget.z = this._minYawCos * xzlen;
  93628. localTarget.x = this._minYawSin * xzlen;
  93629. newYaw = this._minYaw;
  93630. }
  93631. }
  93632. else {
  93633. if (yaw > this._maxYaw) {
  93634. localTarget.z = this._maxYawCos * xzlen;
  93635. localTarget.x = this._maxYawSin * xzlen;
  93636. newYaw = this._maxYaw;
  93637. }
  93638. else if (yaw < this._minYaw) {
  93639. localTarget.z = this._minYawCos * xzlen;
  93640. localTarget.x = this._minYawSin * xzlen;
  93641. newYaw = this._minYaw;
  93642. }
  93643. }
  93644. }
  93645. if (this._slerping && this._yawRange > Math.PI) {
  93646. //are we going to be crossing into the min/max region?
  93647. var boneFwd = BoneLookController._tmpVecs[8];
  93648. boneFwd.copyFrom(BABYLON.Axis.Z);
  93649. if (this._transformYawPitch) {
  93650. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93651. }
  93652. var boneRotMat = BoneLookController._tmpMats[4];
  93653. this._boneQuat.toRotationMatrix(boneRotMat);
  93654. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93655. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93656. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93657. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93658. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93659. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93660. if (angBtwTar > angBtwMidYaw) {
  93661. if (xzlen == null) {
  93662. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93663. }
  93664. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93665. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93666. if (angBtwMin < angBtwMax) {
  93667. newYaw = boneYaw + Math.PI * .75;
  93668. localTarget.z = Math.cos(newYaw) * xzlen;
  93669. localTarget.x = Math.sin(newYaw) * xzlen;
  93670. }
  93671. else {
  93672. newYaw = boneYaw - Math.PI * .75;
  93673. localTarget.z = Math.cos(newYaw) * xzlen;
  93674. localTarget.x = Math.sin(newYaw) * xzlen;
  93675. }
  93676. }
  93677. }
  93678. if (yaw != newYaw) {
  93679. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93680. localTarget.addInPlace(bonePos);
  93681. target = localTarget;
  93682. }
  93683. }
  93684. }
  93685. var zaxis = BoneLookController._tmpVecs[5];
  93686. var xaxis = BoneLookController._tmpVecs[6];
  93687. var yaxis = BoneLookController._tmpVecs[7];
  93688. var _tmpQuat = BoneLookController._tmpQuat;
  93689. target.subtractToRef(bonePos, zaxis);
  93690. zaxis.normalize();
  93691. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93692. xaxis.normalize();
  93693. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93694. yaxis.normalize();
  93695. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93696. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93697. return;
  93698. }
  93699. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93700. return;
  93701. }
  93702. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93703. return;
  93704. }
  93705. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93706. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93707. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93708. }
  93709. if (this.slerpAmount < 1) {
  93710. if (!this._slerping) {
  93711. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93712. }
  93713. if (this._transformYawPitch) {
  93714. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93715. }
  93716. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93717. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93718. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93719. this._slerping = true;
  93720. }
  93721. else {
  93722. if (this._transformYawPitch) {
  93723. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93724. }
  93725. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93726. this._slerping = false;
  93727. }
  93728. };
  93729. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93730. var angDiff = ang2 - ang1;
  93731. angDiff %= Math.PI * 2;
  93732. if (angDiff > Math.PI) {
  93733. angDiff -= Math.PI * 2;
  93734. }
  93735. else if (angDiff < -Math.PI) {
  93736. angDiff += Math.PI * 2;
  93737. }
  93738. return angDiff;
  93739. };
  93740. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93741. ang1 %= (2 * Math.PI);
  93742. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93743. ang2 %= (2 * Math.PI);
  93744. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93745. var ab = 0;
  93746. if (ang1 < ang2) {
  93747. ab = ang2 - ang1;
  93748. }
  93749. else {
  93750. ab = ang1 - ang2;
  93751. }
  93752. if (ab > Math.PI) {
  93753. ab = Math.PI * 2 - ab;
  93754. }
  93755. return ab;
  93756. };
  93757. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93758. ang %= (2 * Math.PI);
  93759. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93760. ang1 %= (2 * Math.PI);
  93761. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93762. ang2 %= (2 * Math.PI);
  93763. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93764. if (ang1 < ang2) {
  93765. if (ang > ang1 && ang < ang2) {
  93766. return true;
  93767. }
  93768. }
  93769. else {
  93770. if (ang > ang2 && ang < ang1) {
  93771. return true;
  93772. }
  93773. }
  93774. return false;
  93775. };
  93776. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93777. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93778. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93779. return BoneLookController;
  93780. }());
  93781. BABYLON.BoneLookController = BoneLookController;
  93782. })(BABYLON || (BABYLON = {}));
  93783. //# sourceMappingURL=babylon.boneLookController.js.map
  93784. var BABYLON;
  93785. (function (BABYLON) {
  93786. /**
  93787. * Class used to handle skinning animations
  93788. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93789. */
  93790. var Skeleton = /** @class */ (function () {
  93791. /**
  93792. * Creates a new skeleton
  93793. * @param name defines the skeleton name
  93794. * @param id defines the skeleton Id
  93795. * @param scene defines the hosting scene
  93796. */
  93797. function Skeleton(
  93798. /** defines the skeleton name */
  93799. name,
  93800. /** defines the skeleton Id */
  93801. id, scene) {
  93802. this.name = name;
  93803. this.id = id;
  93804. /**
  93805. * Gets the list of child bones
  93806. */
  93807. this.bones = new Array();
  93808. /**
  93809. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93810. */
  93811. this.needInitialSkinMatrix = false;
  93812. this._isDirty = true;
  93813. this._meshesWithPoseMatrix = new Array();
  93814. this._identity = BABYLON.Matrix.Identity();
  93815. this._ranges = {};
  93816. this._lastAbsoluteTransformsUpdateId = -1;
  93817. this._canUseTextureForBones = false;
  93818. /**
  93819. * Specifies if the skeleton should be serialized
  93820. */
  93821. this.doNotSerialize = false;
  93822. /**
  93823. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93824. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93825. */
  93826. this.useTextureToStoreBoneMatrices = true;
  93827. this._animationPropertiesOverride = null;
  93828. // Events
  93829. /**
  93830. * An observable triggered before computing the skeleton's matrices
  93831. */
  93832. this.onBeforeComputeObservable = new BABYLON.Observable();
  93833. this.bones = [];
  93834. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93835. this._scene.skeletons.push(this);
  93836. //make sure it will recalculate the matrix next time prepare is called.
  93837. this._isDirty = true;
  93838. var engineCaps = this._scene.getEngine().getCaps();
  93839. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93840. }
  93841. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93842. /**
  93843. * Gets or sets the animation properties override
  93844. */
  93845. get: function () {
  93846. if (!this._animationPropertiesOverride) {
  93847. return this._scene.animationPropertiesOverride;
  93848. }
  93849. return this._animationPropertiesOverride;
  93850. },
  93851. set: function (value) {
  93852. this._animationPropertiesOverride = value;
  93853. },
  93854. enumerable: true,
  93855. configurable: true
  93856. });
  93857. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93858. /**
  93859. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93860. */
  93861. get: function () {
  93862. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93863. },
  93864. enumerable: true,
  93865. configurable: true
  93866. });
  93867. // Members
  93868. /**
  93869. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93870. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93871. * @returns a Float32Array containing matrices data
  93872. */
  93873. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93874. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93875. return mesh._bonesTransformMatrices;
  93876. }
  93877. if (!this._transformMatrices) {
  93878. this.prepare();
  93879. }
  93880. return this._transformMatrices;
  93881. };
  93882. /**
  93883. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93884. * @returns a raw texture containing the data
  93885. */
  93886. Skeleton.prototype.getTransformMatrixTexture = function () {
  93887. return this._transformMatrixTexture;
  93888. };
  93889. /**
  93890. * Gets the current hosting scene
  93891. * @returns a scene object
  93892. */
  93893. Skeleton.prototype.getScene = function () {
  93894. return this._scene;
  93895. };
  93896. // Methods
  93897. /**
  93898. * Gets a string representing the current skeleton data
  93899. * @param fullDetails defines a boolean indicating if we want a verbose version
  93900. * @returns a string representing the current skeleton data
  93901. */
  93902. Skeleton.prototype.toString = function (fullDetails) {
  93903. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93904. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93905. if (fullDetails) {
  93906. ret += ", Ranges: {";
  93907. var first = true;
  93908. for (var name_1 in this._ranges) {
  93909. if (first) {
  93910. ret += ", ";
  93911. first = false;
  93912. }
  93913. ret += name_1;
  93914. }
  93915. ret += "}";
  93916. }
  93917. return ret;
  93918. };
  93919. /**
  93920. * Get bone's index searching by name
  93921. * @param name defines bone's name to search for
  93922. * @return the indice of the bone. Returns -1 if not found
  93923. */
  93924. Skeleton.prototype.getBoneIndexByName = function (name) {
  93925. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93926. if (this.bones[boneIndex].name === name) {
  93927. return boneIndex;
  93928. }
  93929. }
  93930. return -1;
  93931. };
  93932. /**
  93933. * Creater a new animation range
  93934. * @param name defines the name of the range
  93935. * @param from defines the start key
  93936. * @param to defines the end key
  93937. */
  93938. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93939. // check name not already in use
  93940. if (!this._ranges[name]) {
  93941. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93942. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93943. if (this.bones[i].animations[0]) {
  93944. this.bones[i].animations[0].createRange(name, from, to);
  93945. }
  93946. }
  93947. }
  93948. };
  93949. /**
  93950. * Delete a specific animation range
  93951. * @param name defines the name of the range
  93952. * @param deleteFrames defines if frames must be removed as well
  93953. */
  93954. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93955. if (deleteFrames === void 0) { deleteFrames = true; }
  93956. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93957. if (this.bones[i].animations[0]) {
  93958. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93959. }
  93960. }
  93961. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93962. };
  93963. /**
  93964. * Gets a specific animation range
  93965. * @param name defines the name of the range to look for
  93966. * @returns the requested animation range or null if not found
  93967. */
  93968. Skeleton.prototype.getAnimationRange = function (name) {
  93969. return this._ranges[name];
  93970. };
  93971. /**
  93972. * Gets the list of all animation ranges defined on this skeleton
  93973. * @returns an array
  93974. */
  93975. Skeleton.prototype.getAnimationRanges = function () {
  93976. var animationRanges = [];
  93977. var name;
  93978. var i = 0;
  93979. for (name in this._ranges) {
  93980. animationRanges[i] = this._ranges[name];
  93981. i++;
  93982. }
  93983. return animationRanges;
  93984. };
  93985. /**
  93986. * Copy animation range from a source skeleton.
  93987. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93988. * @param source defines the source skeleton
  93989. * @param name defines the name of the range to copy
  93990. * @param rescaleAsRequired defines if rescaling must be applied if required
  93991. * @returns true if operation was successful
  93992. */
  93993. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93994. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93995. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93996. return false;
  93997. }
  93998. var ret = true;
  93999. var frameOffset = this._getHighestAnimationFrame() + 1;
  94000. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94001. var boneDict = {};
  94002. var sourceBones = source.bones;
  94003. var nBones;
  94004. var i;
  94005. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94006. boneDict[sourceBones[i].name] = sourceBones[i];
  94007. }
  94008. if (this.bones.length !== sourceBones.length) {
  94009. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94010. ret = false;
  94011. }
  94012. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94013. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94014. var boneName = this.bones[i].name;
  94015. var sourceBone = boneDict[boneName];
  94016. if (sourceBone) {
  94017. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94018. }
  94019. else {
  94020. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94021. ret = false;
  94022. }
  94023. }
  94024. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94025. var range = source.getAnimationRange(name);
  94026. if (range) {
  94027. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94028. }
  94029. return ret;
  94030. };
  94031. /**
  94032. * Forces the skeleton to go to rest pose
  94033. */
  94034. Skeleton.prototype.returnToRest = function () {
  94035. for (var index = 0; index < this.bones.length; index++) {
  94036. this.bones[index].returnToRest();
  94037. }
  94038. };
  94039. Skeleton.prototype._getHighestAnimationFrame = function () {
  94040. var ret = 0;
  94041. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94042. if (this.bones[i].animations[0]) {
  94043. var highest = this.bones[i].animations[0].getHighestFrame();
  94044. if (ret < highest) {
  94045. ret = highest;
  94046. }
  94047. }
  94048. }
  94049. return ret;
  94050. };
  94051. /**
  94052. * Begin a specific animation range
  94053. * @param name defines the name of the range to start
  94054. * @param loop defines if looping must be turned on (false by default)
  94055. * @param speedRatio defines the speed ratio to apply (1 by default)
  94056. * @param onAnimationEnd defines a callback which will be called when animation will end
  94057. * @returns a new animatable
  94058. */
  94059. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94060. var range = this.getAnimationRange(name);
  94061. if (!range) {
  94062. return null;
  94063. }
  94064. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94065. };
  94066. /** @hidden */
  94067. Skeleton.prototype._markAsDirty = function () {
  94068. this._isDirty = true;
  94069. };
  94070. /** @hidden */
  94071. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94072. this._meshesWithPoseMatrix.push(mesh);
  94073. };
  94074. /** @hidden */
  94075. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94076. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94077. if (index > -1) {
  94078. this._meshesWithPoseMatrix.splice(index, 1);
  94079. }
  94080. };
  94081. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94082. this.onBeforeComputeObservable.notifyObservers(this);
  94083. for (var index = 0; index < this.bones.length; index++) {
  94084. var bone = this.bones[index];
  94085. var parentBone = bone.getParent();
  94086. if (parentBone) {
  94087. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94088. }
  94089. else {
  94090. if (initialSkinMatrix) {
  94091. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94092. }
  94093. else {
  94094. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94095. }
  94096. }
  94097. if (bone._index !== -1) {
  94098. var mappedIndex = bone._index === null ? index : bone._index;
  94099. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94100. }
  94101. }
  94102. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94103. };
  94104. /**
  94105. * Build all resources required to render a skeleton
  94106. */
  94107. Skeleton.prototype.prepare = function () {
  94108. if (!this._isDirty) {
  94109. return;
  94110. }
  94111. if (this.needInitialSkinMatrix) {
  94112. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94113. var mesh = this._meshesWithPoseMatrix[index];
  94114. var poseMatrix = mesh.getPoseMatrix();
  94115. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94116. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94117. }
  94118. if (this._synchronizedWithMesh !== mesh) {
  94119. this._synchronizedWithMesh = mesh;
  94120. // Prepare bones
  94121. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94122. var bone = this.bones[boneIndex];
  94123. if (!bone.getParent()) {
  94124. var matrix = bone.getBaseMatrix();
  94125. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94126. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94127. }
  94128. }
  94129. }
  94130. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94131. }
  94132. }
  94133. else {
  94134. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94135. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94136. if (this.isUsingTextureForMatrices) {
  94137. if (this._transformMatrixTexture) {
  94138. this._transformMatrixTexture.dispose();
  94139. }
  94140. this._transformMatrixTexture = BABYLON.RawTexture.CreateRGBATexture(this._transformMatrices, (this.bones.length + 1) * 4, 1, this._scene, false, false, BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  94141. }
  94142. }
  94143. this._computeTransformMatrices(this._transformMatrices, null);
  94144. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94145. this._transformMatrixTexture.update(this._transformMatrices);
  94146. }
  94147. }
  94148. this._isDirty = false;
  94149. this._scene._activeBones.addCount(this.bones.length, false);
  94150. };
  94151. /**
  94152. * Gets the list of animatables currently running for this skeleton
  94153. * @returns an array of animatables
  94154. */
  94155. Skeleton.prototype.getAnimatables = function () {
  94156. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94157. this._animatables = [];
  94158. for (var index = 0; index < this.bones.length; index++) {
  94159. this._animatables.push(this.bones[index]);
  94160. }
  94161. }
  94162. return this._animatables;
  94163. };
  94164. /**
  94165. * Clone the current skeleton
  94166. * @param name defines the name of the new skeleton
  94167. * @param id defines the id of the enw skeleton
  94168. * @returns the new skeleton
  94169. */
  94170. Skeleton.prototype.clone = function (name, id) {
  94171. var result = new Skeleton(name, id || name, this._scene);
  94172. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94173. for (var index = 0; index < this.bones.length; index++) {
  94174. var source = this.bones[index];
  94175. var parentBone = null;
  94176. var parent_1 = source.getParent();
  94177. if (parent_1) {
  94178. var parentIndex = this.bones.indexOf(parent_1);
  94179. parentBone = result.bones[parentIndex];
  94180. }
  94181. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94182. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94183. }
  94184. if (this._ranges) {
  94185. result._ranges = {};
  94186. for (var rangeName in this._ranges) {
  94187. var range = this._ranges[rangeName];
  94188. if (range) {
  94189. result._ranges[rangeName] = range.clone();
  94190. }
  94191. }
  94192. }
  94193. this._isDirty = true;
  94194. return result;
  94195. };
  94196. /**
  94197. * Enable animation blending for this skeleton
  94198. * @param blendingSpeed defines the blending speed to apply
  94199. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94200. */
  94201. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94202. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94203. this.bones.forEach(function (bone) {
  94204. bone.animations.forEach(function (animation) {
  94205. animation.enableBlending = true;
  94206. animation.blendingSpeed = blendingSpeed;
  94207. });
  94208. });
  94209. };
  94210. /**
  94211. * Releases all resources associated with the current skeleton
  94212. */
  94213. Skeleton.prototype.dispose = function () {
  94214. this._meshesWithPoseMatrix = [];
  94215. // Animations
  94216. this.getScene().stopAnimation(this);
  94217. // Remove from scene
  94218. this.getScene().removeSkeleton(this);
  94219. if (this._transformMatrixTexture) {
  94220. this._transformMatrixTexture.dispose();
  94221. this._transformMatrixTexture = null;
  94222. }
  94223. };
  94224. /**
  94225. * Serialize the skeleton in a JSON object
  94226. * @returns a JSON object
  94227. */
  94228. Skeleton.prototype.serialize = function () {
  94229. var serializationObject = {};
  94230. serializationObject.name = this.name;
  94231. serializationObject.id = this.id;
  94232. if (this.dimensionsAtRest) {
  94233. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94234. }
  94235. serializationObject.bones = [];
  94236. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94237. for (var index = 0; index < this.bones.length; index++) {
  94238. var bone = this.bones[index];
  94239. var parent_2 = bone.getParent();
  94240. var serializedBone = {
  94241. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94242. name: bone.name,
  94243. matrix: bone.getBaseMatrix().toArray(),
  94244. rest: bone.getRestPose().toArray()
  94245. };
  94246. serializationObject.bones.push(serializedBone);
  94247. if (bone.length) {
  94248. serializedBone.length = bone.length;
  94249. }
  94250. if (bone.metadata) {
  94251. serializedBone.metadata = bone.metadata;
  94252. }
  94253. if (bone.animations && bone.animations.length > 0) {
  94254. serializedBone.animation = bone.animations[0].serialize();
  94255. }
  94256. serializationObject.ranges = [];
  94257. for (var name in this._ranges) {
  94258. var source = this._ranges[name];
  94259. if (!source) {
  94260. continue;
  94261. }
  94262. var range = {};
  94263. range.name = name;
  94264. range.from = source.from;
  94265. range.to = source.to;
  94266. serializationObject.ranges.push(range);
  94267. }
  94268. }
  94269. return serializationObject;
  94270. };
  94271. /**
  94272. * Creates a new skeleton from serialized data
  94273. * @param parsedSkeleton defines the serialized data
  94274. * @param scene defines the hosting scene
  94275. * @returns a new skeleton
  94276. */
  94277. Skeleton.Parse = function (parsedSkeleton, scene) {
  94278. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94279. if (parsedSkeleton.dimensionsAtRest) {
  94280. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94281. }
  94282. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94283. var index;
  94284. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94285. var parsedBone = parsedSkeleton.bones[index];
  94286. var parentBone = null;
  94287. if (parsedBone.parentBoneIndex > -1) {
  94288. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94289. }
  94290. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94291. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94292. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94293. bone.id = parsedBone.id;
  94294. }
  94295. if (parsedBone.length) {
  94296. bone.length = parsedBone.length;
  94297. }
  94298. if (parsedBone.metadata) {
  94299. bone.metadata = parsedBone.metadata;
  94300. }
  94301. if (parsedBone.animation) {
  94302. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94303. }
  94304. }
  94305. // placed after bones, so createAnimationRange can cascade down
  94306. if (parsedSkeleton.ranges) {
  94307. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94308. var data = parsedSkeleton.ranges[index];
  94309. skeleton.createAnimationRange(data.name, data.from, data.to);
  94310. }
  94311. }
  94312. return skeleton;
  94313. };
  94314. /**
  94315. * Compute all node absolute transforms
  94316. * @param forceUpdate defines if computation must be done even if cache is up to date
  94317. */
  94318. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94319. if (forceUpdate === void 0) { forceUpdate = false; }
  94320. var renderId = this._scene.getRenderId();
  94321. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94322. this.bones[0].computeAbsoluteTransforms();
  94323. this._lastAbsoluteTransformsUpdateId = renderId;
  94324. }
  94325. };
  94326. /**
  94327. * Gets the root pose matrix
  94328. * @returns a matrix
  94329. */
  94330. Skeleton.prototype.getPoseMatrix = function () {
  94331. var poseMatrix = null;
  94332. if (this._meshesWithPoseMatrix.length > 0) {
  94333. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94334. }
  94335. return poseMatrix;
  94336. };
  94337. /**
  94338. * Sorts bones per internal index
  94339. */
  94340. Skeleton.prototype.sortBones = function () {
  94341. var bones = new Array();
  94342. var visited = new Array(this.bones.length);
  94343. for (var index = 0; index < this.bones.length; index++) {
  94344. this._sortBones(index, bones, visited);
  94345. }
  94346. this.bones = bones;
  94347. };
  94348. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94349. if (visited[index]) {
  94350. return;
  94351. }
  94352. visited[index] = true;
  94353. var bone = this.bones[index];
  94354. if (bone._index === undefined) {
  94355. bone._index = index;
  94356. }
  94357. var parentBone = bone.getParent();
  94358. if (parentBone) {
  94359. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94360. }
  94361. bones.push(bone);
  94362. };
  94363. return Skeleton;
  94364. }());
  94365. BABYLON.Skeleton = Skeleton;
  94366. })(BABYLON || (BABYLON = {}));
  94367. //# sourceMappingURL=babylon.skeleton.js.map
  94368. var BABYLON;
  94369. (function (BABYLON) {
  94370. /**
  94371. * This groups tools to convert HDR texture to native colors array.
  94372. */
  94373. var HDRTools = /** @class */ (function () {
  94374. function HDRTools() {
  94375. }
  94376. HDRTools.Ldexp = function (mantissa, exponent) {
  94377. if (exponent > 1023) {
  94378. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94379. }
  94380. if (exponent < -1074) {
  94381. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94382. }
  94383. return mantissa * Math.pow(2, exponent);
  94384. };
  94385. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94386. if (exponent > 0) { /*nonzero pixel*/
  94387. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94388. float32array[index + 0] = red * exponent;
  94389. float32array[index + 1] = green * exponent;
  94390. float32array[index + 2] = blue * exponent;
  94391. }
  94392. else {
  94393. float32array[index + 0] = 0;
  94394. float32array[index + 1] = 0;
  94395. float32array[index + 2] = 0;
  94396. }
  94397. };
  94398. HDRTools.readStringLine = function (uint8array, startIndex) {
  94399. var line = "";
  94400. var character = "";
  94401. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94402. character = String.fromCharCode(uint8array[i]);
  94403. if (character == "\n") {
  94404. break;
  94405. }
  94406. line += character;
  94407. }
  94408. return line;
  94409. };
  94410. /**
  94411. * Reads header information from an RGBE texture stored in a native array.
  94412. * More information on this format are available here:
  94413. * https://en.wikipedia.org/wiki/RGBE_image_format
  94414. *
  94415. * @param uint8array The binary file stored in native array.
  94416. * @return The header information.
  94417. */
  94418. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94419. var height = 0;
  94420. var width = 0;
  94421. var line = this.readStringLine(uint8array, 0);
  94422. if (line[0] != '#' || line[1] != '?') {
  94423. throw "Bad HDR Format.";
  94424. }
  94425. var endOfHeader = false;
  94426. var findFormat = false;
  94427. var lineIndex = 0;
  94428. do {
  94429. lineIndex += (line.length + 1);
  94430. line = this.readStringLine(uint8array, lineIndex);
  94431. if (line == "FORMAT=32-bit_rle_rgbe") {
  94432. findFormat = true;
  94433. }
  94434. else if (line.length == 0) {
  94435. endOfHeader = true;
  94436. }
  94437. } while (!endOfHeader);
  94438. if (!findFormat) {
  94439. throw "HDR Bad header format, unsupported FORMAT";
  94440. }
  94441. lineIndex += (line.length + 1);
  94442. line = this.readStringLine(uint8array, lineIndex);
  94443. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94444. var match = sizeRegexp.exec(line);
  94445. // TODO. Support +Y and -X if needed.
  94446. if (!match || match.length < 3) {
  94447. throw "HDR Bad header format, no size";
  94448. }
  94449. width = parseInt(match[2]);
  94450. height = parseInt(match[1]);
  94451. if (width < 8 || width > 0x7fff) {
  94452. throw "HDR Bad header format, unsupported size";
  94453. }
  94454. lineIndex += (line.length + 1);
  94455. return {
  94456. height: height,
  94457. width: width,
  94458. dataPosition: lineIndex
  94459. };
  94460. };
  94461. /**
  94462. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94463. * This RGBE texture needs to store the information as a panorama.
  94464. *
  94465. * More information on this format are available here:
  94466. * https://en.wikipedia.org/wiki/RGBE_image_format
  94467. *
  94468. * @param buffer The binary file stored in an array buffer.
  94469. * @param size The expected size of the extracted cubemap.
  94470. * @return The Cube Map information.
  94471. */
  94472. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94473. var uint8array = new Uint8Array(buffer);
  94474. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94475. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94476. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94477. return cubeMapData;
  94478. };
  94479. /**
  94480. * Returns the pixels data extracted from an RGBE texture.
  94481. * This pixels will be stored left to right up to down in the R G B order in one array.
  94482. *
  94483. * More information on this format are available here:
  94484. * https://en.wikipedia.org/wiki/RGBE_image_format
  94485. *
  94486. * @param uint8array The binary file stored in an array buffer.
  94487. * @param hdrInfo The header information of the file.
  94488. * @return The pixels data in RGB right to left up to down order.
  94489. */
  94490. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94491. // Keep for multi format supports.
  94492. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94493. };
  94494. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94495. var num_scanlines = hdrInfo.height;
  94496. var scanline_width = hdrInfo.width;
  94497. var a, b, c, d, count;
  94498. var dataIndex = hdrInfo.dataPosition;
  94499. var index = 0, endIndex = 0, i = 0;
  94500. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94501. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94502. // 3 channels of 4 bytes per pixel in float.
  94503. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94504. var resultArray = new Float32Array(resultBuffer);
  94505. // read in each successive scanline
  94506. while (num_scanlines > 0) {
  94507. a = uint8array[dataIndex++];
  94508. b = uint8array[dataIndex++];
  94509. c = uint8array[dataIndex++];
  94510. d = uint8array[dataIndex++];
  94511. if (a != 2 || b != 2 || (c & 0x80)) {
  94512. // this file is not run length encoded
  94513. throw "HDR Bad header format, not RLE";
  94514. }
  94515. if (((c << 8) | d) != scanline_width) {
  94516. throw "HDR Bad header format, wrong scan line width";
  94517. }
  94518. index = 0;
  94519. // read each of the four channels for the scanline into the buffer
  94520. for (i = 0; i < 4; i++) {
  94521. endIndex = (i + 1) * scanline_width;
  94522. while (index < endIndex) {
  94523. a = uint8array[dataIndex++];
  94524. b = uint8array[dataIndex++];
  94525. if (a > 128) {
  94526. // a run of the same value
  94527. count = a - 128;
  94528. if ((count == 0) || (count > endIndex - index)) {
  94529. throw "HDR Bad Format, bad scanline data (run)";
  94530. }
  94531. while (count-- > 0) {
  94532. scanLineArray[index++] = b;
  94533. }
  94534. }
  94535. else {
  94536. // a non-run
  94537. count = a;
  94538. if ((count == 0) || (count > endIndex - index)) {
  94539. throw "HDR Bad Format, bad scanline data (non-run)";
  94540. }
  94541. scanLineArray[index++] = b;
  94542. if (--count > 0) {
  94543. for (var j = 0; j < count; j++) {
  94544. scanLineArray[index++] = uint8array[dataIndex++];
  94545. }
  94546. }
  94547. }
  94548. }
  94549. }
  94550. // now convert data from buffer into floats
  94551. for (i = 0; i < scanline_width; i++) {
  94552. a = scanLineArray[i];
  94553. b = scanLineArray[i + scanline_width];
  94554. c = scanLineArray[i + 2 * scanline_width];
  94555. d = scanLineArray[i + 3 * scanline_width];
  94556. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94557. }
  94558. num_scanlines--;
  94559. }
  94560. return resultArray;
  94561. };
  94562. return HDRTools;
  94563. }());
  94564. BABYLON.HDRTools = HDRTools;
  94565. })(BABYLON || (BABYLON = {}));
  94566. //# sourceMappingURL=babylon.hdr.js.map
  94567. var BABYLON;
  94568. (function (BABYLON) {
  94569. /**
  94570. * This represents a texture coming from an HDR input.
  94571. *
  94572. * The only supported format is currently panorama picture stored in RGBE format.
  94573. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94574. */
  94575. var HDRCubeTexture = /** @class */ (function (_super) {
  94576. __extends(HDRCubeTexture, _super);
  94577. /**
  94578. * Instantiates an HDRTexture from the following parameters.
  94579. *
  94580. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94581. * @param scene The scene the texture will be used in
  94582. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94583. * @param noMipmap Forces to not generate the mipmap if true
  94584. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94585. * @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)
  94586. * @param reserved Reserved flag for internal use.
  94587. */
  94588. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94589. if (noMipmap === void 0) { noMipmap = false; }
  94590. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94591. if (gammaSpace === void 0) { gammaSpace = false; }
  94592. if (reserved === void 0) { reserved = false; }
  94593. if (onLoad === void 0) { onLoad = null; }
  94594. if (onError === void 0) { onError = null; }
  94595. var _this = _super.call(this, scene) || this;
  94596. _this._generateHarmonics = true;
  94597. _this._onLoad = null;
  94598. _this._onError = null;
  94599. /**
  94600. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94601. */
  94602. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94603. _this._isBlocking = true;
  94604. _this._rotationY = 0;
  94605. /**
  94606. * Gets or sets the center of the bounding box associated with the cube texture
  94607. * It must define where the camera used to render the texture was set
  94608. */
  94609. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94610. if (!url) {
  94611. return _this;
  94612. }
  94613. _this.name = url;
  94614. _this.url = url;
  94615. _this.hasAlpha = false;
  94616. _this.isCube = true;
  94617. _this._textureMatrix = BABYLON.Matrix.Identity();
  94618. _this._onLoad = onLoad;
  94619. _this._onError = onError;
  94620. _this.gammaSpace = gammaSpace;
  94621. _this._noMipmap = noMipmap;
  94622. _this._size = size;
  94623. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94624. if (!_this._texture) {
  94625. if (!scene.useDelayedTextureLoading) {
  94626. _this.loadTexture();
  94627. }
  94628. else {
  94629. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94630. }
  94631. }
  94632. return _this;
  94633. }
  94634. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94635. /**
  94636. * Gets wether or not the texture is blocking during loading.
  94637. */
  94638. get: function () {
  94639. return this._isBlocking;
  94640. },
  94641. /**
  94642. * Sets wether or not the texture is blocking during loading.
  94643. */
  94644. set: function (value) {
  94645. this._isBlocking = value;
  94646. },
  94647. enumerable: true,
  94648. configurable: true
  94649. });
  94650. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94651. /**
  94652. * Gets texture matrix rotation angle around Y axis radians.
  94653. */
  94654. get: function () {
  94655. return this._rotationY;
  94656. },
  94657. /**
  94658. * Sets texture matrix rotation angle around Y axis in radians.
  94659. */
  94660. set: function (value) {
  94661. this._rotationY = value;
  94662. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94663. },
  94664. enumerable: true,
  94665. configurable: true
  94666. });
  94667. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94668. get: function () {
  94669. return this._boundingBoxSize;
  94670. },
  94671. /**
  94672. * Gets or sets the size of the bounding box associated with the cube texture
  94673. * When defined, the cubemap will switch to local mode
  94674. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94675. * @example https://www.babylonjs-playground.com/#RNASML
  94676. */
  94677. set: function (value) {
  94678. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94679. return;
  94680. }
  94681. this._boundingBoxSize = value;
  94682. var scene = this.getScene();
  94683. if (scene) {
  94684. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94685. }
  94686. },
  94687. enumerable: true,
  94688. configurable: true
  94689. });
  94690. /**
  94691. * Occurs when the file is raw .hdr file.
  94692. */
  94693. HDRCubeTexture.prototype.loadTexture = function () {
  94694. var _this = this;
  94695. var callback = function (buffer) {
  94696. _this.lodGenerationOffset = 0.0;
  94697. _this.lodGenerationScale = 0.8;
  94698. var scene = _this.getScene();
  94699. if (!scene) {
  94700. return null;
  94701. }
  94702. // Extract the raw linear data.
  94703. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94704. // Generate harmonics if needed.
  94705. if (_this._generateHarmonics) {
  94706. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94707. _this.sphericalPolynomial = sphericalPolynomial;
  94708. }
  94709. var results = [];
  94710. var byteArray = null;
  94711. // Push each faces.
  94712. for (var j = 0; j < 6; j++) {
  94713. // Create uintarray fallback.
  94714. if (!scene.getEngine().getCaps().textureFloat) {
  94715. // 3 channels of 1 bytes per pixel in bytes.
  94716. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94717. byteArray = new Uint8Array(byteBuffer);
  94718. }
  94719. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94720. // If special cases.
  94721. if (_this.gammaSpace || byteArray) {
  94722. for (var i = 0; i < _this._size * _this._size; i++) {
  94723. // Put in gamma space if requested.
  94724. if (_this.gammaSpace) {
  94725. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94726. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94727. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94728. }
  94729. // Convert to int texture for fallback.
  94730. if (byteArray) {
  94731. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94732. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94733. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94734. // May use luminance instead if the result is not accurate.
  94735. var max = Math.max(Math.max(r, g), b);
  94736. if (max > 255) {
  94737. var scale = 255 / max;
  94738. r *= scale;
  94739. g *= scale;
  94740. b *= scale;
  94741. }
  94742. byteArray[(i * 3) + 0] = r;
  94743. byteArray[(i * 3) + 1] = g;
  94744. byteArray[(i * 3) + 2] = b;
  94745. }
  94746. }
  94747. }
  94748. if (byteArray) {
  94749. results.push(byteArray);
  94750. }
  94751. else {
  94752. results.push(dataFace);
  94753. }
  94754. }
  94755. return results;
  94756. };
  94757. var scene = this.getScene();
  94758. if (scene) {
  94759. 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);
  94760. }
  94761. };
  94762. HDRCubeTexture.prototype.clone = function () {
  94763. var scene = this.getScene();
  94764. if (!scene) {
  94765. return this;
  94766. }
  94767. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94768. // Base texture
  94769. newTexture.level = this.level;
  94770. newTexture.wrapU = this.wrapU;
  94771. newTexture.wrapV = this.wrapV;
  94772. newTexture.coordinatesIndex = this.coordinatesIndex;
  94773. newTexture.coordinatesMode = this.coordinatesMode;
  94774. return newTexture;
  94775. };
  94776. // Methods
  94777. HDRCubeTexture.prototype.delayLoad = function () {
  94778. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94779. return;
  94780. }
  94781. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94782. this._texture = this._getFromCache(this.url, this._noMipmap);
  94783. if (!this._texture) {
  94784. this.loadTexture();
  94785. }
  94786. };
  94787. /**
  94788. * Get the texture reflection matrix used to rotate/transform the reflection.
  94789. * @returns the reflection matrix
  94790. */
  94791. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94792. return this._textureMatrix;
  94793. };
  94794. /**
  94795. * Set the texture reflection matrix used to rotate/transform the reflection.
  94796. * @param value Define the reflection matrix to set
  94797. */
  94798. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94799. this._textureMatrix = value;
  94800. };
  94801. /**
  94802. * Parses a JSON representation of an HDR Texture in order to create the texture
  94803. * @param parsedTexture Define the JSON representation
  94804. * @param scene Define the scene the texture should be created in
  94805. * @param rootUrl Define the root url in case we need to load relative dependencies
  94806. * @returns the newly created texture after parsing
  94807. */
  94808. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94809. var texture = null;
  94810. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94811. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94812. texture.name = parsedTexture.name;
  94813. texture.hasAlpha = parsedTexture.hasAlpha;
  94814. texture.level = parsedTexture.level;
  94815. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94816. texture.isBlocking = parsedTexture.isBlocking;
  94817. }
  94818. if (texture) {
  94819. if (parsedTexture.boundingBoxPosition) {
  94820. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94821. }
  94822. if (parsedTexture.boundingBoxSize) {
  94823. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94824. }
  94825. if (parsedTexture.rotationY) {
  94826. texture.rotationY = parsedTexture.rotationY;
  94827. }
  94828. }
  94829. return texture;
  94830. };
  94831. HDRCubeTexture.prototype.serialize = function () {
  94832. if (!this.name) {
  94833. return null;
  94834. }
  94835. var serializationObject = {};
  94836. serializationObject.name = this.name;
  94837. serializationObject.hasAlpha = this.hasAlpha;
  94838. serializationObject.isCube = true;
  94839. serializationObject.level = this.level;
  94840. serializationObject.size = this._size;
  94841. serializationObject.coordinatesMode = this.coordinatesMode;
  94842. serializationObject.useInGammaSpace = this.gammaSpace;
  94843. serializationObject.generateHarmonics = this._generateHarmonics;
  94844. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94845. serializationObject.noMipmap = this._noMipmap;
  94846. serializationObject.isBlocking = this._isBlocking;
  94847. serializationObject.rotationY = this._rotationY;
  94848. return serializationObject;
  94849. };
  94850. HDRCubeTexture._facesMapping = [
  94851. "right",
  94852. "left",
  94853. "up",
  94854. "down",
  94855. "front",
  94856. "back"
  94857. ];
  94858. return HDRCubeTexture;
  94859. }(BABYLON.BaseTexture));
  94860. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94861. })(BABYLON || (BABYLON = {}));
  94862. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94863. var BABYLON;
  94864. (function (BABYLON) {
  94865. /**
  94866. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  94867. */
  94868. var PanoramaToCubeMapTools = /** @class */ (function () {
  94869. function PanoramaToCubeMapTools() {
  94870. }
  94871. /**
  94872. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94873. *
  94874. * @param float32Array The source data.
  94875. * @param inputWidth The width of the input panorama.
  94876. * @param inputHeight The height of the input panorama.
  94877. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94878. * @return The cubemap data
  94879. */
  94880. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94881. if (!float32Array) {
  94882. throw "ConvertPanoramaToCubemap: input cannot be null";
  94883. }
  94884. if (float32Array.length != inputWidth * inputHeight * 3) {
  94885. throw "ConvertPanoramaToCubemap: input size is wrong";
  94886. }
  94887. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94888. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94889. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94890. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94891. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94892. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94893. return {
  94894. front: textureFront,
  94895. back: textureBack,
  94896. left: textureLeft,
  94897. right: textureRight,
  94898. up: textureUp,
  94899. down: textureDown,
  94900. size: size,
  94901. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94902. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94903. gammaSpace: false,
  94904. };
  94905. };
  94906. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94907. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94908. var textureArray = new Float32Array(buffer);
  94909. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94910. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94911. var dy = 1 / texSize;
  94912. var fy = 0;
  94913. for (var y = 0; y < texSize; y++) {
  94914. var xv1 = faceData[0];
  94915. var xv2 = faceData[2];
  94916. for (var x = 0; x < texSize; x++) {
  94917. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94918. v.normalize();
  94919. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94920. // 3 channels per pixels
  94921. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94922. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94923. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94924. xv1 = xv1.add(rotDX1);
  94925. xv2 = xv2.add(rotDX2);
  94926. }
  94927. fy += dy;
  94928. }
  94929. return textureArray;
  94930. };
  94931. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94932. var theta = Math.atan2(vDir.z, vDir.x);
  94933. var phi = Math.acos(vDir.y);
  94934. while (theta < -Math.PI) {
  94935. theta += 2 * Math.PI;
  94936. }
  94937. while (theta > Math.PI) {
  94938. theta -= 2 * Math.PI;
  94939. }
  94940. var dx = theta / Math.PI;
  94941. var dy = phi / Math.PI;
  94942. // recenter.
  94943. dx = dx * 0.5 + 0.5;
  94944. var px = Math.round(dx * inputWidth);
  94945. if (px < 0) {
  94946. px = 0;
  94947. }
  94948. else if (px >= inputWidth) {
  94949. px = inputWidth - 1;
  94950. }
  94951. var py = Math.round(dy * inputHeight);
  94952. if (py < 0) {
  94953. py = 0;
  94954. }
  94955. else if (py >= inputHeight) {
  94956. py = inputHeight - 1;
  94957. }
  94958. var inputY = (inputHeight - py - 1);
  94959. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94960. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94961. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94962. return {
  94963. r: r,
  94964. g: g,
  94965. b: b
  94966. };
  94967. };
  94968. PanoramaToCubeMapTools.FACE_FRONT = [
  94969. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94970. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94971. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94972. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94973. ];
  94974. PanoramaToCubeMapTools.FACE_BACK = [
  94975. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94976. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94977. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94978. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94979. ];
  94980. PanoramaToCubeMapTools.FACE_RIGHT = [
  94981. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94982. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94983. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94984. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94985. ];
  94986. PanoramaToCubeMapTools.FACE_LEFT = [
  94987. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94988. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94989. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94990. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94991. ];
  94992. PanoramaToCubeMapTools.FACE_DOWN = [
  94993. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94994. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94995. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94996. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94997. ];
  94998. PanoramaToCubeMapTools.FACE_UP = [
  94999. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95000. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95001. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95002. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95003. ];
  95004. return PanoramaToCubeMapTools;
  95005. }());
  95006. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95007. })(BABYLON || (BABYLON = {}));
  95008. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95009. var BABYLON;
  95010. (function (BABYLON) {
  95011. /**
  95012. * Vector2 wth index property
  95013. */
  95014. var IndexedVector2 = /** @class */ (function (_super) {
  95015. __extends(IndexedVector2, _super);
  95016. function IndexedVector2(original,
  95017. /** Index of the vector2 */
  95018. index) {
  95019. var _this = _super.call(this, original.x, original.y) || this;
  95020. _this.index = index;
  95021. return _this;
  95022. }
  95023. return IndexedVector2;
  95024. }(BABYLON.Vector2));
  95025. /**
  95026. * Defines points to create a polygon
  95027. */
  95028. var PolygonPoints = /** @class */ (function () {
  95029. function PolygonPoints() {
  95030. this.elements = new Array();
  95031. }
  95032. PolygonPoints.prototype.add = function (originalPoints) {
  95033. var _this = this;
  95034. var result = new Array();
  95035. originalPoints.forEach(function (point) {
  95036. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95037. var newPoint = new IndexedVector2(point, _this.elements.length);
  95038. result.push(newPoint);
  95039. _this.elements.push(newPoint);
  95040. }
  95041. });
  95042. return result;
  95043. };
  95044. PolygonPoints.prototype.computeBounds = function () {
  95045. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95046. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95047. this.elements.forEach(function (point) {
  95048. // x
  95049. if (point.x < lmin.x) {
  95050. lmin.x = point.x;
  95051. }
  95052. else if (point.x > lmax.x) {
  95053. lmax.x = point.x;
  95054. }
  95055. // y
  95056. if (point.y < lmin.y) {
  95057. lmin.y = point.y;
  95058. }
  95059. else if (point.y > lmax.y) {
  95060. lmax.y = point.y;
  95061. }
  95062. });
  95063. return {
  95064. min: lmin,
  95065. max: lmax,
  95066. width: lmax.x - lmin.x,
  95067. height: lmax.y - lmin.y
  95068. };
  95069. };
  95070. return PolygonPoints;
  95071. }());
  95072. /**
  95073. * Polygon
  95074. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95075. */
  95076. var Polygon = /** @class */ (function () {
  95077. function Polygon() {
  95078. }
  95079. /**
  95080. * Creates a rectangle
  95081. * @param xmin bottom X coord
  95082. * @param ymin bottom Y coord
  95083. * @param xmax top X coord
  95084. * @param ymax top Y coord
  95085. * @returns points that make the resulting rectation
  95086. */
  95087. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95088. return [
  95089. new BABYLON.Vector2(xmin, ymin),
  95090. new BABYLON.Vector2(xmax, ymin),
  95091. new BABYLON.Vector2(xmax, ymax),
  95092. new BABYLON.Vector2(xmin, ymax)
  95093. ];
  95094. };
  95095. /**
  95096. * Creates a circle
  95097. * @param radius radius of circle
  95098. * @param cx scale in x
  95099. * @param cy scale in y
  95100. * @param numberOfSides number of sides that make up the circle
  95101. * @returns points that make the resulting circle
  95102. */
  95103. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95104. if (cx === void 0) { cx = 0; }
  95105. if (cy === void 0) { cy = 0; }
  95106. if (numberOfSides === void 0) { numberOfSides = 32; }
  95107. var result = new Array();
  95108. var angle = 0;
  95109. var increment = (Math.PI * 2) / numberOfSides;
  95110. for (var i = 0; i < numberOfSides; i++) {
  95111. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95112. angle -= increment;
  95113. }
  95114. return result;
  95115. };
  95116. /**
  95117. * Creates a polygon from input string
  95118. * @param input Input polygon data
  95119. * @returns the parsed points
  95120. */
  95121. Polygon.Parse = function (input) {
  95122. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95123. var i, result = [];
  95124. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95125. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95126. }
  95127. return result;
  95128. };
  95129. /**
  95130. * Starts building a polygon from x and y coordinates
  95131. * @param x x coordinate
  95132. * @param y y coordinate
  95133. * @returns the started path2
  95134. */
  95135. Polygon.StartingAt = function (x, y) {
  95136. return BABYLON.Path2.StartingAt(x, y);
  95137. };
  95138. return Polygon;
  95139. }());
  95140. BABYLON.Polygon = Polygon;
  95141. /**
  95142. * Builds a polygon
  95143. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95144. */
  95145. var PolygonMeshBuilder = /** @class */ (function () {
  95146. /**
  95147. * Creates a PolygonMeshBuilder
  95148. * @param name name of the builder
  95149. * @param contours Path of the polygon
  95150. * @param scene scene to add to
  95151. */
  95152. function PolygonMeshBuilder(name, contours, scene) {
  95153. this._points = new PolygonPoints();
  95154. this._outlinepoints = new PolygonPoints();
  95155. this._holes = new Array();
  95156. this._epoints = new Array();
  95157. this._eholes = new Array();
  95158. this._name = name;
  95159. this._scene = scene;
  95160. var points;
  95161. if (contours instanceof BABYLON.Path2) {
  95162. points = contours.getPoints();
  95163. }
  95164. else {
  95165. points = contours;
  95166. }
  95167. this._addToepoint(points);
  95168. this._points.add(points);
  95169. this._outlinepoints.add(points);
  95170. if (typeof earcut === 'undefined') {
  95171. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95172. }
  95173. }
  95174. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95175. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95176. var p = points_1[_i];
  95177. this._epoints.push(p.x, p.y);
  95178. }
  95179. };
  95180. /**
  95181. * Adds a whole within the polygon
  95182. * @param hole Array of points defining the hole
  95183. * @returns this
  95184. */
  95185. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95186. this._points.add(hole);
  95187. var holepoints = new PolygonPoints();
  95188. holepoints.add(hole);
  95189. this._holes.push(holepoints);
  95190. this._eholes.push(this._epoints.length / 2);
  95191. this._addToepoint(hole);
  95192. return this;
  95193. };
  95194. /**
  95195. * Creates the polygon
  95196. * @param updatable If the mesh should be updatable
  95197. * @param depth The depth of the mesh created
  95198. * @returns the created mesh
  95199. */
  95200. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95201. var _this = this;
  95202. if (updatable === void 0) { updatable = false; }
  95203. if (depth === void 0) { depth = 0; }
  95204. var result = new BABYLON.Mesh(this._name, this._scene);
  95205. var normals = new Array();
  95206. var positions = new Array();
  95207. var uvs = new Array();
  95208. var bounds = this._points.computeBounds();
  95209. this._points.elements.forEach(function (p) {
  95210. normals.push(0, 1.0, 0);
  95211. positions.push(p.x, 0, p.y);
  95212. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95213. });
  95214. var indices = new Array();
  95215. var res = earcut(this._epoints, this._eholes, 2);
  95216. for (var i = 0; i < res.length; i++) {
  95217. indices.push(res[i]);
  95218. }
  95219. if (depth > 0) {
  95220. var positionscount = (positions.length / 3); //get the current pointcount
  95221. this._points.elements.forEach(function (p) {
  95222. normals.push(0, -1.0, 0);
  95223. positions.push(p.x, -depth, p.y);
  95224. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95225. });
  95226. var totalCount = indices.length;
  95227. for (var i = 0; i < totalCount; i += 3) {
  95228. var i0 = indices[i + 0];
  95229. var i1 = indices[i + 1];
  95230. var i2 = indices[i + 2];
  95231. indices.push(i2 + positionscount);
  95232. indices.push(i1 + positionscount);
  95233. indices.push(i0 + positionscount);
  95234. }
  95235. //Add the sides
  95236. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95237. this._holes.forEach(function (hole) {
  95238. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95239. });
  95240. }
  95241. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95242. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95243. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95244. result.setIndices(indices);
  95245. return result;
  95246. };
  95247. /**
  95248. * Adds a side to the polygon
  95249. * @param positions points that make the polygon
  95250. * @param normals normals of the polygon
  95251. * @param uvs uvs of the polygon
  95252. * @param indices indices of the polygon
  95253. * @param bounds bounds of the polygon
  95254. * @param points points of the polygon
  95255. * @param depth depth of the polygon
  95256. * @param flip flip of the polygon
  95257. */
  95258. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95259. var StartIndex = positions.length / 3;
  95260. var ulength = 0;
  95261. for (var i = 0; i < points.elements.length; i++) {
  95262. var p = points.elements[i];
  95263. var p1;
  95264. if ((i + 1) > points.elements.length - 1) {
  95265. p1 = points.elements[0];
  95266. }
  95267. else {
  95268. p1 = points.elements[i + 1];
  95269. }
  95270. positions.push(p.x, 0, p.y);
  95271. positions.push(p.x, -depth, p.y);
  95272. positions.push(p1.x, 0, p1.y);
  95273. positions.push(p1.x, -depth, p1.y);
  95274. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95275. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95276. var v3 = v2.subtract(v1);
  95277. var v4 = new BABYLON.Vector3(0, 1, 0);
  95278. var vn = BABYLON.Vector3.Cross(v3, v4);
  95279. vn = vn.normalize();
  95280. uvs.push(ulength / bounds.width, 0);
  95281. uvs.push(ulength / bounds.width, 1);
  95282. ulength += v3.length();
  95283. uvs.push((ulength / bounds.width), 0);
  95284. uvs.push((ulength / bounds.width), 1);
  95285. if (!flip) {
  95286. normals.push(-vn.x, -vn.y, -vn.z);
  95287. normals.push(-vn.x, -vn.y, -vn.z);
  95288. normals.push(-vn.x, -vn.y, -vn.z);
  95289. normals.push(-vn.x, -vn.y, -vn.z);
  95290. indices.push(StartIndex);
  95291. indices.push(StartIndex + 1);
  95292. indices.push(StartIndex + 2);
  95293. indices.push(StartIndex + 1);
  95294. indices.push(StartIndex + 3);
  95295. indices.push(StartIndex + 2);
  95296. }
  95297. else {
  95298. normals.push(vn.x, vn.y, vn.z);
  95299. normals.push(vn.x, vn.y, vn.z);
  95300. normals.push(vn.x, vn.y, vn.z);
  95301. normals.push(vn.x, vn.y, vn.z);
  95302. indices.push(StartIndex);
  95303. indices.push(StartIndex + 2);
  95304. indices.push(StartIndex + 1);
  95305. indices.push(StartIndex + 1);
  95306. indices.push(StartIndex + 2);
  95307. indices.push(StartIndex + 3);
  95308. }
  95309. StartIndex += 4;
  95310. }
  95311. };
  95312. return PolygonMeshBuilder;
  95313. }());
  95314. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95315. })(BABYLON || (BABYLON = {}));
  95316. //# sourceMappingURL=babylon.polygonMesh.js.map
  95317. var BABYLON;
  95318. (function (BABYLON) {
  95319. /**
  95320. * Unique ID when we import meshes from Babylon to CSG
  95321. */
  95322. var currentCSGMeshId = 0;
  95323. /**
  95324. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95325. * one to provide additional features like texture coordinates and vertex
  95326. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95327. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95328. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95329. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95330. * is not used anywhere else.
  95331. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95332. */
  95333. var Vertex = /** @class */ (function () {
  95334. /**
  95335. * Initializes the vertex
  95336. * @param pos The position of the vertex
  95337. * @param normal The normal of the vertex
  95338. * @param uv The texture coordinate of the vertex
  95339. */
  95340. function Vertex(
  95341. /**
  95342. * The position of the vertex
  95343. */
  95344. pos,
  95345. /**
  95346. * The normal of the vertex
  95347. */
  95348. normal,
  95349. /**
  95350. * The texture coordinate of the vertex
  95351. */
  95352. uv) {
  95353. this.pos = pos;
  95354. this.normal = normal;
  95355. this.uv = uv;
  95356. }
  95357. /**
  95358. * Make a clone, or deep copy, of the vertex
  95359. * @returns A new Vertex
  95360. */
  95361. Vertex.prototype.clone = function () {
  95362. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95363. };
  95364. /**
  95365. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95366. * orientation of a polygon is flipped.
  95367. */
  95368. Vertex.prototype.flip = function () {
  95369. this.normal = this.normal.scale(-1);
  95370. };
  95371. /**
  95372. * Create a new vertex between this vertex and `other` by linearly
  95373. * interpolating all properties using a parameter of `t`. Subclasses should
  95374. * override this to interpolate additional properties.
  95375. * @param other the vertex to interpolate against
  95376. * @param t The factor used to linearly interpolate between the vertices
  95377. */
  95378. Vertex.prototype.interpolate = function (other, t) {
  95379. 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));
  95380. };
  95381. return Vertex;
  95382. }());
  95383. /**
  95384. * Represents a plane in 3D space.
  95385. */
  95386. var Plane = /** @class */ (function () {
  95387. /**
  95388. * Initializes the plane
  95389. * @param normal The normal for the plane
  95390. * @param w
  95391. */
  95392. function Plane(normal, w) {
  95393. this.normal = normal;
  95394. this.w = w;
  95395. }
  95396. /**
  95397. * Construct a plane from three points
  95398. * @param a Point a
  95399. * @param b Point b
  95400. * @param c Point c
  95401. */
  95402. Plane.FromPoints = function (a, b, c) {
  95403. var v0 = c.subtract(a);
  95404. var v1 = b.subtract(a);
  95405. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95406. return null;
  95407. }
  95408. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95409. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95410. };
  95411. /**
  95412. * Clone, or make a deep copy of the plane
  95413. * @returns a new Plane
  95414. */
  95415. Plane.prototype.clone = function () {
  95416. return new Plane(this.normal.clone(), this.w);
  95417. };
  95418. /**
  95419. * Flip the face of the plane
  95420. */
  95421. Plane.prototype.flip = function () {
  95422. this.normal.scaleInPlace(-1);
  95423. this.w = -this.w;
  95424. };
  95425. /**
  95426. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95427. * fragments in the appropriate lists. Coplanar polygons go into either
  95428. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95429. * respect to this plane. Polygons in front or in back of this plane go into
  95430. * either `front` or `back`
  95431. * @param polygon The polygon to be split
  95432. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95433. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95434. * @param front Will contain the polygons in front of the plane
  95435. * @param back Will contain the polygons begind the plane
  95436. */
  95437. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95438. var COPLANAR = 0;
  95439. var FRONT = 1;
  95440. var BACK = 2;
  95441. var SPANNING = 3;
  95442. // Classify each point as well as the entire polygon into one of the above
  95443. // four classes.
  95444. var polygonType = 0;
  95445. var types = [];
  95446. var i;
  95447. var t;
  95448. for (i = 0; i < polygon.vertices.length; i++) {
  95449. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95450. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95451. polygonType |= type;
  95452. types.push(type);
  95453. }
  95454. // Put the polygon in the correct list, splitting it when necessary
  95455. switch (polygonType) {
  95456. case COPLANAR:
  95457. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95458. break;
  95459. case FRONT:
  95460. front.push(polygon);
  95461. break;
  95462. case BACK:
  95463. back.push(polygon);
  95464. break;
  95465. case SPANNING:
  95466. var f = [], b = [];
  95467. for (i = 0; i < polygon.vertices.length; i++) {
  95468. var j = (i + 1) % polygon.vertices.length;
  95469. var ti = types[i], tj = types[j];
  95470. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95471. if (ti !== BACK) {
  95472. f.push(vi);
  95473. }
  95474. if (ti !== FRONT) {
  95475. b.push(ti !== BACK ? vi.clone() : vi);
  95476. }
  95477. if ((ti | tj) === SPANNING) {
  95478. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95479. var v = vi.interpolate(vj, t);
  95480. f.push(v);
  95481. b.push(v.clone());
  95482. }
  95483. }
  95484. var poly;
  95485. if (f.length >= 3) {
  95486. poly = new Polygon(f, polygon.shared);
  95487. if (poly.plane) {
  95488. front.push(poly);
  95489. }
  95490. }
  95491. if (b.length >= 3) {
  95492. poly = new Polygon(b, polygon.shared);
  95493. if (poly.plane) {
  95494. back.push(poly);
  95495. }
  95496. }
  95497. break;
  95498. }
  95499. };
  95500. /**
  95501. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95502. * point is on the plane
  95503. */
  95504. Plane.EPSILON = 1e-5;
  95505. return Plane;
  95506. }());
  95507. /**
  95508. * Represents a convex polygon. The vertices used to initialize a polygon must
  95509. * be coplanar and form a convex loop.
  95510. *
  95511. * Each convex polygon has a `shared` property, which is shared between all
  95512. * polygons that are clones of each other or were split from the same polygon.
  95513. * This can be used to define per-polygon properties (such as surface color)
  95514. */
  95515. var Polygon = /** @class */ (function () {
  95516. /**
  95517. * Initializes the polygon
  95518. * @param vertices The vertices of the polygon
  95519. * @param shared The properties shared across all polygons
  95520. */
  95521. function Polygon(vertices, shared) {
  95522. this.vertices = vertices;
  95523. this.shared = shared;
  95524. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95525. }
  95526. /**
  95527. * Clones, or makes a deep copy, or the polygon
  95528. */
  95529. Polygon.prototype.clone = function () {
  95530. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95531. return new Polygon(vertices, this.shared);
  95532. };
  95533. /**
  95534. * Flips the faces of the polygon
  95535. */
  95536. Polygon.prototype.flip = function () {
  95537. this.vertices.reverse().map(function (v) { v.flip(); });
  95538. this.plane.flip();
  95539. };
  95540. return Polygon;
  95541. }());
  95542. /**
  95543. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95544. * by picking a polygon to split along. That polygon (and all other coplanar
  95545. * polygons) are added directly to that node and the other polygons are added to
  95546. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95547. * no distinction between internal and leaf nodes
  95548. */
  95549. var Node = /** @class */ (function () {
  95550. /**
  95551. * Initializes the node
  95552. * @param polygons A collection of polygons held in the node
  95553. */
  95554. function Node(polygons) {
  95555. this.plane = null;
  95556. this.front = null;
  95557. this.back = null;
  95558. this.polygons = new Array();
  95559. if (polygons) {
  95560. this.build(polygons);
  95561. }
  95562. }
  95563. /**
  95564. * Clones, or makes a deep copy, of the node
  95565. * @returns The cloned node
  95566. */
  95567. Node.prototype.clone = function () {
  95568. var node = new Node();
  95569. node.plane = this.plane && this.plane.clone();
  95570. node.front = this.front && this.front.clone();
  95571. node.back = this.back && this.back.clone();
  95572. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95573. return node;
  95574. };
  95575. /**
  95576. * Convert solid space to empty space and empty space to solid space
  95577. */
  95578. Node.prototype.invert = function () {
  95579. for (var i = 0; i < this.polygons.length; i++) {
  95580. this.polygons[i].flip();
  95581. }
  95582. if (this.plane) {
  95583. this.plane.flip();
  95584. }
  95585. if (this.front) {
  95586. this.front.invert();
  95587. }
  95588. if (this.back) {
  95589. this.back.invert();
  95590. }
  95591. var temp = this.front;
  95592. this.front = this.back;
  95593. this.back = temp;
  95594. };
  95595. /**
  95596. * Recursively remove all polygons in `polygons` that are inside this BSP
  95597. * tree.
  95598. * @param polygons Polygons to remove from the BSP
  95599. * @returns Polygons clipped from the BSP
  95600. */
  95601. Node.prototype.clipPolygons = function (polygons) {
  95602. if (!this.plane) {
  95603. return polygons.slice();
  95604. }
  95605. var front = new Array(), back = new Array();
  95606. for (var i = 0; i < polygons.length; i++) {
  95607. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95608. }
  95609. if (this.front) {
  95610. front = this.front.clipPolygons(front);
  95611. }
  95612. if (this.back) {
  95613. back = this.back.clipPolygons(back);
  95614. }
  95615. else {
  95616. back = [];
  95617. }
  95618. return front.concat(back);
  95619. };
  95620. /**
  95621. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95622. * `bsp`.
  95623. * @param bsp BSP containing polygons to remove from this BSP
  95624. */
  95625. Node.prototype.clipTo = function (bsp) {
  95626. this.polygons = bsp.clipPolygons(this.polygons);
  95627. if (this.front) {
  95628. this.front.clipTo(bsp);
  95629. }
  95630. if (this.back) {
  95631. this.back.clipTo(bsp);
  95632. }
  95633. };
  95634. /**
  95635. * Return a list of all polygons in this BSP tree
  95636. * @returns List of all polygons in this BSP tree
  95637. */
  95638. Node.prototype.allPolygons = function () {
  95639. var polygons = this.polygons.slice();
  95640. if (this.front) {
  95641. polygons = polygons.concat(this.front.allPolygons());
  95642. }
  95643. if (this.back) {
  95644. polygons = polygons.concat(this.back.allPolygons());
  95645. }
  95646. return polygons;
  95647. };
  95648. /**
  95649. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95650. * new polygons are filtered down to the bottom of the tree and become new
  95651. * nodes there. Each set of polygons is partitioned using the first polygon
  95652. * (no heuristic is used to pick a good split)
  95653. * @param polygons Polygons used to construct the BSP tree
  95654. */
  95655. Node.prototype.build = function (polygons) {
  95656. if (!polygons.length) {
  95657. return;
  95658. }
  95659. if (!this.plane) {
  95660. this.plane = polygons[0].plane.clone();
  95661. }
  95662. var front = new Array(), back = new Array();
  95663. for (var i = 0; i < polygons.length; i++) {
  95664. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95665. }
  95666. if (front.length) {
  95667. if (!this.front) {
  95668. this.front = new Node();
  95669. }
  95670. this.front.build(front);
  95671. }
  95672. if (back.length) {
  95673. if (!this.back) {
  95674. this.back = new Node();
  95675. }
  95676. this.back.build(back);
  95677. }
  95678. };
  95679. return Node;
  95680. }());
  95681. /**
  95682. * Class for building Constructive Solid Geometry
  95683. */
  95684. var CSG = /** @class */ (function () {
  95685. function CSG() {
  95686. this.polygons = new Array();
  95687. }
  95688. /**
  95689. * Convert the BABYLON.Mesh to BABYLON.CSG
  95690. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95691. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95692. */
  95693. CSG.FromMesh = function (mesh) {
  95694. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95695. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95696. if (mesh instanceof BABYLON.Mesh) {
  95697. mesh.computeWorldMatrix(true);
  95698. matrix = mesh.getWorldMatrix();
  95699. meshPosition = mesh.position.clone();
  95700. meshRotation = mesh.rotation.clone();
  95701. if (mesh.rotationQuaternion) {
  95702. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95703. }
  95704. meshScaling = mesh.scaling.clone();
  95705. }
  95706. else {
  95707. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95708. }
  95709. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95710. var subMeshes = mesh.subMeshes;
  95711. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95712. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95713. vertices = [];
  95714. for (var j = 0; j < 3; j++) {
  95715. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95716. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95717. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95718. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95719. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95720. vertex = new Vertex(position, normal, uv);
  95721. vertices.push(vertex);
  95722. }
  95723. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95724. // To handle the case of degenerated triangle
  95725. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95726. if (polygon.plane) {
  95727. polygons.push(polygon);
  95728. }
  95729. }
  95730. }
  95731. var csg = CSG.FromPolygons(polygons);
  95732. csg.matrix = matrix;
  95733. csg.position = meshPosition;
  95734. csg.rotation = meshRotation;
  95735. csg.scaling = meshScaling;
  95736. csg.rotationQuaternion = meshRotationQuaternion;
  95737. currentCSGMeshId++;
  95738. return csg;
  95739. };
  95740. /**
  95741. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95742. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95743. */
  95744. CSG.FromPolygons = function (polygons) {
  95745. var csg = new CSG();
  95746. csg.polygons = polygons;
  95747. return csg;
  95748. };
  95749. /**
  95750. * Clones, or makes a deep copy, of the BABYLON.CSG
  95751. * @returns A new BABYLON.CSG
  95752. */
  95753. CSG.prototype.clone = function () {
  95754. var csg = new CSG();
  95755. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95756. csg.copyTransformAttributes(this);
  95757. return csg;
  95758. };
  95759. /**
  95760. * Unions this CSG with another CSG
  95761. * @param csg The CSG to union against this CSG
  95762. * @returns The unioned CSG
  95763. */
  95764. CSG.prototype.union = function (csg) {
  95765. var a = new Node(this.clone().polygons);
  95766. var b = new Node(csg.clone().polygons);
  95767. a.clipTo(b);
  95768. b.clipTo(a);
  95769. b.invert();
  95770. b.clipTo(a);
  95771. b.invert();
  95772. a.build(b.allPolygons());
  95773. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95774. };
  95775. /**
  95776. * Unions this CSG with another CSG in place
  95777. * @param csg The CSG to union against this CSG
  95778. */
  95779. CSG.prototype.unionInPlace = function (csg) {
  95780. var a = new Node(this.polygons);
  95781. var b = new Node(csg.polygons);
  95782. a.clipTo(b);
  95783. b.clipTo(a);
  95784. b.invert();
  95785. b.clipTo(a);
  95786. b.invert();
  95787. a.build(b.allPolygons());
  95788. this.polygons = a.allPolygons();
  95789. };
  95790. /**
  95791. * Subtracts this CSG with another CSG
  95792. * @param csg The CSG to subtract against this CSG
  95793. * @returns A new BABYLON.CSG
  95794. */
  95795. CSG.prototype.subtract = function (csg) {
  95796. var a = new Node(this.clone().polygons);
  95797. var b = new Node(csg.clone().polygons);
  95798. a.invert();
  95799. a.clipTo(b);
  95800. b.clipTo(a);
  95801. b.invert();
  95802. b.clipTo(a);
  95803. b.invert();
  95804. a.build(b.allPolygons());
  95805. a.invert();
  95806. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95807. };
  95808. /**
  95809. * Subtracts this CSG with another CSG in place
  95810. * @param csg The CSG to subtact against this CSG
  95811. */
  95812. CSG.prototype.subtractInPlace = function (csg) {
  95813. var a = new Node(this.polygons);
  95814. var b = new Node(csg.polygons);
  95815. a.invert();
  95816. a.clipTo(b);
  95817. b.clipTo(a);
  95818. b.invert();
  95819. b.clipTo(a);
  95820. b.invert();
  95821. a.build(b.allPolygons());
  95822. a.invert();
  95823. this.polygons = a.allPolygons();
  95824. };
  95825. /**
  95826. * Intersect this CSG with another CSG
  95827. * @param csg The CSG to intersect against this CSG
  95828. * @returns A new BABYLON.CSG
  95829. */
  95830. CSG.prototype.intersect = function (csg) {
  95831. var a = new Node(this.clone().polygons);
  95832. var b = new Node(csg.clone().polygons);
  95833. a.invert();
  95834. b.clipTo(a);
  95835. b.invert();
  95836. a.clipTo(b);
  95837. b.clipTo(a);
  95838. a.build(b.allPolygons());
  95839. a.invert();
  95840. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95841. };
  95842. /**
  95843. * Intersects this CSG with another CSG in place
  95844. * @param csg The CSG to intersect against this CSG
  95845. */
  95846. CSG.prototype.intersectInPlace = function (csg) {
  95847. var a = new Node(this.polygons);
  95848. var b = new Node(csg.polygons);
  95849. a.invert();
  95850. b.clipTo(a);
  95851. b.invert();
  95852. a.clipTo(b);
  95853. b.clipTo(a);
  95854. a.build(b.allPolygons());
  95855. a.invert();
  95856. this.polygons = a.allPolygons();
  95857. };
  95858. /**
  95859. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95860. * not modified.
  95861. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95862. */
  95863. CSG.prototype.inverse = function () {
  95864. var csg = this.clone();
  95865. csg.inverseInPlace();
  95866. return csg;
  95867. };
  95868. /**
  95869. * Inverses the BABYLON.CSG in place
  95870. */
  95871. CSG.prototype.inverseInPlace = function () {
  95872. this.polygons.map(function (p) { p.flip(); });
  95873. };
  95874. /**
  95875. * This is used to keep meshes transformations so they can be restored
  95876. * when we build back a Babylon Mesh
  95877. * NB : All CSG operations are performed in world coordinates
  95878. * @param csg The BABYLON.CSG to copy the transform attributes from
  95879. * @returns This BABYLON.CSG
  95880. */
  95881. CSG.prototype.copyTransformAttributes = function (csg) {
  95882. this.matrix = csg.matrix;
  95883. this.position = csg.position;
  95884. this.rotation = csg.rotation;
  95885. this.scaling = csg.scaling;
  95886. this.rotationQuaternion = csg.rotationQuaternion;
  95887. return this;
  95888. };
  95889. /**
  95890. * Build Raw mesh from CSG
  95891. * Coordinates here are in world space
  95892. * @param name The name of the mesh geometry
  95893. * @param scene The BABYLON.Scene
  95894. * @param keepSubMeshes Specifies if the submeshes should be kept
  95895. * @returns A new BABYLON.Mesh
  95896. */
  95897. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95898. var matrix = this.matrix.clone();
  95899. matrix.invert();
  95900. 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;
  95901. if (keepSubMeshes) {
  95902. // Sort Polygons, since subMeshes are indices range
  95903. polygons.sort(function (a, b) {
  95904. if (a.shared.meshId === b.shared.meshId) {
  95905. return a.shared.subMeshId - b.shared.subMeshId;
  95906. }
  95907. else {
  95908. return a.shared.meshId - b.shared.meshId;
  95909. }
  95910. });
  95911. }
  95912. for (var i = 0, il = polygons.length; i < il; i++) {
  95913. polygon = polygons[i];
  95914. // Building SubMeshes
  95915. if (!subMesh_dict[polygon.shared.meshId]) {
  95916. subMesh_dict[polygon.shared.meshId] = {};
  95917. }
  95918. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95919. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95920. indexStart: +Infinity,
  95921. indexEnd: -Infinity,
  95922. materialIndex: polygon.shared.materialIndex
  95923. };
  95924. }
  95925. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95926. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95927. polygonIndices[0] = 0;
  95928. polygonIndices[1] = j - 1;
  95929. polygonIndices[2] = j;
  95930. for (var k = 0; k < 3; k++) {
  95931. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95932. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95933. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95934. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95935. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95936. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95937. // Check if 2 points can be merged
  95938. if (!(typeof vertex_idx !== 'undefined' &&
  95939. normals[vertex_idx * 3] === localNormal.x &&
  95940. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95941. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95942. uvs[vertex_idx * 2] === uv.x &&
  95943. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95944. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95945. uvs.push(uv.x, uv.y);
  95946. normals.push(normal.x, normal.y, normal.z);
  95947. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95948. }
  95949. indices.push(vertex_idx);
  95950. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95951. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95952. currentIndex++;
  95953. }
  95954. }
  95955. }
  95956. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95957. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95958. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95959. mesh.setIndices(indices, null);
  95960. if (keepSubMeshes) {
  95961. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95962. var materialIndexOffset = 0, materialMaxIndex;
  95963. mesh.subMeshes = new Array();
  95964. for (var m in subMesh_dict) {
  95965. materialMaxIndex = -1;
  95966. for (var sm in subMesh_dict[m]) {
  95967. subMesh_obj = subMesh_dict[m][sm];
  95968. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95969. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95970. }
  95971. materialIndexOffset += ++materialMaxIndex;
  95972. }
  95973. }
  95974. return mesh;
  95975. };
  95976. /**
  95977. * Build Mesh from CSG taking material and transforms into account
  95978. * @param name The name of the BABYLON.Mesh
  95979. * @param material The material of the BABYLON.Mesh
  95980. * @param scene The BABYLON.Scene
  95981. * @param keepSubMeshes Specifies if submeshes should be kept
  95982. * @returns The new BABYLON.Mesh
  95983. */
  95984. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95985. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95986. mesh.material = material;
  95987. mesh.position.copyFrom(this.position);
  95988. mesh.rotation.copyFrom(this.rotation);
  95989. if (this.rotationQuaternion) {
  95990. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95991. }
  95992. mesh.scaling.copyFrom(this.scaling);
  95993. mesh.computeWorldMatrix(true);
  95994. return mesh;
  95995. };
  95996. return CSG;
  95997. }());
  95998. BABYLON.CSG = CSG;
  95999. })(BABYLON || (BABYLON = {}));
  96000. //# sourceMappingURL=babylon.csg.js.map
  96001. var BABYLON;
  96002. (function (BABYLON) {
  96003. /**
  96004. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96005. * It controls one of the indiviual texture used in the effect.
  96006. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96007. */
  96008. var LensFlare = /** @class */ (function () {
  96009. /**
  96010. * Instantiates a new Lens Flare.
  96011. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96012. * It controls one of the indiviual texture used in the effect.
  96013. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96014. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96015. * @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.
  96016. * @param color Define the lens color
  96017. * @param imgUrl Define the lens texture url
  96018. * @param system Define the `lensFlareSystem` this flare is part of
  96019. */
  96020. function LensFlare(
  96021. /**
  96022. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96023. */
  96024. size,
  96025. /**
  96026. * 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.
  96027. */
  96028. position, color, imgUrl, system) {
  96029. this.size = size;
  96030. this.position = position;
  96031. /**
  96032. * Define the alpha mode to render this particular lens.
  96033. */
  96034. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96035. this.color = color || new BABYLON.Color3(1, 1, 1);
  96036. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96037. this._system = system;
  96038. system.lensFlares.push(this);
  96039. }
  96040. /**
  96041. * Creates a new Lens Flare.
  96042. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96043. * It controls one of the indiviual texture used in the effect.
  96044. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96045. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96046. * @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.
  96047. * @param color Define the lens color
  96048. * @param imgUrl Define the lens texture url
  96049. * @param system Define the `lensFlareSystem` this flare is part of
  96050. * @returns The newly created Lens Flare
  96051. */
  96052. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96053. return new LensFlare(size, position, color, imgUrl, system);
  96054. };
  96055. /**
  96056. * Dispose and release the lens flare with its associated resources.
  96057. */
  96058. LensFlare.prototype.dispose = function () {
  96059. if (this.texture) {
  96060. this.texture.dispose();
  96061. }
  96062. // Remove from scene
  96063. var index = this._system.lensFlares.indexOf(this);
  96064. this._system.lensFlares.splice(index, 1);
  96065. };
  96066. return LensFlare;
  96067. }());
  96068. BABYLON.LensFlare = LensFlare;
  96069. })(BABYLON || (BABYLON = {}));
  96070. //# sourceMappingURL=babylon.lensFlare.js.map
  96071. var BABYLON;
  96072. (function (BABYLON) {
  96073. // Adds the parser to the scene parsers.
  96074. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96075. // Lens flares
  96076. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96077. if (!container.lensFlareSystems) {
  96078. container.lensFlareSystems = new Array();
  96079. }
  96080. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96081. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96082. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96083. container.lensFlareSystems.push(lf);
  96084. }
  96085. }
  96086. });
  96087. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96088. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96089. if (this.lensFlareSystems[index].name === name) {
  96090. return this.lensFlareSystems[index];
  96091. }
  96092. }
  96093. return null;
  96094. };
  96095. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96096. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96097. if (this.lensFlareSystems[index].id === id) {
  96098. return this.lensFlareSystems[index];
  96099. }
  96100. }
  96101. return null;
  96102. };
  96103. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96104. var index = this.lensFlareSystems.indexOf(toRemove);
  96105. if (index !== -1) {
  96106. this.lensFlareSystems.splice(index, 1);
  96107. }
  96108. return index;
  96109. };
  96110. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96111. this.lensFlareSystems.push(newLensFlareSystem);
  96112. };
  96113. /**
  96114. * Defines the lens flare scene component responsible to manage any lens flares
  96115. * in a given scene.
  96116. */
  96117. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96118. /**
  96119. * Creates a new instance of the component for the given scene
  96120. * @param scene Defines the scene to register the component in
  96121. */
  96122. function LensFlareSystemSceneComponent(scene) {
  96123. /**
  96124. * The component name helpfull to identify the component in the list of scene components.
  96125. */
  96126. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96127. this.scene = scene;
  96128. scene.lensFlareSystems = new Array();
  96129. }
  96130. /**
  96131. * Registers the component in a given scene
  96132. */
  96133. LensFlareSystemSceneComponent.prototype.register = function () {
  96134. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96135. };
  96136. /**
  96137. * Rebuilds the elements related to this component in case of
  96138. * context lost for instance.
  96139. */
  96140. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96141. // Nothing to do for lens flare
  96142. };
  96143. /**
  96144. * Adds all the element from the container to the scene
  96145. * @param container the container holding the elements
  96146. */
  96147. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96148. var _this = this;
  96149. if (!container.lensFlareSystems) {
  96150. return;
  96151. }
  96152. container.lensFlareSystems.forEach(function (o) {
  96153. _this.scene.addLensFlareSystem(o);
  96154. });
  96155. };
  96156. /**
  96157. * Removes all the elements in the container from the scene
  96158. * @param container contains the elements to remove
  96159. */
  96160. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96161. var _this = this;
  96162. if (!container.lensFlareSystems) {
  96163. return;
  96164. }
  96165. container.lensFlareSystems.forEach(function (o) {
  96166. _this.scene.removeLensFlareSystem(o);
  96167. });
  96168. };
  96169. /**
  96170. * Serializes the component data to the specified json object
  96171. * @param serializationObject The object to serialize to
  96172. */
  96173. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96174. // Lens flares
  96175. serializationObject.lensFlareSystems = [];
  96176. var lensFlareSystems = this.scene.lensFlareSystems;
  96177. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96178. var lensFlareSystem = lensFlareSystems_1[_i];
  96179. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96180. }
  96181. };
  96182. /**
  96183. * Disposes the component and the associated ressources.
  96184. */
  96185. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96186. var lensFlareSystems = this.scene.lensFlareSystems;
  96187. while (lensFlareSystems.length) {
  96188. lensFlareSystems[0].dispose();
  96189. }
  96190. };
  96191. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96192. // Lens flares
  96193. if (this.scene.lensFlaresEnabled) {
  96194. var lensFlareSystems = this.scene.lensFlareSystems;
  96195. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96196. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96197. var lensFlareSystem = lensFlareSystems_2[_i];
  96198. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96199. lensFlareSystem.render();
  96200. }
  96201. }
  96202. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96203. }
  96204. };
  96205. return LensFlareSystemSceneComponent;
  96206. }());
  96207. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96208. })(BABYLON || (BABYLON = {}));
  96209. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96210. var BABYLON;
  96211. (function (BABYLON) {
  96212. /**
  96213. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96214. * It is usually composed of several `BABYLON.lensFlare`.
  96215. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96216. */
  96217. var LensFlareSystem = /** @class */ (function () {
  96218. /**
  96219. * Instantiates a lens flare system.
  96220. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96221. * It is usually composed of several `BABYLON.lensFlare`.
  96222. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96223. * @param name Define the name of the lens flare system in the scene
  96224. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96225. * @param scene Define the scene the lens flare system belongs to
  96226. */
  96227. function LensFlareSystem(
  96228. /**
  96229. * Define the name of the lens flare system
  96230. */
  96231. name, emitter, scene) {
  96232. this.name = name;
  96233. /**
  96234. * List of lens flares used in this system.
  96235. */
  96236. this.lensFlares = new Array();
  96237. /**
  96238. * Define a limit from the border the lens flare can be visible.
  96239. */
  96240. this.borderLimit = 300;
  96241. /**
  96242. * Define a viewport border we do not want to see the lens flare in.
  96243. */
  96244. this.viewportBorder = 0;
  96245. /**
  96246. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96247. */
  96248. this.layerMask = 0x0FFFFFFF;
  96249. this._vertexBuffers = {};
  96250. this._isEnabled = true;
  96251. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96252. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96253. if (!component) {
  96254. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96255. scene._addComponent(component);
  96256. }
  96257. this._emitter = emitter;
  96258. this.id = name;
  96259. scene.lensFlareSystems.push(this);
  96260. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96261. var engine = scene.getEngine();
  96262. // VBO
  96263. var vertices = [];
  96264. vertices.push(1, 1);
  96265. vertices.push(-1, 1);
  96266. vertices.push(-1, -1);
  96267. vertices.push(1, -1);
  96268. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96269. // Indices
  96270. var indices = [];
  96271. indices.push(0);
  96272. indices.push(1);
  96273. indices.push(2);
  96274. indices.push(0);
  96275. indices.push(2);
  96276. indices.push(3);
  96277. this._indexBuffer = engine.createIndexBuffer(indices);
  96278. // Effects
  96279. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96280. }
  96281. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96282. /**
  96283. * Define if the lens flare system is enabled.
  96284. */
  96285. get: function () {
  96286. return this._isEnabled;
  96287. },
  96288. set: function (value) {
  96289. this._isEnabled = value;
  96290. },
  96291. enumerable: true,
  96292. configurable: true
  96293. });
  96294. /**
  96295. * Get the scene the effects belongs to.
  96296. * @returns the scene holding the lens flare system
  96297. */
  96298. LensFlareSystem.prototype.getScene = function () {
  96299. return this._scene;
  96300. };
  96301. /**
  96302. * Get the emitter of the lens flare system.
  96303. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96304. * @returns the emitter of the lens flare system
  96305. */
  96306. LensFlareSystem.prototype.getEmitter = function () {
  96307. return this._emitter;
  96308. };
  96309. /**
  96310. * Set the emitter of the lens flare system.
  96311. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96312. * @param newEmitter Define the new emitter of the system
  96313. */
  96314. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96315. this._emitter = newEmitter;
  96316. };
  96317. /**
  96318. * Get the lens flare system emitter position.
  96319. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96320. * @returns the position
  96321. */
  96322. LensFlareSystem.prototype.getEmitterPosition = function () {
  96323. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96324. };
  96325. /**
  96326. * @hidden
  96327. */
  96328. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96329. var position = this.getEmitterPosition();
  96330. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96331. this._positionX = position.x;
  96332. this._positionY = position.y;
  96333. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96334. if (this.viewportBorder > 0) {
  96335. globalViewport.x -= this.viewportBorder;
  96336. globalViewport.y -= this.viewportBorder;
  96337. globalViewport.width += this.viewportBorder * 2;
  96338. globalViewport.height += this.viewportBorder * 2;
  96339. position.x += this.viewportBorder;
  96340. position.y += this.viewportBorder;
  96341. this._positionX += this.viewportBorder;
  96342. this._positionY += this.viewportBorder;
  96343. }
  96344. if (position.z > 0) {
  96345. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96346. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96347. return true;
  96348. }
  96349. }
  96350. return true;
  96351. }
  96352. return false;
  96353. };
  96354. /** @hidden */
  96355. LensFlareSystem.prototype._isVisible = function () {
  96356. if (!this._isEnabled || !this._scene.activeCamera) {
  96357. return false;
  96358. }
  96359. var emitterPosition = this.getEmitterPosition();
  96360. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96361. var distance = direction.length();
  96362. direction.normalize();
  96363. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96364. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96365. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96366. };
  96367. /**
  96368. * @hidden
  96369. */
  96370. LensFlareSystem.prototype.render = function () {
  96371. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96372. return false;
  96373. }
  96374. var engine = this._scene.getEngine();
  96375. var viewport = this._scene.activeCamera.viewport;
  96376. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96377. // Position
  96378. if (!this.computeEffectivePosition(globalViewport)) {
  96379. return false;
  96380. }
  96381. // Visibility
  96382. if (!this._isVisible()) {
  96383. return false;
  96384. }
  96385. // Intensity
  96386. var awayX;
  96387. var awayY;
  96388. if (this._positionX < this.borderLimit + globalViewport.x) {
  96389. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96390. }
  96391. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96392. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96393. }
  96394. else {
  96395. awayX = 0;
  96396. }
  96397. if (this._positionY < this.borderLimit + globalViewport.y) {
  96398. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96399. }
  96400. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96401. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96402. }
  96403. else {
  96404. awayY = 0;
  96405. }
  96406. var away = (awayX > awayY) ? awayX : awayY;
  96407. away -= this.viewportBorder;
  96408. if (away > this.borderLimit) {
  96409. away = this.borderLimit;
  96410. }
  96411. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96412. if (intensity < 0) {
  96413. return false;
  96414. }
  96415. if (intensity > 1.0) {
  96416. intensity = 1.0;
  96417. }
  96418. if (this.viewportBorder > 0) {
  96419. globalViewport.x += this.viewportBorder;
  96420. globalViewport.y += this.viewportBorder;
  96421. globalViewport.width -= this.viewportBorder * 2;
  96422. globalViewport.height -= this.viewportBorder * 2;
  96423. this._positionX -= this.viewportBorder;
  96424. this._positionY -= this.viewportBorder;
  96425. }
  96426. // Position
  96427. var centerX = globalViewport.x + globalViewport.width / 2;
  96428. var centerY = globalViewport.y + globalViewport.height / 2;
  96429. var distX = centerX - this._positionX;
  96430. var distY = centerY - this._positionY;
  96431. // Effects
  96432. engine.enableEffect(this._effect);
  96433. engine.setState(false);
  96434. engine.setDepthBuffer(false);
  96435. // VBOs
  96436. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96437. // Flares
  96438. for (var index = 0; index < this.lensFlares.length; index++) {
  96439. var flare = this.lensFlares[index];
  96440. engine.setAlphaMode(flare.alphaMode);
  96441. var x = centerX - (distX * flare.position);
  96442. var y = centerY - (distY * flare.position);
  96443. var cw = flare.size;
  96444. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96445. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96446. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96447. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96448. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96449. // Texture
  96450. this._effect.setTexture("textureSampler", flare.texture);
  96451. // Color
  96452. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96453. // Draw order
  96454. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96455. }
  96456. engine.setDepthBuffer(true);
  96457. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96458. return true;
  96459. };
  96460. /**
  96461. * Dispose and release the lens flare with its associated resources.
  96462. */
  96463. LensFlareSystem.prototype.dispose = function () {
  96464. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96465. if (vertexBuffer) {
  96466. vertexBuffer.dispose();
  96467. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96468. }
  96469. if (this._indexBuffer) {
  96470. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96471. this._indexBuffer = null;
  96472. }
  96473. while (this.lensFlares.length) {
  96474. this.lensFlares[0].dispose();
  96475. }
  96476. // Remove from scene
  96477. var index = this._scene.lensFlareSystems.indexOf(this);
  96478. this._scene.lensFlareSystems.splice(index, 1);
  96479. };
  96480. /**
  96481. * Parse a lens flare system from a JSON repressentation
  96482. * @param parsedLensFlareSystem Define the JSON to parse
  96483. * @param scene Define the scene the parsed system should be instantiated in
  96484. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96485. * @returns the parsed system
  96486. */
  96487. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96488. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96489. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96490. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96491. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96492. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96493. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96494. var parsedFlare = parsedLensFlareSystem.flares[index];
  96495. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96496. }
  96497. return lensFlareSystem;
  96498. };
  96499. /**
  96500. * Serialize the current Lens Flare System into a JSON representation.
  96501. * @returns the serialized JSON
  96502. */
  96503. LensFlareSystem.prototype.serialize = function () {
  96504. var serializationObject = {};
  96505. serializationObject.id = this.id;
  96506. serializationObject.name = this.name;
  96507. serializationObject.emitterId = this.getEmitter().id;
  96508. serializationObject.borderLimit = this.borderLimit;
  96509. serializationObject.flares = [];
  96510. for (var index = 0; index < this.lensFlares.length; index++) {
  96511. var flare = this.lensFlares[index];
  96512. serializationObject.flares.push({
  96513. size: flare.size,
  96514. position: flare.position,
  96515. color: flare.color.asArray(),
  96516. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96517. });
  96518. }
  96519. return serializationObject;
  96520. };
  96521. return LensFlareSystem;
  96522. }());
  96523. BABYLON.LensFlareSystem = LensFlareSystem;
  96524. })(BABYLON || (BABYLON = {}));
  96525. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96526. var BABYLON;
  96527. (function (BABYLON) {
  96528. /**
  96529. * This is a holder class for the physics joint created by the physics plugin
  96530. * It holds a set of functions to control the underlying joint
  96531. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96532. */
  96533. var PhysicsJoint = /** @class */ (function () {
  96534. /**
  96535. * Initializes the physics joint
  96536. * @param type The type of the physics joint
  96537. * @param jointData The data for the physics joint
  96538. */
  96539. function PhysicsJoint(
  96540. /**
  96541. * The type of the physics joint
  96542. */
  96543. type,
  96544. /**
  96545. * The data for the physics joint
  96546. */
  96547. jointData) {
  96548. this.type = type;
  96549. this.jointData = jointData;
  96550. jointData.nativeParams = jointData.nativeParams || {};
  96551. }
  96552. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96553. /**
  96554. * Gets the physics joint
  96555. */
  96556. get: function () {
  96557. return this._physicsJoint;
  96558. },
  96559. /**
  96560. * Sets the physics joint
  96561. */
  96562. set: function (newJoint) {
  96563. if (this._physicsJoint) {
  96564. //remove from the wolrd
  96565. }
  96566. this._physicsJoint = newJoint;
  96567. },
  96568. enumerable: true,
  96569. configurable: true
  96570. });
  96571. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96572. /**
  96573. * Sets the physics plugin
  96574. */
  96575. set: function (physicsPlugin) {
  96576. this._physicsPlugin = physicsPlugin;
  96577. },
  96578. enumerable: true,
  96579. configurable: true
  96580. });
  96581. /**
  96582. * Execute a function that is physics-plugin specific.
  96583. * @param {Function} func the function that will be executed.
  96584. * It accepts two parameters: the physics world and the physics joint
  96585. */
  96586. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96587. func(this._physicsPlugin.world, this._physicsJoint);
  96588. };
  96589. //TODO check if the native joints are the same
  96590. //Joint Types
  96591. /**
  96592. * Distance-Joint type
  96593. */
  96594. PhysicsJoint.DistanceJoint = 0;
  96595. /**
  96596. * Hinge-Joint type
  96597. */
  96598. PhysicsJoint.HingeJoint = 1;
  96599. /**
  96600. * Ball-and-Socket joint type
  96601. */
  96602. PhysicsJoint.BallAndSocketJoint = 2;
  96603. /**
  96604. * Wheel-Joint type
  96605. */
  96606. PhysicsJoint.WheelJoint = 3;
  96607. /**
  96608. * Slider-Joint type
  96609. */
  96610. PhysicsJoint.SliderJoint = 4;
  96611. //OIMO
  96612. /**
  96613. * Prismatic-Joint type
  96614. */
  96615. PhysicsJoint.PrismaticJoint = 5;
  96616. //
  96617. /**
  96618. * Universal-Joint type
  96619. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96620. */
  96621. PhysicsJoint.UniversalJoint = 6;
  96622. /**
  96623. * Hinge-Joint 2 type
  96624. */
  96625. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96626. //Cannon
  96627. /**
  96628. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96629. */
  96630. PhysicsJoint.PointToPointJoint = 8;
  96631. //Cannon only at the moment
  96632. /**
  96633. * Spring-Joint type
  96634. */
  96635. PhysicsJoint.SpringJoint = 9;
  96636. /**
  96637. * Lock-Joint type
  96638. */
  96639. PhysicsJoint.LockJoint = 10;
  96640. return PhysicsJoint;
  96641. }());
  96642. BABYLON.PhysicsJoint = PhysicsJoint;
  96643. /**
  96644. * A class representing a physics distance joint
  96645. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96646. */
  96647. var DistanceJoint = /** @class */ (function (_super) {
  96648. __extends(DistanceJoint, _super);
  96649. /**
  96650. *
  96651. * @param jointData The data for the Distance-Joint
  96652. */
  96653. function DistanceJoint(jointData) {
  96654. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96655. }
  96656. /**
  96657. * Update the predefined distance.
  96658. * @param maxDistance The maximum preferred distance
  96659. * @param minDistance The minimum preferred distance
  96660. */
  96661. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96662. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96663. };
  96664. return DistanceJoint;
  96665. }(PhysicsJoint));
  96666. BABYLON.DistanceJoint = DistanceJoint;
  96667. /**
  96668. * Represents a Motor-Enabled Joint
  96669. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96670. */
  96671. var MotorEnabledJoint = /** @class */ (function (_super) {
  96672. __extends(MotorEnabledJoint, _super);
  96673. /**
  96674. * Initializes the Motor-Enabled Joint
  96675. * @param type The type of the joint
  96676. * @param jointData The physica joint data for the joint
  96677. */
  96678. function MotorEnabledJoint(type, jointData) {
  96679. return _super.call(this, type, jointData) || this;
  96680. }
  96681. /**
  96682. * Set the motor values.
  96683. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96684. * @param force the force to apply
  96685. * @param maxForce max force for this motor.
  96686. */
  96687. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96688. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96689. };
  96690. /**
  96691. * Set the motor's limits.
  96692. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96693. * @param upperLimit The upper limit of the motor
  96694. * @param lowerLimit The lower limit of the motor
  96695. */
  96696. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96697. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96698. };
  96699. return MotorEnabledJoint;
  96700. }(PhysicsJoint));
  96701. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96702. /**
  96703. * This class represents a single physics Hinge-Joint
  96704. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96705. */
  96706. var HingeJoint = /** @class */ (function (_super) {
  96707. __extends(HingeJoint, _super);
  96708. /**
  96709. * Initializes the Hinge-Joint
  96710. * @param jointData The joint data for the Hinge-Joint
  96711. */
  96712. function HingeJoint(jointData) {
  96713. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96714. }
  96715. /**
  96716. * Set the motor values.
  96717. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96718. * @param {number} force the force to apply
  96719. * @param {number} maxForce max force for this motor.
  96720. */
  96721. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96722. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96723. };
  96724. /**
  96725. * Set the motor's limits.
  96726. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96727. * @param upperLimit The upper limit of the motor
  96728. * @param lowerLimit The lower limit of the motor
  96729. */
  96730. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96731. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96732. };
  96733. return HingeJoint;
  96734. }(MotorEnabledJoint));
  96735. BABYLON.HingeJoint = HingeJoint;
  96736. /**
  96737. * This class represents a dual hinge physics joint (same as wheel joint)
  96738. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96739. */
  96740. var Hinge2Joint = /** @class */ (function (_super) {
  96741. __extends(Hinge2Joint, _super);
  96742. /**
  96743. * Initializes the Hinge2-Joint
  96744. * @param jointData The joint data for the Hinge2-Joint
  96745. */
  96746. function Hinge2Joint(jointData) {
  96747. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96748. }
  96749. /**
  96750. * Set the motor values.
  96751. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96752. * @param {number} force the force to apply
  96753. * @param {number} maxForce max force for this motor.
  96754. * @param {motorIndex} the motor's index, 0 or 1.
  96755. */
  96756. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96757. if (motorIndex === void 0) { motorIndex = 0; }
  96758. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96759. };
  96760. /**
  96761. * Set the motor limits.
  96762. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96763. * @param {number} upperLimit the upper limit
  96764. * @param {number} lowerLimit lower limit
  96765. * @param {motorIndex} the motor's index, 0 or 1.
  96766. */
  96767. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96768. if (motorIndex === void 0) { motorIndex = 0; }
  96769. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96770. };
  96771. return Hinge2Joint;
  96772. }(MotorEnabledJoint));
  96773. BABYLON.Hinge2Joint = Hinge2Joint;
  96774. })(BABYLON || (BABYLON = {}));
  96775. //# sourceMappingURL=babylon.physicsJoint.js.map
  96776. var BABYLON;
  96777. (function (BABYLON) {
  96778. /**
  96779. * Represents a physics imposter
  96780. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96781. */
  96782. var PhysicsImpostor = /** @class */ (function () {
  96783. /**
  96784. * Initializes the physics imposter
  96785. * @param object The physics-enabled object used as the physics imposter
  96786. * @param type The type of the physics imposter
  96787. * @param _options The options for the physics imposter
  96788. * @param _scene The Babylon scene
  96789. */
  96790. function PhysicsImpostor(
  96791. /**
  96792. * The physics-enabled object used as the physics imposter
  96793. */
  96794. object,
  96795. /**
  96796. * The type of the physics imposter
  96797. */
  96798. type, _options, _scene) {
  96799. if (_options === void 0) { _options = { mass: 0 }; }
  96800. var _this = this;
  96801. this.object = object;
  96802. this.type = type;
  96803. this._options = _options;
  96804. this._scene = _scene;
  96805. this._bodyUpdateRequired = false;
  96806. this._onBeforePhysicsStepCallbacks = new Array();
  96807. this._onAfterPhysicsStepCallbacks = new Array();
  96808. this._onPhysicsCollideCallbacks = [];
  96809. this._deltaPosition = BABYLON.Vector3.Zero();
  96810. this._isDisposed = false;
  96811. //temp variables for parent rotation calculations
  96812. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96813. this._tmpQuat = new BABYLON.Quaternion();
  96814. this._tmpQuat2 = new BABYLON.Quaternion();
  96815. /**
  96816. * this function is executed by the physics engine.
  96817. */
  96818. this.beforeStep = function () {
  96819. if (!_this._physicsEngine) {
  96820. return;
  96821. }
  96822. _this.object.translate(_this._deltaPosition, -1);
  96823. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96824. _this.object.computeWorldMatrix(false);
  96825. if (_this.object.parent && _this.object.rotationQuaternion) {
  96826. _this.getParentsRotation();
  96827. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96828. }
  96829. else {
  96830. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96831. }
  96832. if (!_this._options.disableBidirectionalTransformation) {
  96833. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96834. }
  96835. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96836. func(_this);
  96837. });
  96838. };
  96839. /**
  96840. * this function is executed by the physics engine
  96841. */
  96842. this.afterStep = function () {
  96843. if (!_this._physicsEngine) {
  96844. return;
  96845. }
  96846. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96847. func(_this);
  96848. });
  96849. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96850. // object has now its world rotation. needs to be converted to local.
  96851. if (_this.object.parent && _this.object.rotationQuaternion) {
  96852. _this.getParentsRotation();
  96853. _this._tmpQuat.conjugateInPlace();
  96854. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96855. }
  96856. // take the position set and make it the absolute position of this object.
  96857. _this.object.setAbsolutePosition(_this.object.position);
  96858. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96859. _this.object.translate(_this._deltaPosition, 1);
  96860. };
  96861. /**
  96862. * Legacy collision detection event support
  96863. */
  96864. this.onCollideEvent = null;
  96865. /**
  96866. * event and body object due to cannon's event-based architecture.
  96867. */
  96868. this.onCollide = function (e) {
  96869. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96870. return;
  96871. }
  96872. if (!_this._physicsEngine) {
  96873. return;
  96874. }
  96875. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96876. if (otherImpostor) {
  96877. // Legacy collision detection event support
  96878. if (_this.onCollideEvent) {
  96879. _this.onCollideEvent(_this, otherImpostor);
  96880. }
  96881. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96882. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96883. }).forEach(function (obj) {
  96884. obj.callback(_this, otherImpostor);
  96885. });
  96886. }
  96887. };
  96888. //sanity check!
  96889. if (!this.object) {
  96890. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96891. return;
  96892. }
  96893. // Legacy support for old syntax.
  96894. if (!this._scene && object.getScene) {
  96895. this._scene = object.getScene();
  96896. }
  96897. if (!this._scene) {
  96898. return;
  96899. }
  96900. this._physicsEngine = this._scene.getPhysicsEngine();
  96901. if (!this._physicsEngine) {
  96902. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96903. }
  96904. else {
  96905. //set the object's quaternion, if not set
  96906. if (!this.object.rotationQuaternion) {
  96907. if (this.object.rotation) {
  96908. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96909. }
  96910. else {
  96911. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96912. }
  96913. }
  96914. //default options params
  96915. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96916. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96917. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96918. this._joints = [];
  96919. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96920. if (!this.object.parent || this._options.ignoreParent) {
  96921. this._init();
  96922. }
  96923. else if (this.object.parent.physicsImpostor) {
  96924. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96925. }
  96926. }
  96927. }
  96928. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96929. /**
  96930. * Specifies if the physics imposter is disposed
  96931. */
  96932. get: function () {
  96933. return this._isDisposed;
  96934. },
  96935. enumerable: true,
  96936. configurable: true
  96937. });
  96938. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96939. /**
  96940. * Gets the mass of the physics imposter
  96941. */
  96942. get: function () {
  96943. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96944. },
  96945. set: function (value) {
  96946. this.setMass(value);
  96947. },
  96948. enumerable: true,
  96949. configurable: true
  96950. });
  96951. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96952. /**
  96953. * Gets the coefficient of friction
  96954. */
  96955. get: function () {
  96956. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96957. },
  96958. /**
  96959. * Sets the coefficient of friction
  96960. */
  96961. set: function (value) {
  96962. if (!this._physicsEngine) {
  96963. return;
  96964. }
  96965. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96966. },
  96967. enumerable: true,
  96968. configurable: true
  96969. });
  96970. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96971. /**
  96972. * Gets the coefficient of restitution
  96973. */
  96974. get: function () {
  96975. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96976. },
  96977. /**
  96978. * Sets the coefficient of restitution
  96979. */
  96980. set: function (value) {
  96981. if (!this._physicsEngine) {
  96982. return;
  96983. }
  96984. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96985. },
  96986. enumerable: true,
  96987. configurable: true
  96988. });
  96989. /**
  96990. * This function will completly initialize this impostor.
  96991. * It will create a new body - but only if this mesh has no parent.
  96992. * If it has, this impostor will not be used other than to define the impostor
  96993. * of the child mesh.
  96994. * @hidden
  96995. */
  96996. PhysicsImpostor.prototype._init = function () {
  96997. if (!this._physicsEngine) {
  96998. return;
  96999. }
  97000. this._physicsEngine.removeImpostor(this);
  97001. this.physicsBody = null;
  97002. this._parent = this._parent || this._getPhysicsParent();
  97003. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97004. this._physicsEngine.addImpostor(this);
  97005. }
  97006. };
  97007. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97008. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97009. var parentMesh = this.object.parent;
  97010. return parentMesh.physicsImpostor;
  97011. }
  97012. return null;
  97013. };
  97014. /**
  97015. * Should a new body be generated.
  97016. * @returns boolean specifying if body initialization is required
  97017. */
  97018. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97019. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97020. };
  97021. /**
  97022. * Sets the updated scaling
  97023. * @param updated Specifies if the scaling is updated
  97024. */
  97025. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97026. this.forceUpdate();
  97027. };
  97028. /**
  97029. * Force a regeneration of this or the parent's impostor's body.
  97030. * Use under cautious - This will remove all joints already implemented.
  97031. */
  97032. PhysicsImpostor.prototype.forceUpdate = function () {
  97033. this._init();
  97034. if (this.parent && !this._options.ignoreParent) {
  97035. this.parent.forceUpdate();
  97036. }
  97037. };
  97038. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97039. /*public get mesh(): AbstractMesh {
  97040. return this._mesh;
  97041. }*/
  97042. /**
  97043. * Gets the body that holds this impostor. Either its own, or its parent.
  97044. */
  97045. get: function () {
  97046. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97047. },
  97048. /**
  97049. * Set the physics body. Used mainly by the physics engine/plugin
  97050. */
  97051. set: function (physicsBody) {
  97052. if (this._physicsBody && this._physicsEngine) {
  97053. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97054. }
  97055. this._physicsBody = physicsBody;
  97056. this.resetUpdateFlags();
  97057. },
  97058. enumerable: true,
  97059. configurable: true
  97060. });
  97061. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97062. /**
  97063. * Get the parent of the physics imposter
  97064. * @returns Physics imposter or null
  97065. */
  97066. get: function () {
  97067. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97068. },
  97069. /**
  97070. * Sets the parent of the physics imposter
  97071. */
  97072. set: function (value) {
  97073. this._parent = value;
  97074. },
  97075. enumerable: true,
  97076. configurable: true
  97077. });
  97078. /**
  97079. * Resets the update flags
  97080. */
  97081. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97082. this._bodyUpdateRequired = false;
  97083. };
  97084. /**
  97085. * Gets the object extend size
  97086. * @returns the object extend size
  97087. */
  97088. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97089. if (this.object.getBoundingInfo) {
  97090. var q = this.object.rotationQuaternion;
  97091. //reset rotation
  97092. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97093. //calculate the world matrix with no rotation
  97094. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97095. var boundingInfo = this.object.getBoundingInfo();
  97096. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97097. //bring back the rotation
  97098. this.object.rotationQuaternion = q;
  97099. //calculate the world matrix with the new rotation
  97100. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97101. return size;
  97102. }
  97103. else {
  97104. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97105. }
  97106. };
  97107. /**
  97108. * Gets the object center
  97109. * @returns The object center
  97110. */
  97111. PhysicsImpostor.prototype.getObjectCenter = function () {
  97112. if (this.object.getBoundingInfo) {
  97113. var boundingInfo = this.object.getBoundingInfo();
  97114. return boundingInfo.boundingBox.centerWorld;
  97115. }
  97116. else {
  97117. return this.object.position;
  97118. }
  97119. };
  97120. /**
  97121. * Get a specific parametes from the options parameter
  97122. * @param paramName The object parameter name
  97123. * @returns The object parameter
  97124. */
  97125. PhysicsImpostor.prototype.getParam = function (paramName) {
  97126. return this._options[paramName];
  97127. };
  97128. /**
  97129. * Sets a specific parameter in the options given to the physics plugin
  97130. * @param paramName The parameter name
  97131. * @param value The value of the parameter
  97132. */
  97133. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97134. this._options[paramName] = value;
  97135. this._bodyUpdateRequired = true;
  97136. };
  97137. /**
  97138. * Specifically change the body's mass option. Won't recreate the physics body object
  97139. * @param mass The mass of the physics imposter
  97140. */
  97141. PhysicsImpostor.prototype.setMass = function (mass) {
  97142. if (this.getParam("mass") !== mass) {
  97143. this.setParam("mass", mass);
  97144. }
  97145. if (this._physicsEngine) {
  97146. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97147. }
  97148. };
  97149. /**
  97150. * Gets the linear velocity
  97151. * @returns linear velocity or null
  97152. */
  97153. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97154. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97155. };
  97156. /**
  97157. * Sets the linear velocity
  97158. * @param velocity linear velocity or null
  97159. */
  97160. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97161. if (this._physicsEngine) {
  97162. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97163. }
  97164. };
  97165. /**
  97166. * Gets the angular velocity
  97167. * @returns angular velocity or null
  97168. */
  97169. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97170. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97171. };
  97172. /**
  97173. * Sets the angular velocity
  97174. * @param velocity The velocity or null
  97175. */
  97176. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97177. if (this._physicsEngine) {
  97178. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97179. }
  97180. };
  97181. /**
  97182. * Execute a function with the physics plugin native code
  97183. * Provide a function the will have two variables - the world object and the physics body object
  97184. * @param func The function to execute with the physics plugin native code
  97185. */
  97186. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97187. if (this._physicsEngine) {
  97188. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97189. }
  97190. };
  97191. /**
  97192. * Register a function that will be executed before the physics world is stepping forward
  97193. * @param func The function to execute before the physics world is stepped forward
  97194. */
  97195. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97196. this._onBeforePhysicsStepCallbacks.push(func);
  97197. };
  97198. /**
  97199. * Unregister a function that will be executed before the physics world is stepping forward
  97200. * @param func The function to execute before the physics world is stepped forward
  97201. */
  97202. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97203. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97204. if (index > -1) {
  97205. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97206. }
  97207. else {
  97208. BABYLON.Tools.Warn("Function to remove was not found");
  97209. }
  97210. };
  97211. /**
  97212. * Register a function that will be executed after the physics step
  97213. * @param func The function to execute after physics step
  97214. */
  97215. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97216. this._onAfterPhysicsStepCallbacks.push(func);
  97217. };
  97218. /**
  97219. * Unregisters a function that will be executed after the physics step
  97220. * @param func The function to execute after physics step
  97221. */
  97222. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97223. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97224. if (index > -1) {
  97225. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97226. }
  97227. else {
  97228. BABYLON.Tools.Warn("Function to remove was not found");
  97229. }
  97230. };
  97231. /**
  97232. * register a function that will be executed when this impostor collides against a different body
  97233. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97234. * @param func Callback that is executed on collision
  97235. */
  97236. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97237. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97238. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97239. };
  97240. /**
  97241. * Unregisters the physics imposter on contact
  97242. * @param collideAgainst The physics object to collide against
  97243. * @param func Callback to execute on collision
  97244. */
  97245. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97246. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97247. var index = -1;
  97248. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97249. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97250. // chcek the arrays match
  97251. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97252. return collidedAgainstList.indexOf(impostor) > -1;
  97253. });
  97254. if (sameList) {
  97255. index = idx;
  97256. }
  97257. return sameList;
  97258. }
  97259. return false;
  97260. });
  97261. if (found) {
  97262. this._onPhysicsCollideCallbacks.splice(index, 1);
  97263. }
  97264. else {
  97265. BABYLON.Tools.Warn("Function to remove was not found");
  97266. }
  97267. };
  97268. /**
  97269. * Get the parent rotation
  97270. * @returns The parent rotation
  97271. */
  97272. PhysicsImpostor.prototype.getParentsRotation = function () {
  97273. var parent = this.object.parent;
  97274. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97275. while (parent) {
  97276. if (parent.rotationQuaternion) {
  97277. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97278. }
  97279. else {
  97280. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97281. }
  97282. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97283. parent = parent.parent;
  97284. }
  97285. return this._tmpQuat;
  97286. };
  97287. /**
  97288. * Apply a force
  97289. * @param force The force to apply
  97290. * @param contactPoint The contact point for the force
  97291. * @returns The physics imposter
  97292. */
  97293. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97294. if (this._physicsEngine) {
  97295. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97296. }
  97297. return this;
  97298. };
  97299. /**
  97300. * Apply an impulse
  97301. * @param force The impulse force
  97302. * @param contactPoint The contact point for the impulse force
  97303. * @returns The physics imposter
  97304. */
  97305. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97306. if (this._physicsEngine) {
  97307. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97308. }
  97309. return this;
  97310. };
  97311. /**
  97312. * A help function to create a joint
  97313. * @param otherImpostor A physics imposter used to create a joint
  97314. * @param jointType The type of joint
  97315. * @param jointData The data for the joint
  97316. * @returns The physics imposter
  97317. */
  97318. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97319. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97320. this.addJoint(otherImpostor, joint);
  97321. return this;
  97322. };
  97323. /**
  97324. * Add a joint to this impostor with a different impostor
  97325. * @param otherImpostor A physics imposter used to add a joint
  97326. * @param joint The joint to add
  97327. * @returns The physics imposter
  97328. */
  97329. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97330. this._joints.push({
  97331. otherImpostor: otherImpostor,
  97332. joint: joint
  97333. });
  97334. if (this._physicsEngine) {
  97335. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97336. }
  97337. return this;
  97338. };
  97339. /**
  97340. * Will keep this body still, in a sleep mode.
  97341. * @returns the physics imposter
  97342. */
  97343. PhysicsImpostor.prototype.sleep = function () {
  97344. if (this._physicsEngine) {
  97345. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97346. }
  97347. return this;
  97348. };
  97349. /**
  97350. * Wake the body up.
  97351. * @returns The physics imposter
  97352. */
  97353. PhysicsImpostor.prototype.wakeUp = function () {
  97354. if (this._physicsEngine) {
  97355. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97356. }
  97357. return this;
  97358. };
  97359. /**
  97360. * Clones the physics imposter
  97361. * @param newObject The physics imposter clones to this physics-enabled object
  97362. * @returns A nullable physics imposter
  97363. */
  97364. PhysicsImpostor.prototype.clone = function (newObject) {
  97365. if (!newObject) {
  97366. return null;
  97367. }
  97368. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97369. };
  97370. /**
  97371. * Disposes the physics imposter
  97372. */
  97373. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97374. var _this = this;
  97375. //no dispose if no physics engine is available.
  97376. if (!this._physicsEngine) {
  97377. return;
  97378. }
  97379. this._joints.forEach(function (j) {
  97380. if (_this._physicsEngine) {
  97381. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97382. }
  97383. });
  97384. //dispose the physics body
  97385. this._physicsEngine.removeImpostor(this);
  97386. if (this.parent) {
  97387. this.parent.forceUpdate();
  97388. }
  97389. else {
  97390. /*this._object.getChildMeshes().forEach(function(mesh) {
  97391. if (mesh.physicsImpostor) {
  97392. if (disposeChildren) {
  97393. mesh.physicsImpostor.dispose();
  97394. mesh.physicsImpostor = null;
  97395. }
  97396. }
  97397. })*/
  97398. }
  97399. this._isDisposed = true;
  97400. };
  97401. /**
  97402. * Sets the delta position
  97403. * @param position The delta position amount
  97404. */
  97405. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97406. this._deltaPosition.copyFrom(position);
  97407. };
  97408. /**
  97409. * Sets the delta rotation
  97410. * @param rotation The delta rotation amount
  97411. */
  97412. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97413. if (!this._deltaRotation) {
  97414. this._deltaRotation = new BABYLON.Quaternion();
  97415. }
  97416. this._deltaRotation.copyFrom(rotation);
  97417. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97418. };
  97419. /**
  97420. * Gets the box size of the physics imposter and stores the result in the input parameter
  97421. * @param result Stores the box size
  97422. * @returns The physics imposter
  97423. */
  97424. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97425. if (this._physicsEngine) {
  97426. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97427. }
  97428. return this;
  97429. };
  97430. /**
  97431. * Gets the radius of the physics imposter
  97432. * @returns Radius of the physics imposter
  97433. */
  97434. PhysicsImpostor.prototype.getRadius = function () {
  97435. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97436. };
  97437. /**
  97438. * Sync a bone with this impostor
  97439. * @param bone The bone to sync to the impostor.
  97440. * @param boneMesh The mesh that the bone is influencing.
  97441. * @param jointPivot The pivot of the joint / bone in local space.
  97442. * @param distToJoint Optional distance from the impostor to the joint.
  97443. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97444. */
  97445. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97446. var tempVec = PhysicsImpostor._tmpVecs[0];
  97447. var mesh = this.object;
  97448. if (mesh.rotationQuaternion) {
  97449. if (adjustRotation) {
  97450. var tempQuat = PhysicsImpostor._tmpQuat;
  97451. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97452. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97453. }
  97454. else {
  97455. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97456. }
  97457. }
  97458. tempVec.x = 0;
  97459. tempVec.y = 0;
  97460. tempVec.z = 0;
  97461. if (jointPivot) {
  97462. tempVec.x = jointPivot.x;
  97463. tempVec.y = jointPivot.y;
  97464. tempVec.z = jointPivot.z;
  97465. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97466. if (distToJoint === undefined || distToJoint === null) {
  97467. distToJoint = jointPivot.length();
  97468. }
  97469. tempVec.x *= distToJoint;
  97470. tempVec.y *= distToJoint;
  97471. tempVec.z *= distToJoint;
  97472. }
  97473. if (bone.getParent()) {
  97474. tempVec.addInPlace(mesh.getAbsolutePosition());
  97475. bone.setAbsolutePosition(tempVec, boneMesh);
  97476. }
  97477. else {
  97478. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97479. boneMesh.position.x -= tempVec.x;
  97480. boneMesh.position.y -= tempVec.y;
  97481. boneMesh.position.z -= tempVec.z;
  97482. }
  97483. };
  97484. /**
  97485. * Sync impostor to a bone
  97486. * @param bone The bone that the impostor will be synced to.
  97487. * @param boneMesh The mesh that the bone is influencing.
  97488. * @param jointPivot The pivot of the joint / bone in local space.
  97489. * @param distToJoint Optional distance from the impostor to the joint.
  97490. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97491. * @param boneAxis Optional vector3 axis the bone is aligned with
  97492. */
  97493. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97494. var mesh = this.object;
  97495. if (mesh.rotationQuaternion) {
  97496. if (adjustRotation) {
  97497. var tempQuat = PhysicsImpostor._tmpQuat;
  97498. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97499. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97500. }
  97501. else {
  97502. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97503. }
  97504. }
  97505. var pos = PhysicsImpostor._tmpVecs[0];
  97506. var boneDir = PhysicsImpostor._tmpVecs[1];
  97507. if (!boneAxis) {
  97508. boneAxis = PhysicsImpostor._tmpVecs[2];
  97509. boneAxis.x = 0;
  97510. boneAxis.y = 1;
  97511. boneAxis.z = 0;
  97512. }
  97513. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97514. bone.getAbsolutePositionToRef(boneMesh, pos);
  97515. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97516. distToJoint = jointPivot.length();
  97517. }
  97518. if (distToJoint !== undefined && distToJoint !== null) {
  97519. pos.x += boneDir.x * distToJoint;
  97520. pos.y += boneDir.y * distToJoint;
  97521. pos.z += boneDir.z * distToJoint;
  97522. }
  97523. mesh.setAbsolutePosition(pos);
  97524. };
  97525. /**
  97526. * The default object size of the imposter
  97527. */
  97528. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97529. /**
  97530. * The identity quaternion of the imposter
  97531. */
  97532. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97533. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97534. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97535. //Impostor types
  97536. /**
  97537. * No-Imposter type
  97538. */
  97539. PhysicsImpostor.NoImpostor = 0;
  97540. /**
  97541. * Sphere-Imposter type
  97542. */
  97543. PhysicsImpostor.SphereImpostor = 1;
  97544. /**
  97545. * Box-Imposter type
  97546. */
  97547. PhysicsImpostor.BoxImpostor = 2;
  97548. /**
  97549. * Plane-Imposter type
  97550. */
  97551. PhysicsImpostor.PlaneImpostor = 3;
  97552. /**
  97553. * Mesh-imposter type
  97554. */
  97555. PhysicsImpostor.MeshImpostor = 4;
  97556. /**
  97557. * Cylinder-Imposter type
  97558. */
  97559. PhysicsImpostor.CylinderImpostor = 7;
  97560. /**
  97561. * Particle-Imposter type
  97562. */
  97563. PhysicsImpostor.ParticleImpostor = 8;
  97564. /**
  97565. * Heightmap-Imposter type
  97566. */
  97567. PhysicsImpostor.HeightmapImpostor = 9;
  97568. return PhysicsImpostor;
  97569. }());
  97570. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97571. })(BABYLON || (BABYLON = {}));
  97572. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97573. var BABYLON;
  97574. (function (BABYLON) {
  97575. /**
  97576. * Class used to control physics engine
  97577. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97578. */
  97579. var PhysicsEngine = /** @class */ (function () {
  97580. /**
  97581. * Creates a new Physics Engine
  97582. * @param gravity defines the gravity vector used by the simulation
  97583. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97584. */
  97585. function PhysicsEngine(gravity, _physicsPlugin) {
  97586. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97587. this._physicsPlugin = _physicsPlugin;
  97588. this._impostors = [];
  97589. this._joints = [];
  97590. if (!this._physicsPlugin.isSupported()) {
  97591. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97592. + "Please make sure it is included.");
  97593. }
  97594. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97595. this.setGravity(gravity);
  97596. this.setTimeStep();
  97597. }
  97598. /**
  97599. * Sets the gravity vector used by the simulation
  97600. * @param gravity defines the gravity vector to use
  97601. */
  97602. PhysicsEngine.prototype.setGravity = function (gravity) {
  97603. this.gravity = gravity;
  97604. this._physicsPlugin.setGravity(this.gravity);
  97605. };
  97606. /**
  97607. * Set the time step of the physics engine.
  97608. * Default is 1/60.
  97609. * To slow it down, enter 1/600 for example.
  97610. * To speed it up, 1/30
  97611. * @param newTimeStep defines the new timestep to apply to this world.
  97612. */
  97613. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97614. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97615. this._physicsPlugin.setTimeStep(newTimeStep);
  97616. };
  97617. /**
  97618. * Get the time step of the physics engine.
  97619. * @returns the current time step
  97620. */
  97621. PhysicsEngine.prototype.getTimeStep = function () {
  97622. return this._physicsPlugin.getTimeStep();
  97623. };
  97624. /**
  97625. * Release all resources
  97626. */
  97627. PhysicsEngine.prototype.dispose = function () {
  97628. this._impostors.forEach(function (impostor) {
  97629. impostor.dispose();
  97630. });
  97631. this._physicsPlugin.dispose();
  97632. };
  97633. /**
  97634. * Gets the name of the current physics plugin
  97635. * @returns the name of the plugin
  97636. */
  97637. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97638. return this._physicsPlugin.name;
  97639. };
  97640. /**
  97641. * Adding a new impostor for the impostor tracking.
  97642. * This will be done by the impostor itself.
  97643. * @param impostor the impostor to add
  97644. */
  97645. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97646. impostor.uniqueId = this._impostors.push(impostor);
  97647. //if no parent, generate the body
  97648. if (!impostor.parent) {
  97649. this._physicsPlugin.generatePhysicsBody(impostor);
  97650. }
  97651. };
  97652. /**
  97653. * Remove an impostor from the engine.
  97654. * This impostor and its mesh will not longer be updated by the physics engine.
  97655. * @param impostor the impostor to remove
  97656. */
  97657. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97658. var index = this._impostors.indexOf(impostor);
  97659. if (index > -1) {
  97660. var removed = this._impostors.splice(index, 1);
  97661. //Is it needed?
  97662. if (removed.length) {
  97663. //this will also remove it from the world.
  97664. removed[0].physicsBody = null;
  97665. }
  97666. }
  97667. };
  97668. /**
  97669. * Add a joint to the physics engine
  97670. * @param mainImpostor defines the main impostor to which the joint is added.
  97671. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97672. * @param joint defines the joint that will connect both impostors.
  97673. */
  97674. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97675. var impostorJoint = {
  97676. mainImpostor: mainImpostor,
  97677. connectedImpostor: connectedImpostor,
  97678. joint: joint
  97679. };
  97680. joint.physicsPlugin = this._physicsPlugin;
  97681. this._joints.push(impostorJoint);
  97682. this._physicsPlugin.generateJoint(impostorJoint);
  97683. };
  97684. /**
  97685. * Removes a joint from the simulation
  97686. * @param mainImpostor defines the impostor used with the joint
  97687. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97688. * @param joint defines the joint to remove
  97689. */
  97690. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97691. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97692. return (impostorJoint.connectedImpostor === connectedImpostor
  97693. && impostorJoint.joint === joint
  97694. && impostorJoint.mainImpostor === mainImpostor);
  97695. });
  97696. if (matchingJoints.length) {
  97697. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97698. //TODO remove it from the list as well
  97699. }
  97700. };
  97701. /**
  97702. * Called by the scene. No need to call it.
  97703. * @param delta defines the timespam between frames
  97704. */
  97705. PhysicsEngine.prototype._step = function (delta) {
  97706. var _this = this;
  97707. //check if any mesh has no body / requires an update
  97708. this._impostors.forEach(function (impostor) {
  97709. if (impostor.isBodyInitRequired()) {
  97710. _this._physicsPlugin.generatePhysicsBody(impostor);
  97711. }
  97712. });
  97713. if (delta > 0.1) {
  97714. delta = 0.1;
  97715. }
  97716. else if (delta <= 0) {
  97717. delta = 1.0 / 60.0;
  97718. }
  97719. this._physicsPlugin.executeStep(delta, this._impostors);
  97720. };
  97721. /**
  97722. * Gets the current plugin used to run the simulation
  97723. * @returns current plugin
  97724. */
  97725. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97726. return this._physicsPlugin;
  97727. };
  97728. /**
  97729. * Gets the list of physic impostors
  97730. * @returns an array of PhysicsImpostor
  97731. */
  97732. PhysicsEngine.prototype.getImpostors = function () {
  97733. return this._impostors;
  97734. };
  97735. /**
  97736. * Gets the impostor for a physics enabled object
  97737. * @param object defines the object impersonated by the impostor
  97738. * @returns the PhysicsImpostor or null if not found
  97739. */
  97740. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97741. for (var i = 0; i < this._impostors.length; ++i) {
  97742. if (this._impostors[i].object === object) {
  97743. return this._impostors[i];
  97744. }
  97745. }
  97746. return null;
  97747. };
  97748. /**
  97749. * Gets the impostor for a physics body object
  97750. * @param body defines physics body used by the impostor
  97751. * @returns the PhysicsImpostor or null if not found
  97752. */
  97753. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97754. for (var i = 0; i < this._impostors.length; ++i) {
  97755. if (this._impostors[i].physicsBody === body) {
  97756. return this._impostors[i];
  97757. }
  97758. }
  97759. return null;
  97760. };
  97761. /**
  97762. * Global value used to control the smallest number supported by the simulation
  97763. */
  97764. PhysicsEngine.Epsilon = 0.001;
  97765. return PhysicsEngine;
  97766. }());
  97767. BABYLON.PhysicsEngine = PhysicsEngine;
  97768. })(BABYLON || (BABYLON = {}));
  97769. //# sourceMappingURL=babylon.physicsEngine.js.map
  97770. var BABYLON;
  97771. (function (BABYLON) {
  97772. /**
  97773. * A helper for physics simulations
  97774. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97775. */
  97776. var PhysicsHelper = /** @class */ (function () {
  97777. /**
  97778. * Initializes the Physics helper
  97779. * @param scene Babylon.js scene
  97780. */
  97781. function PhysicsHelper(scene) {
  97782. this._scene = scene;
  97783. this._physicsEngine = this._scene.getPhysicsEngine();
  97784. if (!this._physicsEngine) {
  97785. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97786. }
  97787. }
  97788. /**
  97789. * Applies a radial explosion impulse
  97790. * @param origin the origin of the explosion
  97791. * @param radius the explosion radius
  97792. * @param strength the explosion strength
  97793. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97794. * @returns A physics radial explosion event, or null
  97795. */
  97796. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97797. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97798. if (!this._physicsEngine) {
  97799. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97800. return null;
  97801. }
  97802. var impostors = this._physicsEngine.getImpostors();
  97803. if (impostors.length === 0) {
  97804. return null;
  97805. }
  97806. var event = new PhysicsRadialExplosionEvent(this._scene);
  97807. impostors.forEach(function (impostor) {
  97808. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97809. if (!impostorForceAndContactPoint) {
  97810. return;
  97811. }
  97812. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97813. });
  97814. event.dispose(false);
  97815. return event;
  97816. };
  97817. /**
  97818. * Applies a radial explosion force
  97819. * @param origin the origin of the explosion
  97820. * @param radius the explosion radius
  97821. * @param strength the explosion strength
  97822. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97823. * @returns A physics radial explosion event, or null
  97824. */
  97825. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97826. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97827. if (!this._physicsEngine) {
  97828. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97829. return null;
  97830. }
  97831. var impostors = this._physicsEngine.getImpostors();
  97832. if (impostors.length === 0) {
  97833. return null;
  97834. }
  97835. var event = new PhysicsRadialExplosionEvent(this._scene);
  97836. impostors.forEach(function (impostor) {
  97837. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97838. if (!impostorForceAndContactPoint) {
  97839. return;
  97840. }
  97841. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97842. });
  97843. event.dispose(false);
  97844. return event;
  97845. };
  97846. /**
  97847. * Creates a gravitational field
  97848. * @param origin the origin of the explosion
  97849. * @param radius the explosion radius
  97850. * @param strength the explosion strength
  97851. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97852. * @returns A physics gravitational field event, or null
  97853. */
  97854. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97855. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97856. if (!this._physicsEngine) {
  97857. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97858. return null;
  97859. }
  97860. var impostors = this._physicsEngine.getImpostors();
  97861. if (impostors.length === 0) {
  97862. return null;
  97863. }
  97864. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97865. event.dispose(false);
  97866. return event;
  97867. };
  97868. /**
  97869. * Creates a physics updraft event
  97870. * @param origin the origin of the updraft
  97871. * @param radius the radius of the updraft
  97872. * @param strength the strength of the updraft
  97873. * @param height the height of the updraft
  97874. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97875. * @returns A physics updraft event, or null
  97876. */
  97877. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97878. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97879. if (!this._physicsEngine) {
  97880. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97881. return null;
  97882. }
  97883. if (this._physicsEngine.getImpostors().length === 0) {
  97884. return null;
  97885. }
  97886. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97887. event.dispose(false);
  97888. return event;
  97889. };
  97890. /**
  97891. * Creates a physics vortex event
  97892. * @param origin the of the vortex
  97893. * @param radius the radius of the vortex
  97894. * @param strength the strength of the vortex
  97895. * @param height the height of the vortex
  97896. * @returns a Physics vortex event, or null
  97897. * A physics vortex event or null
  97898. */
  97899. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97900. if (!this._physicsEngine) {
  97901. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97902. return null;
  97903. }
  97904. if (this._physicsEngine.getImpostors().length === 0) {
  97905. return null;
  97906. }
  97907. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97908. event.dispose(false);
  97909. return event;
  97910. };
  97911. return PhysicsHelper;
  97912. }());
  97913. BABYLON.PhysicsHelper = PhysicsHelper;
  97914. /**
  97915. * Represents a physics radial explosion event
  97916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97917. */
  97918. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97919. /**
  97920. * Initializes a radial explosioin event
  97921. * @param scene BabylonJS scene
  97922. */
  97923. function PhysicsRadialExplosionEvent(scene) {
  97924. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97925. this._rays = [];
  97926. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97927. this._scene = scene;
  97928. }
  97929. /**
  97930. * Returns the data related to the radial explosion event (sphere & rays).
  97931. * @returns The radial explosion event data
  97932. */
  97933. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97934. this._dataFetched = true;
  97935. return {
  97936. sphere: this._sphere,
  97937. rays: this._rays,
  97938. };
  97939. };
  97940. /**
  97941. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97942. * @param impostor A physics imposter
  97943. * @param origin the origin of the explosion
  97944. * @param radius the explosion radius
  97945. * @param strength the explosion strength
  97946. * @param falloff possible options: Constant & Linear
  97947. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97948. */
  97949. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97950. if (impostor.mass === 0) {
  97951. return null;
  97952. }
  97953. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97954. return null;
  97955. }
  97956. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97957. return null;
  97958. }
  97959. var impostorObjectCenter = impostor.getObjectCenter();
  97960. var direction = impostorObjectCenter.subtract(origin);
  97961. var ray = new BABYLON.Ray(origin, direction, radius);
  97962. this._rays.push(ray);
  97963. var hit = ray.intersectsMesh(impostor.object);
  97964. var contactPoint = hit.pickedPoint;
  97965. if (!contactPoint) {
  97966. return null;
  97967. }
  97968. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97969. if (distanceFromOrigin > radius) {
  97970. return null;
  97971. }
  97972. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97973. ? strength
  97974. : strength * (1 - (distanceFromOrigin / radius));
  97975. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97976. return { force: force, contactPoint: contactPoint };
  97977. };
  97978. /**
  97979. * Disposes the sphere.
  97980. * @param force Specifies if the sphere should be disposed by force
  97981. */
  97982. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97983. var _this = this;
  97984. if (force === void 0) { force = true; }
  97985. if (force) {
  97986. this._sphere.dispose();
  97987. }
  97988. else {
  97989. setTimeout(function () {
  97990. if (!_this._dataFetched) {
  97991. _this._sphere.dispose();
  97992. }
  97993. }, 0);
  97994. }
  97995. };
  97996. /*** Helpers ***/
  97997. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97998. if (!this._sphere) {
  97999. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98000. this._sphere.isVisible = false;
  98001. }
  98002. };
  98003. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98004. var impostorObject = impostor.object;
  98005. this._prepareSphere();
  98006. this._sphere.position = origin;
  98007. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98008. this._sphere._updateBoundingInfo();
  98009. this._sphere.computeWorldMatrix(true);
  98010. return this._sphere.intersectsMesh(impostorObject, true);
  98011. };
  98012. return PhysicsRadialExplosionEvent;
  98013. }());
  98014. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98015. /**
  98016. * Represents a gravitational field event
  98017. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98018. */
  98019. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98020. /**
  98021. * Initializes the physics gravitational field event
  98022. * @param physicsHelper A physics helper
  98023. * @param scene BabylonJS scene
  98024. * @param origin The origin position of the gravitational field event
  98025. * @param radius The radius of the gravitational field event
  98026. * @param strength The strength of the gravitational field event
  98027. * @param falloff The falloff for the gravitational field event
  98028. */
  98029. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98030. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98031. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98032. this._physicsHelper = physicsHelper;
  98033. this._scene = scene;
  98034. this._origin = origin;
  98035. this._radius = radius;
  98036. this._strength = strength;
  98037. this._falloff = falloff;
  98038. this._tickCallback = this._tick.bind(this);
  98039. }
  98040. /**
  98041. * Returns the data related to the gravitational field event (sphere).
  98042. * @returns A gravitational field event
  98043. */
  98044. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98045. this._dataFetched = true;
  98046. return {
  98047. sphere: this._sphere,
  98048. };
  98049. };
  98050. /**
  98051. * Enables the gravitational field.
  98052. */
  98053. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98054. this._tickCallback.call(this);
  98055. this._scene.registerBeforeRender(this._tickCallback);
  98056. };
  98057. /**
  98058. * Disables the gravitational field.
  98059. */
  98060. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98061. this._scene.unregisterBeforeRender(this._tickCallback);
  98062. };
  98063. /**
  98064. * Disposes the sphere.
  98065. * @param force The force to dispose from the gravitational field event
  98066. */
  98067. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98068. var _this = this;
  98069. if (force === void 0) { force = true; }
  98070. if (force) {
  98071. this._sphere.dispose();
  98072. }
  98073. else {
  98074. setTimeout(function () {
  98075. if (!_this._dataFetched) {
  98076. _this._sphere.dispose();
  98077. }
  98078. }, 0);
  98079. }
  98080. };
  98081. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98082. // Since the params won't change, we fetch the event only once
  98083. if (this._sphere) {
  98084. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98085. }
  98086. else {
  98087. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98088. if (radialExplosionEvent) {
  98089. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98090. }
  98091. }
  98092. };
  98093. return PhysicsGravitationalFieldEvent;
  98094. }());
  98095. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98096. /**
  98097. * Represents a physics updraft event
  98098. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98099. */
  98100. var PhysicsUpdraftEvent = /** @class */ (function () {
  98101. /**
  98102. * Initializes the physics updraft event
  98103. * @param _scene BabylonJS scene
  98104. * @param _origin The origin position of the updraft
  98105. * @param _radius The radius of the updraft
  98106. * @param _strength The strength of the updraft
  98107. * @param _height The height of the updraft
  98108. * @param _updraftMode The mode of the updraft
  98109. */
  98110. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98111. this._scene = _scene;
  98112. this._origin = _origin;
  98113. this._radius = _radius;
  98114. this._strength = _strength;
  98115. this._height = _height;
  98116. this._updraftMode = _updraftMode;
  98117. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98118. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98119. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98120. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98121. this._physicsEngine = this._scene.getPhysicsEngine();
  98122. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98123. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98124. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98125. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98126. }
  98127. this._tickCallback = this._tick.bind(this);
  98128. }
  98129. /**
  98130. * Returns the data related to the updraft event (cylinder).
  98131. * @returns A physics updraft event
  98132. */
  98133. PhysicsUpdraftEvent.prototype.getData = function () {
  98134. this._dataFetched = true;
  98135. return {
  98136. cylinder: this._cylinder,
  98137. };
  98138. };
  98139. /**
  98140. * Enables the updraft.
  98141. */
  98142. PhysicsUpdraftEvent.prototype.enable = function () {
  98143. this._tickCallback.call(this);
  98144. this._scene.registerBeforeRender(this._tickCallback);
  98145. };
  98146. /**
  98147. * Disables the cortex.
  98148. */
  98149. PhysicsUpdraftEvent.prototype.disable = function () {
  98150. this._scene.unregisterBeforeRender(this._tickCallback);
  98151. };
  98152. /**
  98153. * Disposes the sphere.
  98154. * @param force Specifies if the updraft should be disposed by force
  98155. */
  98156. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98157. var _this = this;
  98158. if (force === void 0) { force = true; }
  98159. if (force) {
  98160. this._cylinder.dispose();
  98161. }
  98162. else {
  98163. setTimeout(function () {
  98164. if (!_this._dataFetched) {
  98165. _this._cylinder.dispose();
  98166. }
  98167. }, 0);
  98168. }
  98169. };
  98170. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98171. if (impostor.mass === 0) {
  98172. return null;
  98173. }
  98174. if (!this._intersectsWithCylinder(impostor)) {
  98175. return null;
  98176. }
  98177. var impostorObjectCenter = impostor.getObjectCenter();
  98178. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98179. var direction = this._originDirection;
  98180. }
  98181. else {
  98182. var direction = impostorObjectCenter.subtract(this._originTop);
  98183. }
  98184. var multiplier = this._strength * -1;
  98185. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98186. return { force: force, contactPoint: impostorObjectCenter };
  98187. };
  98188. PhysicsUpdraftEvent.prototype._tick = function () {
  98189. var _this = this;
  98190. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98191. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98192. if (!impostorForceAndContactPoint) {
  98193. return;
  98194. }
  98195. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98196. });
  98197. };
  98198. /*** Helpers ***/
  98199. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98200. if (!this._cylinder) {
  98201. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98202. height: this._height,
  98203. diameter: this._radius * 2,
  98204. }, this._scene);
  98205. this._cylinder.isVisible = false;
  98206. }
  98207. };
  98208. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98209. var impostorObject = impostor.object;
  98210. this._prepareCylinder();
  98211. this._cylinder.position = this._cylinderPosition;
  98212. return this._cylinder.intersectsMesh(impostorObject, true);
  98213. };
  98214. return PhysicsUpdraftEvent;
  98215. }());
  98216. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98217. /**
  98218. * Represents a physics vortex event
  98219. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98220. */
  98221. var PhysicsVortexEvent = /** @class */ (function () {
  98222. /**
  98223. * Initializes the physics vortex event
  98224. * @param _scene The BabylonJS scene
  98225. * @param _origin The origin position of the vortex
  98226. * @param _radius The radius of the vortex
  98227. * @param _strength The strength of the vortex
  98228. * @param _height The height of the vortex
  98229. */
  98230. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98231. this._scene = _scene;
  98232. this._origin = _origin;
  98233. this._radius = _radius;
  98234. this._strength = _strength;
  98235. this._height = _height;
  98236. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98237. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98238. this._updraftMultiplier = 0.02;
  98239. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98240. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98241. this._physicsEngine = this._scene.getPhysicsEngine();
  98242. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98243. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98244. this._tickCallback = this._tick.bind(this);
  98245. }
  98246. /**
  98247. * Returns the data related to the vortex event (cylinder).
  98248. * @returns The physics vortex event data
  98249. */
  98250. PhysicsVortexEvent.prototype.getData = function () {
  98251. this._dataFetched = true;
  98252. return {
  98253. cylinder: this._cylinder,
  98254. };
  98255. };
  98256. /**
  98257. * Enables the vortex.
  98258. */
  98259. PhysicsVortexEvent.prototype.enable = function () {
  98260. this._tickCallback.call(this);
  98261. this._scene.registerBeforeRender(this._tickCallback);
  98262. };
  98263. /**
  98264. * Disables the cortex.
  98265. */
  98266. PhysicsVortexEvent.prototype.disable = function () {
  98267. this._scene.unregisterBeforeRender(this._tickCallback);
  98268. };
  98269. /**
  98270. * Disposes the sphere.
  98271. * @param force
  98272. */
  98273. PhysicsVortexEvent.prototype.dispose = function (force) {
  98274. var _this = this;
  98275. if (force === void 0) { force = true; }
  98276. if (force) {
  98277. this._cylinder.dispose();
  98278. }
  98279. else {
  98280. setTimeout(function () {
  98281. if (!_this._dataFetched) {
  98282. _this._cylinder.dispose();
  98283. }
  98284. }, 0);
  98285. }
  98286. };
  98287. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98288. if (impostor.mass === 0) {
  98289. return null;
  98290. }
  98291. if (!this._intersectsWithCylinder(impostor)) {
  98292. return null;
  98293. }
  98294. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98295. return null;
  98296. }
  98297. var impostorObjectCenter = impostor.getObjectCenter();
  98298. 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)
  98299. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98300. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98301. var hit = ray.intersectsMesh(impostor.object);
  98302. var contactPoint = hit.pickedPoint;
  98303. if (!contactPoint) {
  98304. return null;
  98305. }
  98306. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98307. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98308. var directionToOrigin = contactPoint.normalize();
  98309. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98310. directionToOrigin = directionToOrigin.negate();
  98311. }
  98312. // TODO: find a more physically based solution
  98313. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98314. var forceX = directionToOrigin.x * this._strength / 8;
  98315. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98316. var forceZ = directionToOrigin.z * this._strength / 8;
  98317. }
  98318. else {
  98319. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98320. var forceY = this._originTop.y * this._updraftMultiplier;
  98321. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98322. }
  98323. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98324. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98325. return { force: force, contactPoint: impostorObjectCenter };
  98326. };
  98327. PhysicsVortexEvent.prototype._tick = function () {
  98328. var _this = this;
  98329. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98330. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98331. if (!impostorForceAndContactPoint) {
  98332. return;
  98333. }
  98334. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98335. });
  98336. };
  98337. /*** Helpers ***/
  98338. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98339. if (!this._cylinder) {
  98340. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98341. height: this._height,
  98342. diameter: this._radius * 2,
  98343. }, this._scene);
  98344. this._cylinder.isVisible = false;
  98345. }
  98346. };
  98347. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98348. var impostorObject = impostor.object;
  98349. this._prepareCylinder();
  98350. this._cylinder.position = this._cylinderPosition;
  98351. return this._cylinder.intersectsMesh(impostorObject, true);
  98352. };
  98353. return PhysicsVortexEvent;
  98354. }());
  98355. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98356. /**
  98357. * The strenght of the force in correspondence to the distance of the affected object
  98358. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98359. */
  98360. var PhysicsRadialImpulseFalloff;
  98361. (function (PhysicsRadialImpulseFalloff) {
  98362. /** Defines that impulse is constant in strength across it's whole radius */
  98363. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98364. /** DEfines that impulse gets weaker if it's further from the origin */
  98365. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98366. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98367. /**
  98368. * The strength of the force in correspondence to the distance of the affected object
  98369. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98370. */
  98371. var PhysicsUpdraftMode;
  98372. (function (PhysicsUpdraftMode) {
  98373. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98374. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98375. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98376. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98377. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98378. })(BABYLON || (BABYLON = {}));
  98379. //# sourceMappingURL=babylon.physicsHelper.js.map
  98380. var BABYLON;
  98381. (function (BABYLON) {
  98382. /** @hidden */
  98383. var CannonJSPlugin = /** @class */ (function () {
  98384. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98385. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98386. if (iterations === void 0) { iterations = 10; }
  98387. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98388. this.name = "CannonJSPlugin";
  98389. this._physicsMaterials = new Array();
  98390. this._fixedTimeStep = 1 / 60;
  98391. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98392. this.BJSCANNON = CANNON;
  98393. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98394. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98395. this._tmpPosition = BABYLON.Vector3.Zero();
  98396. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98397. this._tmpUnityRotation = new BABYLON.Quaternion();
  98398. if (!this.isSupported()) {
  98399. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98400. return;
  98401. }
  98402. this._extendNamespace();
  98403. this.world = new this.BJSCANNON.World();
  98404. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98405. this.world.solver.iterations = iterations;
  98406. }
  98407. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98408. this.world.gravity.copy(gravity);
  98409. };
  98410. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98411. this._fixedTimeStep = timeStep;
  98412. };
  98413. CannonJSPlugin.prototype.getTimeStep = function () {
  98414. return this._fixedTimeStep;
  98415. };
  98416. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98417. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98418. };
  98419. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98420. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98421. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98422. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98423. };
  98424. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98425. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98426. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98427. impostor.physicsBody.applyForce(impulse, worldPoint);
  98428. };
  98429. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98430. //parent-child relationship. Does this impostor has a parent impostor?
  98431. if (impostor.parent) {
  98432. if (impostor.physicsBody) {
  98433. this.removePhysicsBody(impostor);
  98434. //TODO is that needed?
  98435. impostor.forceUpdate();
  98436. }
  98437. return;
  98438. }
  98439. //should a new body be created for this impostor?
  98440. if (impostor.isBodyInitRequired()) {
  98441. var shape = this._createShape(impostor);
  98442. //unregister events, if body is being changed
  98443. var oldBody = impostor.physicsBody;
  98444. if (oldBody) {
  98445. this.removePhysicsBody(impostor);
  98446. }
  98447. //create the body and material
  98448. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98449. var bodyCreationObject = {
  98450. mass: impostor.getParam("mass"),
  98451. material: material
  98452. };
  98453. // A simple extend, in case native options were used.
  98454. var nativeOptions = impostor.getParam("nativeOptions");
  98455. for (var key in nativeOptions) {
  98456. if (nativeOptions.hasOwnProperty(key)) {
  98457. bodyCreationObject[key] = nativeOptions[key];
  98458. }
  98459. }
  98460. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98461. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98462. this.world.addEventListener("preStep", impostor.beforeStep);
  98463. this.world.addEventListener("postStep", impostor.afterStep);
  98464. impostor.physicsBody.addShape(shape);
  98465. this.world.add(impostor.physicsBody);
  98466. //try to keep the body moving in the right direction by taking old properties.
  98467. //Should be tested!
  98468. if (oldBody) {
  98469. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98470. impostor.physicsBody[param].copy(oldBody[param]);
  98471. });
  98472. }
  98473. this._processChildMeshes(impostor);
  98474. }
  98475. //now update the body's transformation
  98476. this._updatePhysicsBodyTransformation(impostor);
  98477. };
  98478. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98479. var _this = this;
  98480. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98481. var currentRotation = mainImpostor.object.rotationQuaternion;
  98482. if (meshChildren.length) {
  98483. var processMesh = function (localPosition, mesh) {
  98484. if (!currentRotation || !mesh.rotationQuaternion) {
  98485. return;
  98486. }
  98487. var childImpostor = mesh.getPhysicsImpostor();
  98488. if (childImpostor) {
  98489. var parent = childImpostor.parent;
  98490. if (parent !== mainImpostor) {
  98491. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98492. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98493. if (childImpostor.physicsBody) {
  98494. _this.removePhysicsBody(childImpostor);
  98495. childImpostor.physicsBody = null;
  98496. }
  98497. childImpostor.parent = mainImpostor;
  98498. childImpostor.resetUpdateFlags();
  98499. 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));
  98500. //Add the mass of the children.
  98501. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98502. }
  98503. }
  98504. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98505. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98506. };
  98507. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98508. }
  98509. };
  98510. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98511. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98512. this.world.removeEventListener("preStep", impostor.beforeStep);
  98513. this.world.removeEventListener("postStep", impostor.afterStep);
  98514. this.world.remove(impostor.physicsBody);
  98515. };
  98516. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98517. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98518. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98519. if (!mainBody || !connectedBody) {
  98520. return;
  98521. }
  98522. var constraint;
  98523. var jointData = impostorJoint.joint.jointData;
  98524. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98525. var constraintData = {
  98526. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98527. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98528. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98529. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98530. maxForce: jointData.nativeParams.maxForce,
  98531. collideConnected: !!jointData.collision
  98532. };
  98533. switch (impostorJoint.joint.type) {
  98534. case BABYLON.PhysicsJoint.HingeJoint:
  98535. case BABYLON.PhysicsJoint.Hinge2Joint:
  98536. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98537. break;
  98538. case BABYLON.PhysicsJoint.DistanceJoint:
  98539. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98540. break;
  98541. case BABYLON.PhysicsJoint.SpringJoint:
  98542. var springData = jointData;
  98543. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98544. restLength: springData.length,
  98545. stiffness: springData.stiffness,
  98546. damping: springData.damping,
  98547. localAnchorA: constraintData.pivotA,
  98548. localAnchorB: constraintData.pivotB
  98549. });
  98550. break;
  98551. case BABYLON.PhysicsJoint.LockJoint:
  98552. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98553. break;
  98554. case BABYLON.PhysicsJoint.PointToPointJoint:
  98555. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98556. default:
  98557. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98558. break;
  98559. }
  98560. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98561. constraint.collideConnected = !!jointData.collision;
  98562. impostorJoint.joint.physicsJoint = constraint;
  98563. //don't add spring as constraint, as it is not one.
  98564. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98565. this.world.addConstraint(constraint);
  98566. }
  98567. else {
  98568. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98569. constraint.applyForce();
  98570. };
  98571. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98572. }
  98573. };
  98574. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98575. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98576. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98577. }
  98578. else {
  98579. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98580. }
  98581. };
  98582. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98583. var index;
  98584. var mat;
  98585. for (index = 0; index < this._physicsMaterials.length; index++) {
  98586. mat = this._physicsMaterials[index];
  98587. if (mat.friction === friction && mat.restitution === restitution) {
  98588. return mat;
  98589. }
  98590. }
  98591. var currentMat = new this.BJSCANNON.Material(name);
  98592. currentMat.friction = friction;
  98593. currentMat.restitution = restitution;
  98594. this._physicsMaterials.push(currentMat);
  98595. return currentMat;
  98596. };
  98597. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98598. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98599. };
  98600. CannonJSPlugin.prototype._createShape = function (impostor) {
  98601. var object = impostor.object;
  98602. var returnValue;
  98603. var extendSize = impostor.getObjectExtendSize();
  98604. switch (impostor.type) {
  98605. case BABYLON.PhysicsImpostor.SphereImpostor:
  98606. var radiusX = extendSize.x;
  98607. var radiusY = extendSize.y;
  98608. var radiusZ = extendSize.z;
  98609. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98610. break;
  98611. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98612. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98613. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98614. break;
  98615. case BABYLON.PhysicsImpostor.BoxImpostor:
  98616. var box = extendSize.scale(0.5);
  98617. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98618. break;
  98619. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98620. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98621. returnValue = new this.BJSCANNON.Plane();
  98622. break;
  98623. case BABYLON.PhysicsImpostor.MeshImpostor:
  98624. // should transform the vertex data to world coordinates!!
  98625. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98626. var rawFaces = object.getIndices ? object.getIndices() : [];
  98627. if (!rawVerts) {
  98628. return;
  98629. }
  98630. // get only scale! so the object could transform correctly.
  98631. var oldPosition = object.position.clone();
  98632. var oldRotation = object.rotation && object.rotation.clone();
  98633. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98634. object.position.copyFromFloats(0, 0, 0);
  98635. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98636. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98637. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98638. var transform = object.computeWorldMatrix(true);
  98639. // convert rawVerts to object space
  98640. var temp = new Array();
  98641. var index;
  98642. for (index = 0; index < rawVerts.length; index += 3) {
  98643. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98644. }
  98645. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98646. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98647. //now set back the transformation!
  98648. object.position.copyFrom(oldPosition);
  98649. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98650. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98651. break;
  98652. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98653. var oldPosition2 = object.position.clone();
  98654. var oldRotation2 = object.rotation && object.rotation.clone();
  98655. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98656. object.position.copyFromFloats(0, 0, 0);
  98657. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98658. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98659. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98660. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98661. returnValue = this._createHeightmap(object);
  98662. object.position.copyFrom(oldPosition2);
  98663. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98664. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98665. object.computeWorldMatrix(true);
  98666. break;
  98667. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98668. returnValue = new this.BJSCANNON.Particle();
  98669. break;
  98670. }
  98671. return returnValue;
  98672. };
  98673. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98674. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98675. var transform = object.computeWorldMatrix(true);
  98676. // convert rawVerts to object space
  98677. var temp = new Array();
  98678. var index;
  98679. for (index = 0; index < pos.length; index += 3) {
  98680. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98681. }
  98682. pos = temp;
  98683. var matrix = new Array();
  98684. //For now pointDepth will not be used and will be automatically calculated.
  98685. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98686. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98687. var boundingInfo = object.getBoundingInfo();
  98688. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98689. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98690. var elementSize = dim * 2 / arraySize;
  98691. for (var i = 0; i < pos.length; i = i + 3) {
  98692. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98693. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98694. var y = -pos[i + 2] + minY;
  98695. if (!matrix[x]) {
  98696. matrix[x] = [];
  98697. }
  98698. if (!matrix[x][z]) {
  98699. matrix[x][z] = y;
  98700. }
  98701. matrix[x][z] = Math.max(y, matrix[x][z]);
  98702. }
  98703. for (var x = 0; x <= arraySize; ++x) {
  98704. if (!matrix[x]) {
  98705. var loc = 1;
  98706. while (!matrix[(x + loc) % arraySize]) {
  98707. loc++;
  98708. }
  98709. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98710. //console.log("missing x", x);
  98711. }
  98712. for (var z = 0; z <= arraySize; ++z) {
  98713. if (!matrix[x][z]) {
  98714. var loc = 1;
  98715. var newValue;
  98716. while (newValue === undefined) {
  98717. newValue = matrix[x][(z + loc++) % arraySize];
  98718. }
  98719. matrix[x][z] = newValue;
  98720. }
  98721. }
  98722. }
  98723. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98724. elementSize: elementSize
  98725. });
  98726. //For future reference, needed for body transformation
  98727. shape.minY = minY;
  98728. return shape;
  98729. };
  98730. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98731. var object = impostor.object;
  98732. //make sure it is updated...
  98733. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98734. // The delta between the mesh position and the mesh bounding box center
  98735. var bInfo = object.getBoundingInfo();
  98736. if (!bInfo) {
  98737. return;
  98738. }
  98739. var center = impostor.getObjectCenter();
  98740. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98741. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98742. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98743. this._tmpPosition.copyFrom(center);
  98744. var quaternion = object.rotationQuaternion;
  98745. if (!quaternion) {
  98746. return;
  98747. }
  98748. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98749. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98750. //-90 DEG in X, precalculated
  98751. quaternion = quaternion.multiply(this._minus90X);
  98752. //Invert! (Precalculated, 90 deg in X)
  98753. //No need to clone. this will never change.
  98754. impostor.setDeltaRotation(this._plus90X);
  98755. }
  98756. //If it is a heightfield, if should be centered.
  98757. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98758. var mesh = object;
  98759. var boundingInfo = mesh.getBoundingInfo();
  98760. //calculate the correct body position:
  98761. var rotationQuaternion = mesh.rotationQuaternion;
  98762. mesh.rotationQuaternion = this._tmpUnityRotation;
  98763. mesh.computeWorldMatrix(true);
  98764. //get original center with no rotation
  98765. var c = center.clone();
  98766. var oldPivot = mesh.getPivotMatrix();
  98767. if (oldPivot) {
  98768. // create a copy the pivot Matrix as it is modified in place
  98769. oldPivot = oldPivot.clone();
  98770. }
  98771. else {
  98772. oldPivot = BABYLON.Matrix.Identity();
  98773. }
  98774. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98775. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98776. mesh.setPreTransformMatrix(p);
  98777. mesh.computeWorldMatrix(true);
  98778. //calculate the translation
  98779. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98780. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98781. //add it inverted to the delta
  98782. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98783. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98784. //rotation is back
  98785. mesh.rotationQuaternion = rotationQuaternion;
  98786. mesh.setPreTransformMatrix(oldPivot);
  98787. mesh.computeWorldMatrix(true);
  98788. }
  98789. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98790. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98791. //this._tmpPosition.copyFrom(object.position);
  98792. }
  98793. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98794. //Now update the impostor object
  98795. impostor.physicsBody.position.copy(this._tmpPosition);
  98796. impostor.physicsBody.quaternion.copy(quaternion);
  98797. };
  98798. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98799. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98800. if (impostor.object.rotationQuaternion) {
  98801. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98802. }
  98803. };
  98804. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98805. impostor.physicsBody.position.copy(newPosition);
  98806. impostor.physicsBody.quaternion.copy(newRotation);
  98807. };
  98808. CannonJSPlugin.prototype.isSupported = function () {
  98809. return this.BJSCANNON !== undefined;
  98810. };
  98811. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98812. impostor.physicsBody.velocity.copy(velocity);
  98813. };
  98814. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98815. impostor.physicsBody.angularVelocity.copy(velocity);
  98816. };
  98817. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98818. var v = impostor.physicsBody.velocity;
  98819. if (!v) {
  98820. return null;
  98821. }
  98822. return new BABYLON.Vector3(v.x, v.y, v.z);
  98823. };
  98824. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98825. var v = impostor.physicsBody.angularVelocity;
  98826. if (!v) {
  98827. return null;
  98828. }
  98829. return new BABYLON.Vector3(v.x, v.y, v.z);
  98830. };
  98831. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98832. impostor.physicsBody.mass = mass;
  98833. impostor.physicsBody.updateMassProperties();
  98834. };
  98835. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98836. return impostor.physicsBody.mass;
  98837. };
  98838. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98839. return impostor.physicsBody.material.friction;
  98840. };
  98841. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98842. impostor.physicsBody.material.friction = friction;
  98843. };
  98844. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98845. return impostor.physicsBody.material.restitution;
  98846. };
  98847. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98848. impostor.physicsBody.material.restitution = restitution;
  98849. };
  98850. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98851. impostor.physicsBody.sleep();
  98852. };
  98853. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98854. impostor.physicsBody.wakeUp();
  98855. };
  98856. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98857. joint.physicsJoint.distance = maxDistance;
  98858. };
  98859. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98860. // if (!motorIndex) {
  98861. // joint.physicsJoint.enableMotor();
  98862. // }
  98863. // }
  98864. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98865. // if (!motorIndex) {
  98866. // joint.physicsJoint.disableMotor();
  98867. // }
  98868. // }
  98869. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98870. if (!motorIndex) {
  98871. joint.physicsJoint.enableMotor();
  98872. joint.physicsJoint.setMotorSpeed(speed);
  98873. if (maxForce) {
  98874. this.setLimit(joint, maxForce);
  98875. }
  98876. }
  98877. };
  98878. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98879. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98880. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98881. };
  98882. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98883. var body = impostor.physicsBody;
  98884. mesh.position.x = body.position.x;
  98885. mesh.position.y = body.position.y;
  98886. mesh.position.z = body.position.z;
  98887. if (mesh.rotationQuaternion) {
  98888. mesh.rotationQuaternion.x = body.quaternion.x;
  98889. mesh.rotationQuaternion.y = body.quaternion.y;
  98890. mesh.rotationQuaternion.z = body.quaternion.z;
  98891. mesh.rotationQuaternion.w = body.quaternion.w;
  98892. }
  98893. };
  98894. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98895. var shape = impostor.physicsBody.shapes[0];
  98896. return shape.boundingSphereRadius;
  98897. };
  98898. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98899. var shape = impostor.physicsBody.shapes[0];
  98900. result.x = shape.halfExtents.x * 2;
  98901. result.y = shape.halfExtents.y * 2;
  98902. result.z = shape.halfExtents.z * 2;
  98903. };
  98904. CannonJSPlugin.prototype.dispose = function () {
  98905. };
  98906. CannonJSPlugin.prototype._extendNamespace = function () {
  98907. //this will force cannon to execute at least one step when using interpolation
  98908. var step_tmp1 = new this.BJSCANNON.Vec3();
  98909. var Engine = this.BJSCANNON;
  98910. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98911. maxSubSteps = maxSubSteps || 10;
  98912. timeSinceLastCalled = timeSinceLastCalled || 0;
  98913. if (timeSinceLastCalled === 0) {
  98914. this.internalStep(dt);
  98915. this.time += dt;
  98916. }
  98917. else {
  98918. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98919. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98920. var t0 = performance.now();
  98921. for (var i = 0; i !== internalSteps; i++) {
  98922. this.internalStep(dt);
  98923. if (performance.now() - t0 > dt * 1000) {
  98924. break;
  98925. }
  98926. }
  98927. this.time += timeSinceLastCalled;
  98928. var h = this.time % dt;
  98929. var h_div_dt = h / dt;
  98930. var interpvelo = step_tmp1;
  98931. var bodies = this.bodies;
  98932. for (var j = 0; j !== bodies.length; j++) {
  98933. var b = bodies[j];
  98934. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98935. b.position.vsub(b.previousPosition, interpvelo);
  98936. interpvelo.scale(h_div_dt, interpvelo);
  98937. b.position.vadd(interpvelo, b.interpolatedPosition);
  98938. }
  98939. else {
  98940. b.interpolatedPosition.copy(b.position);
  98941. b.interpolatedQuaternion.copy(b.quaternion);
  98942. }
  98943. }
  98944. }
  98945. };
  98946. };
  98947. return CannonJSPlugin;
  98948. }());
  98949. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98950. })(BABYLON || (BABYLON = {}));
  98951. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98952. var BABYLON;
  98953. (function (BABYLON) {
  98954. /** @hidden */
  98955. var OimoJSPlugin = /** @class */ (function () {
  98956. function OimoJSPlugin(iterations) {
  98957. this.name = "OimoJSPlugin";
  98958. this._tmpImpostorsArray = [];
  98959. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98960. this.BJSOIMO = OIMO;
  98961. this.world = new this.BJSOIMO.World({
  98962. iterations: iterations
  98963. });
  98964. this.world.clear();
  98965. }
  98966. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98967. this.world.gravity.copy(gravity);
  98968. };
  98969. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98970. this.world.timeStep = timeStep;
  98971. };
  98972. OimoJSPlugin.prototype.getTimeStep = function () {
  98973. return this.world.timeStep;
  98974. };
  98975. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98976. var _this = this;
  98977. impostors.forEach(function (impostor) {
  98978. impostor.beforeStep();
  98979. });
  98980. this.world.step();
  98981. impostors.forEach(function (impostor) {
  98982. impostor.afterStep();
  98983. //update the ordered impostors array
  98984. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98985. });
  98986. //check for collisions
  98987. var contact = this.world.contacts;
  98988. while (contact !== null) {
  98989. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98990. contact = contact.next;
  98991. continue;
  98992. }
  98993. //is this body colliding with any other? get the impostor
  98994. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98995. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98996. if (!mainImpostor || !collidingImpostor) {
  98997. contact = contact.next;
  98998. continue;
  98999. }
  99000. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  99001. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  99002. contact = contact.next;
  99003. }
  99004. };
  99005. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99006. var mass = impostor.physicsBody.mass;
  99007. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  99008. };
  99009. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99010. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  99011. this.applyImpulse(impostor, force, contactPoint);
  99012. };
  99013. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99014. var _this = this;
  99015. //parent-child relationship. Does this impostor has a parent impostor?
  99016. if (impostor.parent) {
  99017. if (impostor.physicsBody) {
  99018. this.removePhysicsBody(impostor);
  99019. //TODO is that needed?
  99020. impostor.forceUpdate();
  99021. }
  99022. return;
  99023. }
  99024. if (impostor.isBodyInitRequired()) {
  99025. var bodyConfig = {
  99026. name: impostor.uniqueId,
  99027. //Oimo must have mass, also for static objects.
  99028. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  99029. size: [],
  99030. type: [],
  99031. pos: [],
  99032. posShape: [],
  99033. rot: [],
  99034. rotShape: [],
  99035. move: impostor.getParam("mass") !== 0,
  99036. density: impostor.getParam("mass"),
  99037. friction: impostor.getParam("friction"),
  99038. restitution: impostor.getParam("restitution"),
  99039. //Supporting older versions of Oimo
  99040. world: this.world
  99041. };
  99042. var impostors = [impostor];
  99043. var addToArray = function (parent) {
  99044. if (!parent.getChildMeshes) {
  99045. return;
  99046. }
  99047. parent.getChildMeshes().forEach(function (m) {
  99048. if (m.physicsImpostor) {
  99049. impostors.push(m.physicsImpostor);
  99050. //m.physicsImpostor._init();
  99051. }
  99052. });
  99053. };
  99054. addToArray(impostor.object);
  99055. var checkWithEpsilon_1 = function (value) {
  99056. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  99057. };
  99058. var globalQuaternion_1 = new BABYLON.Quaternion();
  99059. impostors.forEach(function (i) {
  99060. if (!i.object.rotationQuaternion) {
  99061. return;
  99062. }
  99063. //get the correct bounding box
  99064. var oldQuaternion = i.object.rotationQuaternion;
  99065. globalQuaternion_1 = oldQuaternion.clone();
  99066. var rot = oldQuaternion.toEulerAngles();
  99067. var extendSize = i.getObjectExtendSize();
  99068. var radToDeg = 57.295779513082320876;
  99069. if (i === impostor) {
  99070. var center = impostor.getObjectCenter();
  99071. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  99072. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  99073. //Can also use Array.prototype.push.apply
  99074. bodyConfig.pos.push(center.x);
  99075. bodyConfig.pos.push(center.y);
  99076. bodyConfig.pos.push(center.z);
  99077. bodyConfig.posShape.push(0, 0, 0);
  99078. bodyConfig.rotShape.push(0, 0, 0);
  99079. }
  99080. else {
  99081. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  99082. bodyConfig.posShape.push(localPosition.x);
  99083. bodyConfig.posShape.push(localPosition.y);
  99084. bodyConfig.posShape.push(localPosition.z);
  99085. bodyConfig.pos.push(0, 0, 0);
  99086. bodyConfig.rotShape.push(rot.x * radToDeg);
  99087. bodyConfig.rotShape.push(rot.y * radToDeg);
  99088. bodyConfig.rotShape.push(rot.z * radToDeg);
  99089. }
  99090. // register mesh
  99091. switch (i.type) {
  99092. case BABYLON.PhysicsImpostor.ParticleImpostor:
  99093. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  99094. case BABYLON.PhysicsImpostor.SphereImpostor:
  99095. var radiusX = extendSize.x;
  99096. var radiusY = extendSize.y;
  99097. var radiusZ = extendSize.z;
  99098. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  99099. bodyConfig.type.push('sphere');
  99100. //due to the way oimo works with compounds, add 3 times
  99101. bodyConfig.size.push(size);
  99102. bodyConfig.size.push(size);
  99103. bodyConfig.size.push(size);
  99104. break;
  99105. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99106. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  99107. var sizeY = checkWithEpsilon_1(extendSize.y);
  99108. bodyConfig.type.push('cylinder');
  99109. bodyConfig.size.push(sizeX);
  99110. bodyConfig.size.push(sizeY);
  99111. //due to the way oimo works with compounds, add one more value.
  99112. bodyConfig.size.push(sizeY);
  99113. break;
  99114. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99115. case BABYLON.PhysicsImpostor.BoxImpostor:
  99116. default:
  99117. var sizeX = checkWithEpsilon_1(extendSize.x);
  99118. var sizeY = checkWithEpsilon_1(extendSize.y);
  99119. var sizeZ = checkWithEpsilon_1(extendSize.z);
  99120. bodyConfig.type.push('box');
  99121. //if (i === impostor) {
  99122. bodyConfig.size.push(sizeX);
  99123. bodyConfig.size.push(sizeY);
  99124. bodyConfig.size.push(sizeZ);
  99125. //} else {
  99126. // bodyConfig.size.push(0,0,0);
  99127. //}
  99128. break;
  99129. }
  99130. //actually not needed, but hey...
  99131. i.object.rotationQuaternion = oldQuaternion;
  99132. });
  99133. impostor.physicsBody = this.world.add(bodyConfig);
  99134. // set the quaternion, ignoring the previously defined (euler) rotation
  99135. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  99136. // update with delta 0, so the body will reveive the new rotation.
  99137. impostor.physicsBody.updatePosition(0);
  99138. }
  99139. else {
  99140. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  99141. }
  99142. impostor.setDeltaPosition(this._tmpPositionVector);
  99143. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  99144. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  99145. };
  99146. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99147. //impostor.physicsBody.dispose();
  99148. //Same as : (older oimo versions)
  99149. this.world.removeRigidBody(impostor.physicsBody);
  99150. };
  99151. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99152. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99153. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99154. if (!mainBody || !connectedBody) {
  99155. return;
  99156. }
  99157. var jointData = impostorJoint.joint.jointData;
  99158. var options = jointData.nativeParams || {};
  99159. var type;
  99160. var nativeJointData = {
  99161. body1: mainBody,
  99162. body2: connectedBody,
  99163. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  99164. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  99165. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  99166. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  99167. min: options.min,
  99168. max: options.max,
  99169. collision: options.collision || jointData.collision,
  99170. spring: options.spring,
  99171. //supporting older version of Oimo
  99172. world: this.world
  99173. };
  99174. switch (impostorJoint.joint.type) {
  99175. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99176. type = "jointBall";
  99177. break;
  99178. case BABYLON.PhysicsJoint.SpringJoint:
  99179. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  99180. var springData = jointData;
  99181. nativeJointData.min = springData.length || nativeJointData.min;
  99182. //Max should also be set, just make sure it is at least min
  99183. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  99184. case BABYLON.PhysicsJoint.DistanceJoint:
  99185. type = "jointDistance";
  99186. nativeJointData.max = jointData.maxDistance;
  99187. break;
  99188. case BABYLON.PhysicsJoint.PrismaticJoint:
  99189. type = "jointPrisme";
  99190. break;
  99191. case BABYLON.PhysicsJoint.SliderJoint:
  99192. type = "jointSlide";
  99193. break;
  99194. case BABYLON.PhysicsJoint.WheelJoint:
  99195. type = "jointWheel";
  99196. break;
  99197. case BABYLON.PhysicsJoint.HingeJoint:
  99198. default:
  99199. type = "jointHinge";
  99200. break;
  99201. }
  99202. nativeJointData.type = type;
  99203. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  99204. };
  99205. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99206. //Bug in Oimo prevents us from disposing a joint in the playground
  99207. //joint.joint.physicsJoint.dispose();
  99208. //So we will bruteforce it!
  99209. try {
  99210. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  99211. }
  99212. catch (e) {
  99213. BABYLON.Tools.Warn(e);
  99214. }
  99215. };
  99216. OimoJSPlugin.prototype.isSupported = function () {
  99217. return this.BJSOIMO !== undefined;
  99218. };
  99219. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99220. if (!impostor.physicsBody.sleeping) {
  99221. //TODO check that
  99222. /*if (impostor.physicsBody.shapes.next) {
  99223. var parentShape = this._getLastShape(impostor.physicsBody);
  99224. impostor.object.position.copyFrom(parentShape.position);
  99225. console.log(parentShape.position);
  99226. } else {*/
  99227. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  99228. //}
  99229. if (impostor.object.rotationQuaternion) {
  99230. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  99231. }
  99232. }
  99233. };
  99234. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99235. var body = impostor.physicsBody;
  99236. body.position.copy(newPosition);
  99237. body.orientation.copy(newRotation);
  99238. body.syncShapes();
  99239. body.awake();
  99240. };
  99241. /*private _getLastShape(body: any): any {
  99242. var lastShape = body.shapes;
  99243. while (lastShape.next) {
  99244. lastShape = lastShape.next;
  99245. }
  99246. return lastShape;
  99247. }*/
  99248. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99249. impostor.physicsBody.linearVelocity.copy(velocity);
  99250. };
  99251. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99252. impostor.physicsBody.angularVelocity.copy(velocity);
  99253. };
  99254. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99255. var v = impostor.physicsBody.linearVelocity;
  99256. if (!v) {
  99257. return null;
  99258. }
  99259. return new BABYLON.Vector3(v.x, v.y, v.z);
  99260. };
  99261. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99262. var v = impostor.physicsBody.angularVelocity;
  99263. if (!v) {
  99264. return null;
  99265. }
  99266. return new BABYLON.Vector3(v.x, v.y, v.z);
  99267. };
  99268. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99269. var staticBody = mass === 0;
  99270. //this will actually set the body's density and not its mass.
  99271. //But this is how oimo treats the mass variable.
  99272. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  99273. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  99274. };
  99275. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  99276. return impostor.physicsBody.shapes.density;
  99277. };
  99278. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99279. return impostor.physicsBody.shapes.friction;
  99280. };
  99281. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99282. impostor.physicsBody.shapes.friction = friction;
  99283. };
  99284. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99285. return impostor.physicsBody.shapes.restitution;
  99286. };
  99287. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99288. impostor.physicsBody.shapes.restitution = restitution;
  99289. };
  99290. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  99291. impostor.physicsBody.sleep();
  99292. };
  99293. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99294. impostor.physicsBody.awake();
  99295. };
  99296. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99297. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  99298. if (minDistance !== void 0) {
  99299. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  99300. }
  99301. };
  99302. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99303. //TODO separate rotational and transational motors.
  99304. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99305. if (motor) {
  99306. motor.setMotor(speed, maxForce);
  99307. }
  99308. };
  99309. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  99310. //TODO separate rotational and transational motors.
  99311. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99312. if (motor) {
  99313. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  99314. }
  99315. };
  99316. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99317. var body = impostor.physicsBody;
  99318. mesh.position.x = body.position.x;
  99319. mesh.position.y = body.position.y;
  99320. mesh.position.z = body.position.z;
  99321. if (mesh.rotationQuaternion) {
  99322. mesh.rotationQuaternion.x = body.orientation.x;
  99323. mesh.rotationQuaternion.y = body.orientation.y;
  99324. mesh.rotationQuaternion.z = body.orientation.z;
  99325. mesh.rotationQuaternion.w = body.orientation.s;
  99326. }
  99327. };
  99328. OimoJSPlugin.prototype.getRadius = function (impostor) {
  99329. return impostor.physicsBody.shapes.radius;
  99330. };
  99331. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99332. var shape = impostor.physicsBody.shapes;
  99333. result.x = shape.halfWidth * 2;
  99334. result.y = shape.halfHeight * 2;
  99335. result.z = shape.halfDepth * 2;
  99336. };
  99337. OimoJSPlugin.prototype.dispose = function () {
  99338. this.world.clear();
  99339. };
  99340. return OimoJSPlugin;
  99341. }());
  99342. BABYLON.OimoJSPlugin = OimoJSPlugin;
  99343. })(BABYLON || (BABYLON = {}));
  99344. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  99345. var BABYLON;
  99346. (function (BABYLON) {
  99347. /**
  99348. * Gets the current physics engine
  99349. * @returns a IPhysicsEngine or null if none attached
  99350. */
  99351. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  99352. return this._physicsEngine;
  99353. };
  99354. /**
  99355. * Enables physics to the current scene
  99356. * @param gravity defines the scene's gravity for the physics engine
  99357. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  99358. * @return a boolean indicating if the physics engine was initialized
  99359. */
  99360. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  99361. if (gravity === void 0) { gravity = null; }
  99362. if (this._physicsEngine) {
  99363. return true;
  99364. }
  99365. // Register the component to the scene
  99366. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  99367. if (!component) {
  99368. component = new PhysicsEngineSceneComponent(this);
  99369. this._addComponent(component);
  99370. }
  99371. try {
  99372. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  99373. return true;
  99374. }
  99375. catch (e) {
  99376. BABYLON.Tools.Error(e.message);
  99377. return false;
  99378. }
  99379. };
  99380. /**
  99381. * Disables and disposes the physics engine associated with the scene
  99382. */
  99383. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  99384. if (!this._physicsEngine) {
  99385. return;
  99386. }
  99387. this._physicsEngine.dispose();
  99388. this._physicsEngine = null;
  99389. };
  99390. /**
  99391. * Gets a boolean indicating if there is an active physics engine
  99392. * @returns a boolean indicating if there is an active physics engine
  99393. */
  99394. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  99395. return this._physicsEngine !== undefined;
  99396. };
  99397. /**
  99398. * Deletes a physics compound impostor
  99399. * @param compound defines the compound to delete
  99400. */
  99401. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  99402. var mesh = compound.parts[0].mesh;
  99403. if (mesh.physicsImpostor) {
  99404. mesh.physicsImpostor.dispose( /*true*/);
  99405. mesh.physicsImpostor = null;
  99406. }
  99407. };
  99408. /** @hidden */
  99409. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  99410. if (this._physicsEngine) {
  99411. this.onBeforePhysicsObservable.notifyObservers(this);
  99412. this._physicsEngine._step(step / 1000);
  99413. this.onAfterPhysicsObservable.notifyObservers(this);
  99414. }
  99415. };
  99416. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  99417. get: function () {
  99418. return this._physicsImpostor;
  99419. },
  99420. set: function (value) {
  99421. var _this = this;
  99422. if (this._physicsImpostor === value) {
  99423. return;
  99424. }
  99425. if (this._disposePhysicsObserver) {
  99426. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  99427. }
  99428. this._physicsImpostor = value;
  99429. if (value) {
  99430. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  99431. // Physics
  99432. if (_this.physicsImpostor) {
  99433. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  99434. _this.physicsImpostor = null;
  99435. }
  99436. });
  99437. }
  99438. },
  99439. enumerable: true,
  99440. configurable: true
  99441. });
  99442. /**
  99443. * Gets the current physics impostor
  99444. * @see http://doc.babylonjs.com/features/physics_engine
  99445. * @returns a physics impostor or null
  99446. */
  99447. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  99448. return this.physicsImpostor;
  99449. };
  99450. /**
  99451. * Apply a physic impulse to the mesh
  99452. * @param force defines the force to apply
  99453. * @param contactPoint defines where to apply the force
  99454. * @returns the current mesh
  99455. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  99456. */
  99457. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  99458. if (!this.physicsImpostor) {
  99459. return this;
  99460. }
  99461. this.physicsImpostor.applyImpulse(force, contactPoint);
  99462. return this;
  99463. };
  99464. /**
  99465. * Creates a physic joint between two meshes
  99466. * @param otherMesh defines the other mesh to use
  99467. * @param pivot1 defines the pivot to use on this mesh
  99468. * @param pivot2 defines the pivot to use on the other mesh
  99469. * @param options defines additional options (can be plugin dependent)
  99470. * @returns the current mesh
  99471. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  99472. */
  99473. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  99474. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  99475. return this;
  99476. }
  99477. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  99478. mainPivot: pivot1,
  99479. connectedPivot: pivot2,
  99480. nativeParams: options
  99481. });
  99482. return this;
  99483. };
  99484. /**
  99485. * Defines the physics engine scene component responsible to manage a physics engine
  99486. */
  99487. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99488. /**
  99489. * Creates a new instance of the component for the given scene
  99490. * @param scene Defines the scene to register the component in
  99491. */
  99492. function PhysicsEngineSceneComponent(scene) {
  99493. var _this = this;
  99494. /**
  99495. * The component name helpful to identify the component in the list of scene components.
  99496. */
  99497. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99498. this.scene = scene;
  99499. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99500. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99501. // Replace the function used to get the deterministic frame time
  99502. this.scene.getDeterministicFrameTime = function () {
  99503. if (_this.scene._physicsEngine) {
  99504. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99505. }
  99506. return 1000.0 / 60.0;
  99507. };
  99508. }
  99509. /**
  99510. * Registers the component in a given scene
  99511. */
  99512. PhysicsEngineSceneComponent.prototype.register = function () {
  99513. };
  99514. /**
  99515. * Rebuilds the elements related to this component in case of
  99516. * context lost for instance.
  99517. */
  99518. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99519. // Nothing to do for this component
  99520. };
  99521. /**
  99522. * Disposes the component and the associated ressources
  99523. */
  99524. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99525. this.scene.onBeforePhysicsObservable.clear();
  99526. this.scene.onAfterPhysicsObservable.clear();
  99527. if (this.scene._physicsEngine) {
  99528. this.scene.disablePhysicsEngine();
  99529. }
  99530. };
  99531. return PhysicsEngineSceneComponent;
  99532. }());
  99533. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99534. })(BABYLON || (BABYLON = {}));
  99535. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99536. var BABYLON;
  99537. (function (BABYLON) {
  99538. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99539. // All values and structures referenced from:
  99540. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99541. var DDS_MAGIC = 0x20534444;
  99542. var
  99543. //DDSD_CAPS = 0x1,
  99544. //DDSD_HEIGHT = 0x2,
  99545. //DDSD_WIDTH = 0x4,
  99546. //DDSD_PITCH = 0x8,
  99547. //DDSD_PIXELFORMAT = 0x1000,
  99548. DDSD_MIPMAPCOUNT = 0x20000;
  99549. //DDSD_LINEARSIZE = 0x80000,
  99550. //DDSD_DEPTH = 0x800000;
  99551. // var DDSCAPS_COMPLEX = 0x8,
  99552. // DDSCAPS_MIPMAP = 0x400000,
  99553. // DDSCAPS_TEXTURE = 0x1000;
  99554. var DDSCAPS2_CUBEMAP = 0x200;
  99555. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99556. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99557. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99558. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99559. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99560. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99561. // DDSCAPS2_VOLUME = 0x200000;
  99562. var
  99563. //DDPF_ALPHAPIXELS = 0x1,
  99564. //DDPF_ALPHA = 0x2,
  99565. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99566. //DDPF_YUV = 0x200,
  99567. DDPF_LUMINANCE = 0x20000;
  99568. function FourCCToInt32(value) {
  99569. return value.charCodeAt(0) +
  99570. (value.charCodeAt(1) << 8) +
  99571. (value.charCodeAt(2) << 16) +
  99572. (value.charCodeAt(3) << 24);
  99573. }
  99574. function Int32ToFourCC(value) {
  99575. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99576. }
  99577. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99578. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99579. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99580. var FOURCC_DX10 = FourCCToInt32("DX10");
  99581. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99582. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99583. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99584. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99585. var headerLengthInt = 31; // The header length in 32 bit ints
  99586. // Offsets into the header array
  99587. var off_magic = 0;
  99588. var off_size = 1;
  99589. var off_flags = 2;
  99590. var off_height = 3;
  99591. var off_width = 4;
  99592. var off_mipmapCount = 7;
  99593. var off_pfFlags = 20;
  99594. var off_pfFourCC = 21;
  99595. var off_RGBbpp = 22;
  99596. var off_RMask = 23;
  99597. var off_GMask = 24;
  99598. var off_BMask = 25;
  99599. var off_AMask = 26;
  99600. // var off_caps1 = 27;
  99601. var off_caps2 = 28;
  99602. // var off_caps3 = 29;
  99603. // var off_caps4 = 30;
  99604. var off_dxgiFormat = 32;
  99605. /**
  99606. * Class used to provide DDS decompression tools
  99607. */
  99608. var DDSTools = /** @class */ (function () {
  99609. function DDSTools() {
  99610. }
  99611. /**
  99612. * Gets DDS information from an array buffer
  99613. * @param arrayBuffer defines the array buffer to read data from
  99614. * @returns the DDS information
  99615. */
  99616. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99617. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99618. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99619. var mipmapCount = 1;
  99620. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99621. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99622. }
  99623. var fourCC = header[off_pfFourCC];
  99624. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99625. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99626. switch (fourCC) {
  99627. case FOURCC_D3DFMT_R16G16B16A16F:
  99628. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99629. break;
  99630. case FOURCC_D3DFMT_R32G32B32A32F:
  99631. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99632. break;
  99633. case FOURCC_DX10:
  99634. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99635. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99636. break;
  99637. }
  99638. }
  99639. return {
  99640. width: header[off_width],
  99641. height: header[off_height],
  99642. mipmapCount: mipmapCount,
  99643. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99644. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99645. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99646. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99647. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99648. dxgiFormat: dxgiFormat,
  99649. textureType: textureType
  99650. };
  99651. };
  99652. DDSTools._ToHalfFloat = function (value) {
  99653. if (!DDSTools._FloatView) {
  99654. DDSTools._FloatView = new Float32Array(1);
  99655. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99656. }
  99657. DDSTools._FloatView[0] = value;
  99658. var x = DDSTools._Int32View[0];
  99659. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99660. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99661. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99662. /* If zero, or denormal, or exponent underflows too much for a denormal
  99663. * half, return signed zero. */
  99664. if (e < 103) {
  99665. return bits;
  99666. }
  99667. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99668. if (e > 142) {
  99669. bits |= 0x7c00;
  99670. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99671. * not Inf, so make sure we set one mantissa bit too. */
  99672. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99673. return bits;
  99674. }
  99675. /* If exponent underflows but not too much, return a denormal */
  99676. if (e < 113) {
  99677. m |= 0x0800;
  99678. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99679. * to 1, which is OK. */
  99680. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99681. return bits;
  99682. }
  99683. bits |= ((e - 112) << 10) | (m >> 1);
  99684. bits += m & 1;
  99685. return bits;
  99686. };
  99687. DDSTools._FromHalfFloat = function (value) {
  99688. var s = (value & 0x8000) >> 15;
  99689. var e = (value & 0x7C00) >> 10;
  99690. var f = value & 0x03FF;
  99691. if (e === 0) {
  99692. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99693. }
  99694. else if (e == 0x1F) {
  99695. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99696. }
  99697. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99698. };
  99699. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99700. var destArray = new Float32Array(dataLength);
  99701. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99702. var index = 0;
  99703. for (var y = 0; y < height; y++) {
  99704. for (var x = 0; x < width; x++) {
  99705. var srcPos = (x + y * width) * 4;
  99706. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99707. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99708. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99709. if (DDSTools.StoreLODInAlphaChannel) {
  99710. destArray[index + 3] = lod;
  99711. }
  99712. else {
  99713. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99714. }
  99715. index += 4;
  99716. }
  99717. }
  99718. return destArray;
  99719. };
  99720. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99721. if (DDSTools.StoreLODInAlphaChannel) {
  99722. var destArray = new Uint16Array(dataLength);
  99723. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99724. var index = 0;
  99725. for (var y = 0; y < height; y++) {
  99726. for (var x = 0; x < width; x++) {
  99727. var srcPos = (x + y * width) * 4;
  99728. destArray[index] = srcData[srcPos];
  99729. destArray[index + 1] = srcData[srcPos + 1];
  99730. destArray[index + 2] = srcData[srcPos + 2];
  99731. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99732. index += 4;
  99733. }
  99734. }
  99735. return destArray;
  99736. }
  99737. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99738. };
  99739. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99740. if (DDSTools.StoreLODInAlphaChannel) {
  99741. var destArray = new Float32Array(dataLength);
  99742. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99743. var index = 0;
  99744. for (var y = 0; y < height; y++) {
  99745. for (var x = 0; x < width; x++) {
  99746. var srcPos = (x + y * width) * 4;
  99747. destArray[index] = srcData[srcPos];
  99748. destArray[index + 1] = srcData[srcPos + 1];
  99749. destArray[index + 2] = srcData[srcPos + 2];
  99750. destArray[index + 3] = lod;
  99751. index += 4;
  99752. }
  99753. }
  99754. return destArray;
  99755. }
  99756. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99757. };
  99758. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99759. var destArray = new Uint8Array(dataLength);
  99760. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99761. var index = 0;
  99762. for (var y = 0; y < height; y++) {
  99763. for (var x = 0; x < width; x++) {
  99764. var srcPos = (x + y * width) * 4;
  99765. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99766. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99767. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99768. if (DDSTools.StoreLODInAlphaChannel) {
  99769. destArray[index + 3] = lod;
  99770. }
  99771. else {
  99772. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99773. }
  99774. index += 4;
  99775. }
  99776. }
  99777. return destArray;
  99778. };
  99779. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99780. var destArray = new Uint8Array(dataLength);
  99781. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99782. var index = 0;
  99783. for (var y = 0; y < height; y++) {
  99784. for (var x = 0; x < width; x++) {
  99785. var srcPos = (x + y * width) * 4;
  99786. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99787. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99788. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99789. if (DDSTools.StoreLODInAlphaChannel) {
  99790. destArray[index + 3] = lod;
  99791. }
  99792. else {
  99793. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99794. }
  99795. index += 4;
  99796. }
  99797. }
  99798. return destArray;
  99799. };
  99800. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99801. var byteArray = new Uint8Array(dataLength);
  99802. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99803. var index = 0;
  99804. for (var y = 0; y < height; y++) {
  99805. for (var x = 0; x < width; x++) {
  99806. var srcPos = (x + y * width) * 4;
  99807. byteArray[index] = srcData[srcPos + rOffset];
  99808. byteArray[index + 1] = srcData[srcPos + gOffset];
  99809. byteArray[index + 2] = srcData[srcPos + bOffset];
  99810. byteArray[index + 3] = srcData[srcPos + aOffset];
  99811. index += 4;
  99812. }
  99813. }
  99814. return byteArray;
  99815. };
  99816. DDSTools._ExtractLongWordOrder = function (value) {
  99817. if (value === 0 || value === 255 || value === -16777216) {
  99818. return 0;
  99819. }
  99820. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99821. };
  99822. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99823. var byteArray = new Uint8Array(dataLength);
  99824. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99825. var index = 0;
  99826. for (var y = 0; y < height; y++) {
  99827. for (var x = 0; x < width; x++) {
  99828. var srcPos = (x + y * width) * 3;
  99829. byteArray[index] = srcData[srcPos + rOffset];
  99830. byteArray[index + 1] = srcData[srcPos + gOffset];
  99831. byteArray[index + 2] = srcData[srcPos + bOffset];
  99832. index += 3;
  99833. }
  99834. }
  99835. return byteArray;
  99836. };
  99837. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99838. var byteArray = new Uint8Array(dataLength);
  99839. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99840. var index = 0;
  99841. for (var y = 0; y < height; y++) {
  99842. for (var x = 0; x < width; x++) {
  99843. var srcPos = (x + y * width);
  99844. byteArray[index] = srcData[srcPos];
  99845. index++;
  99846. }
  99847. }
  99848. return byteArray;
  99849. };
  99850. /**
  99851. * Uploads DDS Levels to a Babylon Texture
  99852. * @hidden
  99853. */
  99854. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99855. if (lodIndex === void 0) { lodIndex = -1; }
  99856. var sphericalPolynomialFaces = null;
  99857. if (info.sphericalPolynomial) {
  99858. sphericalPolynomialFaces = new Array();
  99859. }
  99860. var ext = engine.getCaps().s3tc;
  99861. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99862. var fourCC, width, height, dataLength = 0, dataOffset;
  99863. var byteArray, mipmapCount, mip;
  99864. var internalCompressedFormat = 0;
  99865. var blockBytes = 1;
  99866. if (header[off_magic] !== DDS_MAGIC) {
  99867. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99868. return;
  99869. }
  99870. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99871. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99872. return;
  99873. }
  99874. if (info.isCompressed && !ext) {
  99875. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99876. return;
  99877. }
  99878. var bpp = header[off_RGBbpp];
  99879. dataOffset = header[off_size] + 4;
  99880. var computeFormats = false;
  99881. if (info.isFourCC) {
  99882. fourCC = header[off_pfFourCC];
  99883. switch (fourCC) {
  99884. case FOURCC_DXT1:
  99885. blockBytes = 8;
  99886. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99887. break;
  99888. case FOURCC_DXT3:
  99889. blockBytes = 16;
  99890. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99891. break;
  99892. case FOURCC_DXT5:
  99893. blockBytes = 16;
  99894. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99895. break;
  99896. case FOURCC_D3DFMT_R16G16B16A16F:
  99897. computeFormats = true;
  99898. break;
  99899. case FOURCC_D3DFMT_R32G32B32A32F:
  99900. computeFormats = true;
  99901. break;
  99902. case FOURCC_DX10:
  99903. // There is an additionnal header so dataOffset need to be changed
  99904. dataOffset += 5 * 4; // 5 uints
  99905. var supported = false;
  99906. switch (info.dxgiFormat) {
  99907. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99908. computeFormats = true;
  99909. supported = true;
  99910. break;
  99911. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99912. info.isRGB = true;
  99913. info.isFourCC = false;
  99914. bpp = 32;
  99915. supported = true;
  99916. break;
  99917. }
  99918. if (supported) {
  99919. break;
  99920. }
  99921. default:
  99922. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99923. return;
  99924. }
  99925. }
  99926. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99927. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99928. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99929. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99930. if (computeFormats) {
  99931. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99932. }
  99933. mipmapCount = 1;
  99934. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99935. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99936. }
  99937. for (var face = 0; face < faces; face++) {
  99938. width = header[off_width];
  99939. height = header[off_height];
  99940. for (mip = 0; mip < mipmapCount; ++mip) {
  99941. if (lodIndex === -1 || lodIndex === mip) {
  99942. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99943. var i = (lodIndex === -1) ? mip : 0;
  99944. if (!info.isCompressed && info.isFourCC) {
  99945. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99946. dataLength = width * height * 4;
  99947. var floatArray = null;
  99948. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99949. if (bpp === 128) {
  99950. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99951. if (sphericalPolynomialFaces && i == 0) {
  99952. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99953. }
  99954. }
  99955. else if (bpp === 64) {
  99956. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99957. if (sphericalPolynomialFaces && i == 0) {
  99958. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99959. }
  99960. }
  99961. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99962. }
  99963. else {
  99964. if (bpp === 128) {
  99965. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99966. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99967. if (sphericalPolynomialFaces && i == 0) {
  99968. sphericalPolynomialFaces.push(floatArray);
  99969. }
  99970. }
  99971. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99972. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99973. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99974. if (sphericalPolynomialFaces && i == 0) {
  99975. sphericalPolynomialFaces.push(floatArray);
  99976. }
  99977. }
  99978. else { // 64
  99979. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99980. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99981. if (sphericalPolynomialFaces && i == 0) {
  99982. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99983. }
  99984. }
  99985. }
  99986. if (floatArray) {
  99987. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99988. }
  99989. }
  99990. else if (info.isRGB) {
  99991. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99992. if (bpp === 24) {
  99993. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99994. dataLength = width * height * 3;
  99995. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99996. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99997. }
  99998. else { // 32
  99999. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100000. dataLength = width * height * 4;
  100001. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  100002. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100003. }
  100004. }
  100005. else if (info.isLuminance) {
  100006. var unpackAlignment = engine._getUnpackAlignement();
  100007. var unpaddedRowSize = width;
  100008. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  100009. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  100010. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  100011. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  100012. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100013. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100014. }
  100015. else {
  100016. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  100017. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  100018. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100019. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  100020. }
  100021. }
  100022. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  100023. width *= 0.5;
  100024. height *= 0.5;
  100025. width = Math.max(1.0, width);
  100026. height = Math.max(1.0, height);
  100027. }
  100028. if (currentFace !== undefined) {
  100029. // Loading a single face
  100030. break;
  100031. }
  100032. }
  100033. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  100034. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  100035. size: header[off_width],
  100036. right: sphericalPolynomialFaces[0],
  100037. left: sphericalPolynomialFaces[1],
  100038. up: sphericalPolynomialFaces[2],
  100039. down: sphericalPolynomialFaces[3],
  100040. front: sphericalPolynomialFaces[4],
  100041. back: sphericalPolynomialFaces[5],
  100042. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  100043. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  100044. gammaSpace: false,
  100045. });
  100046. }
  100047. else {
  100048. info.sphericalPolynomial = undefined;
  100049. }
  100050. };
  100051. /**
  100052. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  100053. */
  100054. DDSTools.StoreLODInAlphaChannel = false;
  100055. return DDSTools;
  100056. }());
  100057. BABYLON.DDSTools = DDSTools;
  100058. })(BABYLON || (BABYLON = {}));
  100059. //# sourceMappingURL=babylon.dds.js.map
  100060. var BABYLON;
  100061. (function (BABYLON) {
  100062. /**
  100063. * Implementation of the DDS Texture Loader.
  100064. */
  100065. var DDSTextureLoader = /** @class */ (function () {
  100066. function DDSTextureLoader() {
  100067. /**
  100068. * Defines wether the loader supports cascade loading the different faces.
  100069. */
  100070. this.supportCascades = true;
  100071. }
  100072. /**
  100073. * This returns if the loader support the current file information.
  100074. * @param extension defines the file extension of the file being loaded
  100075. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100076. * @param fallback defines the fallback internal texture if any
  100077. * @param isBase64 defines whether the texture is encoded as a base64
  100078. * @param isBuffer defines whether the texture data are stored as a buffer
  100079. * @returns true if the loader can load the specified file
  100080. */
  100081. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100082. return extension.indexOf(".dds") === 0;
  100083. };
  100084. /**
  100085. * Transform the url before loading if required.
  100086. * @param rootUrl the url of the texture
  100087. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100088. * @returns the transformed texture
  100089. */
  100090. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100091. return rootUrl;
  100092. };
  100093. /**
  100094. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100095. * @param rootUrl the url of the texture
  100096. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100097. * @returns the fallback texture
  100098. */
  100099. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100100. return null;
  100101. };
  100102. /**
  100103. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100104. * @param data contains the texture data
  100105. * @param texture defines the BabylonJS internal texture
  100106. * @param createPolynomials will be true if polynomials have been requested
  100107. * @param onLoad defines the callback to trigger once the texture is ready
  100108. * @param onError defines the callback to trigger in case of error
  100109. */
  100110. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  100111. var engine = texture.getEngine();
  100112. var info;
  100113. var loadMipmap = false;
  100114. if (Array.isArray(imgs)) {
  100115. for (var index = 0; index < imgs.length; index++) {
  100116. var data_1 = imgs[index];
  100117. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  100118. texture.width = info.width;
  100119. texture.height = info.height;
  100120. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100121. engine._unpackFlipY(info.isCompressed);
  100122. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  100123. if (!info.isFourCC && info.mipmapCount === 1) {
  100124. engine.generateMipMapsForCubemap(texture);
  100125. }
  100126. }
  100127. }
  100128. else {
  100129. var data = imgs;
  100130. info = BABYLON.DDSTools.GetDDSInfo(data);
  100131. texture.width = info.width;
  100132. texture.height = info.height;
  100133. if (createPolynomials) {
  100134. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  100135. }
  100136. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100137. engine._unpackFlipY(info.isCompressed);
  100138. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  100139. if (!info.isFourCC && info.mipmapCount === 1) {
  100140. engine.generateMipMapsForCubemap(texture);
  100141. }
  100142. }
  100143. engine._setCubeMapTextureParams(loadMipmap);
  100144. texture.isReady = true;
  100145. if (onLoad) {
  100146. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  100147. }
  100148. };
  100149. /**
  100150. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100151. * @param data contains the texture data
  100152. * @param texture defines the BabylonJS internal texture
  100153. * @param callback defines the method to call once ready to upload
  100154. */
  100155. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  100156. var info = BABYLON.DDSTools.GetDDSInfo(data);
  100157. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  100158. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  100159. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  100160. });
  100161. };
  100162. return DDSTextureLoader;
  100163. }());
  100164. // Register the loader.
  100165. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  100166. })(BABYLON || (BABYLON = {}));
  100167. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  100168. var BABYLON;
  100169. (function (BABYLON) {
  100170. /**
  100171. * Based on jsTGALoader - Javascript loader for TGA file
  100172. * By Vincent Thibault
  100173. * @see http://blog.robrowser.com/javascript-tga-loader.html
  100174. */
  100175. var TGATools = /** @class */ (function () {
  100176. function TGATools() {
  100177. }
  100178. /**
  100179. * Gets the header of a TGA file
  100180. * @param data defines the TGA data
  100181. * @returns the header
  100182. */
  100183. TGATools.GetTGAHeader = function (data) {
  100184. var offset = 0;
  100185. var header = {
  100186. id_length: data[offset++],
  100187. colormap_type: data[offset++],
  100188. image_type: data[offset++],
  100189. colormap_index: data[offset++] | data[offset++] << 8,
  100190. colormap_length: data[offset++] | data[offset++] << 8,
  100191. colormap_size: data[offset++],
  100192. origin: [
  100193. data[offset++] | data[offset++] << 8,
  100194. data[offset++] | data[offset++] << 8
  100195. ],
  100196. width: data[offset++] | data[offset++] << 8,
  100197. height: data[offset++] | data[offset++] << 8,
  100198. pixel_size: data[offset++],
  100199. flags: data[offset++]
  100200. };
  100201. return header;
  100202. };
  100203. /**
  100204. * Uploads TGA content to a Babylon Texture
  100205. * @hidden
  100206. */
  100207. TGATools.UploadContent = function (texture, data) {
  100208. // Not enough data to contain header ?
  100209. if (data.length < 19) {
  100210. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  100211. return;
  100212. }
  100213. // Read Header
  100214. var offset = 18;
  100215. var header = TGATools.GetTGAHeader(data);
  100216. // Assume it's a valid Targa file.
  100217. if (header.id_length + offset > data.length) {
  100218. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  100219. return;
  100220. }
  100221. // Skip not needed data
  100222. offset += header.id_length;
  100223. var use_rle = false;
  100224. var use_pal = false;
  100225. var use_grey = false;
  100226. // Get some informations.
  100227. switch (header.image_type) {
  100228. case TGATools._TYPE_RLE_INDEXED:
  100229. use_rle = true;
  100230. case TGATools._TYPE_INDEXED:
  100231. use_pal = true;
  100232. break;
  100233. case TGATools._TYPE_RLE_RGB:
  100234. use_rle = true;
  100235. case TGATools._TYPE_RGB:
  100236. // use_rgb = true;
  100237. break;
  100238. case TGATools._TYPE_RLE_GREY:
  100239. use_rle = true;
  100240. case TGATools._TYPE_GREY:
  100241. use_grey = true;
  100242. break;
  100243. }
  100244. var pixel_data;
  100245. // var numAlphaBits = header.flags & 0xf;
  100246. var pixel_size = header.pixel_size >> 3;
  100247. var pixel_total = header.width * header.height * pixel_size;
  100248. // Read palettes
  100249. var palettes;
  100250. if (use_pal) {
  100251. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  100252. }
  100253. // Read LRE
  100254. if (use_rle) {
  100255. pixel_data = new Uint8Array(pixel_total);
  100256. var c, count, i;
  100257. var localOffset = 0;
  100258. var pixels = new Uint8Array(pixel_size);
  100259. while (offset < pixel_total && localOffset < pixel_total) {
  100260. c = data[offset++];
  100261. count = (c & 0x7f) + 1;
  100262. // RLE pixels
  100263. if (c & 0x80) {
  100264. // Bind pixel tmp array
  100265. for (i = 0; i < pixel_size; ++i) {
  100266. pixels[i] = data[offset++];
  100267. }
  100268. // Copy pixel array
  100269. for (i = 0; i < count; ++i) {
  100270. pixel_data.set(pixels, localOffset + i * pixel_size);
  100271. }
  100272. localOffset += pixel_size * count;
  100273. }
  100274. // Raw pixels
  100275. else {
  100276. count *= pixel_size;
  100277. for (i = 0; i < count; ++i) {
  100278. pixel_data[localOffset + i] = data[offset++];
  100279. }
  100280. localOffset += count;
  100281. }
  100282. }
  100283. }
  100284. // RAW Pixels
  100285. else {
  100286. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  100287. }
  100288. // Load to texture
  100289. var x_start, y_start, x_step, y_step, y_end, x_end;
  100290. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  100291. default:
  100292. case TGATools._ORIGIN_UL:
  100293. x_start = 0;
  100294. x_step = 1;
  100295. x_end = header.width;
  100296. y_start = 0;
  100297. y_step = 1;
  100298. y_end = header.height;
  100299. break;
  100300. case TGATools._ORIGIN_BL:
  100301. x_start = 0;
  100302. x_step = 1;
  100303. x_end = header.width;
  100304. y_start = header.height - 1;
  100305. y_step = -1;
  100306. y_end = -1;
  100307. break;
  100308. case TGATools._ORIGIN_UR:
  100309. x_start = header.width - 1;
  100310. x_step = -1;
  100311. x_end = -1;
  100312. y_start = 0;
  100313. y_step = 1;
  100314. y_end = header.height;
  100315. break;
  100316. case TGATools._ORIGIN_BR:
  100317. x_start = header.width - 1;
  100318. x_step = -1;
  100319. x_end = -1;
  100320. y_start = header.height - 1;
  100321. y_step = -1;
  100322. y_end = -1;
  100323. break;
  100324. }
  100325. // Load the specify method
  100326. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  100327. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  100328. var engine = texture.getEngine();
  100329. engine._uploadDataToTextureDirectly(texture, imageData);
  100330. };
  100331. /** @hidden */
  100332. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100333. var image = pixel_data, colormap = palettes;
  100334. var width = header.width, height = header.height;
  100335. var color, i = 0, x, y;
  100336. var imageData = new Uint8Array(width * height * 4);
  100337. for (y = y_start; y !== y_end; y += y_step) {
  100338. for (x = x_start; x !== x_end; x += x_step, i++) {
  100339. color = image[i];
  100340. imageData[(x + width * y) * 4 + 3] = 255;
  100341. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  100342. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  100343. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  100344. }
  100345. }
  100346. return imageData;
  100347. };
  100348. /** @hidden */
  100349. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100350. var image = pixel_data;
  100351. var width = header.width, height = header.height;
  100352. var color, i = 0, x, y;
  100353. var imageData = new Uint8Array(width * height * 4);
  100354. for (y = y_start; y !== y_end; y += y_step) {
  100355. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100356. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  100357. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  100358. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  100359. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  100360. imageData[(x + width * y) * 4 + 0] = r;
  100361. imageData[(x + width * y) * 4 + 1] = g;
  100362. imageData[(x + width * y) * 4 + 2] = b;
  100363. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  100364. }
  100365. }
  100366. return imageData;
  100367. };
  100368. /** @hidden */
  100369. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100370. var image = pixel_data;
  100371. var width = header.width, height = header.height;
  100372. var i = 0, x, y;
  100373. var imageData = new Uint8Array(width * height * 4);
  100374. for (y = y_start; y !== y_end; y += y_step) {
  100375. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  100376. imageData[(x + width * y) * 4 + 3] = 255;
  100377. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100378. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100379. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100380. }
  100381. }
  100382. return imageData;
  100383. };
  100384. /** @hidden */
  100385. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100386. var image = pixel_data;
  100387. var width = header.width, height = header.height;
  100388. var i = 0, x, y;
  100389. var imageData = new Uint8Array(width * height * 4);
  100390. for (y = y_start; y !== y_end; y += y_step) {
  100391. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  100392. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100393. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100394. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100395. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  100396. }
  100397. }
  100398. return imageData;
  100399. };
  100400. /** @hidden */
  100401. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100402. var image = pixel_data;
  100403. var width = header.width, height = header.height;
  100404. var color, i = 0, x, y;
  100405. var imageData = new Uint8Array(width * height * 4);
  100406. for (y = y_start; y !== y_end; y += y_step) {
  100407. for (x = x_start; x !== x_end; x += x_step, i++) {
  100408. color = image[i];
  100409. imageData[(x + width * y) * 4 + 0] = color;
  100410. imageData[(x + width * y) * 4 + 1] = color;
  100411. imageData[(x + width * y) * 4 + 2] = color;
  100412. imageData[(x + width * y) * 4 + 3] = 255;
  100413. }
  100414. }
  100415. return imageData;
  100416. };
  100417. /** @hidden */
  100418. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100419. var image = pixel_data;
  100420. var width = header.width, height = header.height;
  100421. var i = 0, x, y;
  100422. var imageData = new Uint8Array(width * height * 4);
  100423. for (y = y_start; y !== y_end; y += y_step) {
  100424. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100425. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  100426. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  100427. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100428. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  100429. }
  100430. }
  100431. return imageData;
  100432. };
  100433. //private static _TYPE_NO_DATA = 0;
  100434. TGATools._TYPE_INDEXED = 1;
  100435. TGATools._TYPE_RGB = 2;
  100436. TGATools._TYPE_GREY = 3;
  100437. TGATools._TYPE_RLE_INDEXED = 9;
  100438. TGATools._TYPE_RLE_RGB = 10;
  100439. TGATools._TYPE_RLE_GREY = 11;
  100440. TGATools._ORIGIN_MASK = 0x30;
  100441. TGATools._ORIGIN_SHIFT = 0x04;
  100442. TGATools._ORIGIN_BL = 0x00;
  100443. TGATools._ORIGIN_BR = 0x01;
  100444. TGATools._ORIGIN_UL = 0x02;
  100445. TGATools._ORIGIN_UR = 0x03;
  100446. return TGATools;
  100447. }());
  100448. BABYLON.TGATools = TGATools;
  100449. })(BABYLON || (BABYLON = {}));
  100450. //# sourceMappingURL=babylon.tga.js.map
  100451. var BABYLON;
  100452. (function (BABYLON) {
  100453. /**
  100454. * Implementation of the TGA Texture Loader.
  100455. */
  100456. var TGATextureLoader = /** @class */ (function () {
  100457. function TGATextureLoader() {
  100458. /**
  100459. * Defines wether the loader supports cascade loading the different faces.
  100460. */
  100461. this.supportCascades = false;
  100462. }
  100463. /**
  100464. * This returns if the loader support the current file information.
  100465. * @param extension defines the file extension of the file being loaded
  100466. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100467. * @param fallback defines the fallback internal texture if any
  100468. * @param isBase64 defines whether the texture is encoded as a base64
  100469. * @param isBuffer defines whether the texture data are stored as a buffer
  100470. * @returns true if the loader can load the specified file
  100471. */
  100472. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100473. return extension.indexOf(".tga") === 0;
  100474. };
  100475. /**
  100476. * Transform the url before loading if required.
  100477. * @param rootUrl the url of the texture
  100478. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100479. * @returns the transformed texture
  100480. */
  100481. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100482. return rootUrl;
  100483. };
  100484. /**
  100485. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100486. * @param rootUrl the url of the texture
  100487. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100488. * @returns the fallback texture
  100489. */
  100490. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100491. return null;
  100492. };
  100493. /**
  100494. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100495. * @param data contains the texture data
  100496. * @param texture defines the BabylonJS internal texture
  100497. * @param createPolynomials will be true if polynomials have been requested
  100498. * @param onLoad defines the callback to trigger once the texture is ready
  100499. * @param onError defines the callback to trigger in case of error
  100500. */
  100501. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100502. throw ".env not supported in Cube.";
  100503. };
  100504. /**
  100505. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100506. * @param data contains the texture data
  100507. * @param texture defines the BabylonJS internal texture
  100508. * @param callback defines the method to call once ready to upload
  100509. */
  100510. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100511. var uintData = new Uint8Array(data);
  100512. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100513. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100514. BABYLON.TGATools.UploadContent(texture, uintData);
  100515. });
  100516. };
  100517. return TGATextureLoader;
  100518. }());
  100519. // Register the loader.
  100520. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100521. })(BABYLON || (BABYLON = {}));
  100522. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100523. var BABYLON;
  100524. (function (BABYLON) {
  100525. /**
  100526. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100527. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100528. */
  100529. var KhronosTextureContainer = /** @class */ (function () {
  100530. /**
  100531. * Creates a new KhronosTextureContainer
  100532. * @param arrayBuffer contents of the KTX container file
  100533. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100534. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100535. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100536. */
  100537. function KhronosTextureContainer(
  100538. /** contents of the KTX container file */
  100539. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100540. this.arrayBuffer = arrayBuffer;
  100541. /**
  100542. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  100543. */
  100544. this.isInvalid = false;
  100545. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100546. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100547. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100548. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100549. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100550. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100551. this.isInvalid = true;
  100552. BABYLON.Tools.Error("texture missing KTX identifier");
  100553. return;
  100554. }
  100555. // load the reset of the header in native 32 bit int
  100556. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100557. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100558. var oppositeEndianess = header[0] === 0x01020304;
  100559. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100560. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100561. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100562. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100563. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100564. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100565. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100566. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100567. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100568. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100569. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100570. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100571. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100572. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100573. if (this.glType !== 0) {
  100574. BABYLON.Tools.Error("only compressed formats currently supported");
  100575. return;
  100576. }
  100577. else {
  100578. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100579. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100580. }
  100581. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100582. BABYLON.Tools.Error("only 2D textures currently supported");
  100583. return;
  100584. }
  100585. if (this.numberOfArrayElements !== 0) {
  100586. BABYLON.Tools.Error("texture arrays not currently supported");
  100587. return;
  100588. }
  100589. if (this.numberOfFaces !== facesExpected) {
  100590. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100591. return;
  100592. }
  100593. // we now have a completely validated file, so could use existence of loadType as success
  100594. // would need to make this more elaborate & adjust checks above to support more than one load type
  100595. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100596. }
  100597. //
  100598. /**
  100599. * Revert the endianness of a value.
  100600. * Not as fast hardware based, but will probably never need to use
  100601. * @param val defines the value to convert
  100602. * @returns the new value
  100603. */
  100604. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100605. return ((val & 0xFF) << 24)
  100606. | ((val & 0xFF00) << 8)
  100607. | ((val >> 8) & 0xFF00)
  100608. | ((val >> 24) & 0xFF);
  100609. };
  100610. /**
  100611. * Uploads KTX content to a Babylon Texture.
  100612. * It is assumed that the texture has already been created & is currently bound
  100613. * @hidden
  100614. */
  100615. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100616. switch (this.loadType) {
  100617. case KhronosTextureContainer.COMPRESSED_2D:
  100618. this._upload2DCompressedLevels(texture, loadMipmaps);
  100619. break;
  100620. case KhronosTextureContainer.TEX_2D:
  100621. case KhronosTextureContainer.COMPRESSED_3D:
  100622. case KhronosTextureContainer.TEX_3D:
  100623. }
  100624. };
  100625. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100626. // initialize width & height for level 1
  100627. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100628. var width = this.pixelWidth;
  100629. var height = this.pixelHeight;
  100630. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100631. for (var level = 0; level < mipmapCount; level++) {
  100632. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100633. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100634. for (var face = 0; face < this.numberOfFaces; face++) {
  100635. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100636. var engine = texture.getEngine();
  100637. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100638. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100639. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100640. }
  100641. width = Math.max(1.0, width * 0.5);
  100642. height = Math.max(1.0, height * 0.5);
  100643. }
  100644. };
  100645. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100646. // load types
  100647. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100648. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100649. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100650. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100651. return KhronosTextureContainer;
  100652. }());
  100653. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100654. })(BABYLON || (BABYLON = {}));
  100655. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100656. var BABYLON;
  100657. (function (BABYLON) {
  100658. /**
  100659. * Implementation of the KTX Texture Loader.
  100660. */
  100661. var KTXTextureLoader = /** @class */ (function () {
  100662. function KTXTextureLoader() {
  100663. /**
  100664. * Defines wether the loader supports cascade loading the different faces.
  100665. */
  100666. this.supportCascades = false;
  100667. }
  100668. /**
  100669. * This returns if the loader support the current file information.
  100670. * @param extension defines the file extension of the file being loaded
  100671. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100672. * @param fallback defines the fallback internal texture if any
  100673. * @param isBase64 defines whether the texture is encoded as a base64
  100674. * @param isBuffer defines whether the texture data are stored as a buffer
  100675. * @returns true if the loader can load the specified file
  100676. */
  100677. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100678. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100679. return true;
  100680. }
  100681. return false;
  100682. };
  100683. /**
  100684. * Transform the url before loading if required.
  100685. * @param rootUrl the url of the texture
  100686. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100687. * @returns the transformed texture
  100688. */
  100689. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100690. var lastDot = rootUrl.lastIndexOf('.');
  100691. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100692. };
  100693. /**
  100694. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100695. * @param rootUrl the url of the texture
  100696. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100697. * @returns the fallback texture
  100698. */
  100699. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100700. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100701. var exp = new RegExp("" + textureFormatInUse + "$");
  100702. return rootUrl.replace(exp, "");
  100703. };
  100704. /**
  100705. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100706. * @param data contains the texture data
  100707. * @param texture defines the BabylonJS internal texture
  100708. * @param createPolynomials will be true if polynomials have been requested
  100709. * @param onLoad defines the callback to trigger once the texture is ready
  100710. * @param onError defines the callback to trigger in case of error
  100711. */
  100712. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100713. if (Array.isArray(data)) {
  100714. return;
  100715. }
  100716. var engine = texture.getEngine();
  100717. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100718. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100719. engine._unpackFlipY(true);
  100720. ktx.uploadLevels(texture, texture.generateMipMaps);
  100721. texture.width = ktx.pixelWidth;
  100722. texture.height = ktx.pixelHeight;
  100723. engine._setCubeMapTextureParams(loadMipmap);
  100724. texture.isReady = true;
  100725. };
  100726. /**
  100727. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100728. * @param data contains the texture data
  100729. * @param texture defines the BabylonJS internal texture
  100730. * @param callback defines the method to call once ready to upload
  100731. */
  100732. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100733. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100734. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100735. ktx.uploadLevels(texture, texture.generateMipMaps);
  100736. }, ktx.isInvalid);
  100737. };
  100738. return KTXTextureLoader;
  100739. }());
  100740. // Register the loader.
  100741. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100742. })(BABYLON || (BABYLON = {}));
  100743. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100744. var BABYLON;
  100745. (function (BABYLON) {
  100746. /**
  100747. * Sets of helpers addressing the serialization and deserialization of environment texture
  100748. * stored in a BabylonJS env file.
  100749. * Those files are usually stored as .env files.
  100750. */
  100751. var EnvironmentTextureTools = /** @class */ (function () {
  100752. function EnvironmentTextureTools() {
  100753. }
  100754. /**
  100755. * Gets the environment info from an env file.
  100756. * @param data The array buffer containing the .env bytes.
  100757. * @returns the environment file info (the json header) if successfully parsed.
  100758. */
  100759. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100760. var dataView = new DataView(data);
  100761. var pos = 0;
  100762. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100763. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100764. BABYLON.Tools.Error('Not a babylon environment map');
  100765. return null;
  100766. }
  100767. }
  100768. // Read json manifest - collect characters up to null terminator
  100769. var manifestString = '';
  100770. var charCode = 0x00;
  100771. while ((charCode = dataView.getUint8(pos++))) {
  100772. manifestString += String.fromCharCode(charCode);
  100773. }
  100774. var manifest = JSON.parse(manifestString);
  100775. if (manifest.specular) {
  100776. // Extend the header with the position of the payload.
  100777. manifest.specular.specularDataPosition = pos;
  100778. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100779. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100780. }
  100781. return manifest;
  100782. };
  100783. /**
  100784. * Creates an environment texture from a loaded cube texture.
  100785. * @param texture defines the cube texture to convert in env file
  100786. * @return a promise containing the environment data if succesfull.
  100787. */
  100788. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100789. var _this = this;
  100790. var internalTexture = texture.getInternalTexture();
  100791. if (!internalTexture) {
  100792. return Promise.reject("The cube texture is invalid.");
  100793. }
  100794. if (!texture._prefiltered) {
  100795. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100796. }
  100797. var engine = internalTexture.getEngine();
  100798. if (engine && engine.premultipliedAlpha) {
  100799. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100800. }
  100801. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100802. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100803. }
  100804. var canvas = engine.getRenderingCanvas();
  100805. if (!canvas) {
  100806. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100807. }
  100808. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100809. if (!engine.getCaps().textureFloatRender) {
  100810. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100811. if (!engine.getCaps().textureHalfFloatRender) {
  100812. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100813. }
  100814. }
  100815. var cubeWidth = internalTexture.width;
  100816. var hostingScene = new BABYLON.Scene(engine);
  100817. var specularTextures = {};
  100818. var promises = [];
  100819. // Read and collect all mipmaps data from the cube.
  100820. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100821. mipmapsCount = Math.round(mipmapsCount);
  100822. var _loop_1 = function (i) {
  100823. var faceWidth = Math.pow(2, mipmapsCount - i);
  100824. var _loop_2 = function (face) {
  100825. var data = texture.readPixels(face, i);
  100826. // Creates a temp texture with the face data.
  100827. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100828. // And rgbdEncode them.
  100829. var promise = new Promise(function (resolve, reject) {
  100830. 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);
  100831. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100832. rgbdPostProcess.onApply = function (effect) {
  100833. effect._bindTexture("textureSampler", tempTexture);
  100834. };
  100835. // As the process needs to happen on the main canvas, keep track of the current size
  100836. var currentW = engine.getRenderWidth();
  100837. var currentH = engine.getRenderHeight();
  100838. // Set the desired size for the texture
  100839. engine.setSize(faceWidth, faceWidth);
  100840. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100841. // Reading datas from WebGL
  100842. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100843. var fileReader = new FileReader();
  100844. fileReader.onload = function (event) {
  100845. var arrayBuffer = event.target.result;
  100846. specularTextures[i * 6 + face] = arrayBuffer;
  100847. resolve();
  100848. };
  100849. fileReader.readAsArrayBuffer(blob);
  100850. });
  100851. // Reapply the previous canvas size
  100852. engine.setSize(currentW, currentH);
  100853. });
  100854. });
  100855. promises.push(promise);
  100856. };
  100857. // All faces of the cube.
  100858. for (var face = 0; face < 6; face++) {
  100859. _loop_2(face);
  100860. }
  100861. };
  100862. for (var i = 0; i <= mipmapsCount; i++) {
  100863. _loop_1(i);
  100864. }
  100865. // Once all the textures haves been collected as RGBD stored in PNGs
  100866. return Promise.all(promises).then(function () {
  100867. // We can delete the hosting scene keeping track of all the creation objects
  100868. hostingScene.dispose();
  100869. // Creates the json header for the env texture
  100870. var info = {
  100871. version: 1,
  100872. width: cubeWidth,
  100873. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100874. specular: {
  100875. mipmaps: [],
  100876. lodGenerationScale: texture.lodGenerationScale
  100877. }
  100878. };
  100879. // Sets the specular image data information
  100880. var position = 0;
  100881. for (var i = 0; i <= mipmapsCount; i++) {
  100882. for (var face = 0; face < 6; face++) {
  100883. var byteLength = specularTextures[i * 6 + face].byteLength;
  100884. info.specular.mipmaps.push({
  100885. length: byteLength,
  100886. position: position
  100887. });
  100888. position += byteLength;
  100889. }
  100890. }
  100891. // Encode the JSON as an array buffer
  100892. var infoString = JSON.stringify(info);
  100893. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100894. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100895. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100896. infoView[i] = infoString.charCodeAt(i);
  100897. }
  100898. // Ends up with a null terminator for easier parsing
  100899. infoView[infoString.length] = 0x00;
  100900. // Computes the final required size and creates the storage
  100901. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100902. var finalBuffer = new ArrayBuffer(totalSize);
  100903. var finalBufferView = new Uint8Array(finalBuffer);
  100904. var dataView = new DataView(finalBuffer);
  100905. // Copy the magic bytes identifying the file in
  100906. var pos = 0;
  100907. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100908. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100909. }
  100910. // Add the json info
  100911. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100912. pos += infoBuffer.byteLength;
  100913. // Finally inserts the texture data
  100914. for (var i = 0; i <= mipmapsCount; i++) {
  100915. for (var face = 0; face < 6; face++) {
  100916. var dataBuffer = specularTextures[i * 6 + face];
  100917. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100918. pos += dataBuffer.byteLength;
  100919. }
  100920. }
  100921. // Voila
  100922. return finalBuffer;
  100923. });
  100924. };
  100925. /**
  100926. * Creates a JSON representation of the spherical data.
  100927. * @param texture defines the texture containing the polynomials
  100928. * @return the JSON representation of the spherical info
  100929. */
  100930. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100931. var polynmials = texture.sphericalPolynomial;
  100932. if (polynmials == null) {
  100933. return null;
  100934. }
  100935. return {
  100936. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100937. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100938. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100939. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100940. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100941. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100942. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100943. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100944. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100945. };
  100946. };
  100947. /**
  100948. * Uploads the texture info contained in the env file to the GPU.
  100949. * @param texture defines the internal texture to upload to
  100950. * @param arrayBuffer defines the buffer cotaining the data to load
  100951. * @param info defines the texture info retrieved through the GetEnvInfo method
  100952. * @returns a promise
  100953. */
  100954. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100955. if (info.version !== 1) {
  100956. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100957. }
  100958. var specularInfo = info.specular;
  100959. if (!specularInfo) {
  100960. // Nothing else parsed so far
  100961. return Promise.resolve();
  100962. }
  100963. // Double checks the enclosed info
  100964. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100965. mipmapsCount = Math.round(mipmapsCount) + 1;
  100966. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100967. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100968. }
  100969. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100970. var imageData = new Array(mipmapsCount);
  100971. for (var i = 0; i < mipmapsCount; i++) {
  100972. imageData[i] = new Array(6);
  100973. for (var face = 0; face < 6; face++) {
  100974. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100975. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100976. }
  100977. }
  100978. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100979. };
  100980. /**
  100981. * Uploads the levels of image data to the GPU.
  100982. * @param texture defines the internal texture to upload to
  100983. * @param imageData defines the array buffer views of image data [mipmap][face]
  100984. * @returns a promise
  100985. */
  100986. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100987. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100988. throw new Error("Texture size must be a power of two");
  100989. }
  100990. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100991. // Gets everything ready.
  100992. var engine = texture.getEngine();
  100993. var expandTexture = false;
  100994. var generateNonLODTextures = false;
  100995. var rgbdPostProcess = null;
  100996. var cubeRtt = null;
  100997. var lodTextures = null;
  100998. var caps = engine.getCaps();
  100999. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101000. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101001. texture.generateMipMaps = true;
  101002. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  101003. // Add extra process if texture lod is not supported
  101004. if (!caps.textureLOD) {
  101005. expandTexture = false;
  101006. generateNonLODTextures = true;
  101007. lodTextures = {};
  101008. }
  101009. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  101010. else if (engine.webGLVersion < 2) {
  101011. expandTexture = false;
  101012. }
  101013. // If half float available we can uncompress the texture
  101014. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  101015. expandTexture = true;
  101016. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101017. }
  101018. // If full float available we can uncompress the texture
  101019. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  101020. expandTexture = true;
  101021. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101022. }
  101023. // Expand the texture if possible
  101024. if (expandTexture) {
  101025. // Simply run through the decode PP
  101026. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  101027. texture._isRGBD = false;
  101028. texture.invertY = false;
  101029. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  101030. generateDepthBuffer: false,
  101031. generateMipMaps: true,
  101032. generateStencilBuffer: false,
  101033. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  101034. type: texture.type,
  101035. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  101036. });
  101037. }
  101038. else {
  101039. texture._isRGBD = true;
  101040. texture.invertY = true;
  101041. // In case of missing support, applies the same patch than DDS files.
  101042. if (generateNonLODTextures) {
  101043. var mipSlices = 3;
  101044. var scale = texture._lodGenerationScale;
  101045. var offset = texture._lodGenerationOffset;
  101046. for (var i = 0; i < mipSlices; i++) {
  101047. //compute LOD from even spacing in smoothness (matching shader calculation)
  101048. var smoothness = i / (mipSlices - 1);
  101049. var roughness = 1 - smoothness;
  101050. var minLODIndex = offset; // roughness = 0
  101051. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  101052. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  101053. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  101054. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  101055. glTextureFromLod.isCube = true;
  101056. glTextureFromLod.invertY = true;
  101057. glTextureFromLod.generateMipMaps = false;
  101058. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  101059. // Wrap in a base texture for easy binding.
  101060. var lodTexture = new BABYLON.BaseTexture(null);
  101061. lodTexture.isCube = true;
  101062. lodTexture._texture = glTextureFromLod;
  101063. lodTextures[mipmapIndex] = lodTexture;
  101064. switch (i) {
  101065. case 0:
  101066. texture._lodTextureLow = lodTexture;
  101067. break;
  101068. case 1:
  101069. texture._lodTextureMid = lodTexture;
  101070. break;
  101071. case 2:
  101072. texture._lodTextureHigh = lodTexture;
  101073. break;
  101074. }
  101075. }
  101076. }
  101077. }
  101078. var promises = [];
  101079. var _loop_3 = function (i) {
  101080. var _loop_4 = function (face) {
  101081. // Constructs an image element from image data
  101082. var bytes = imageData[i][face];
  101083. var blob = new Blob([bytes], { type: 'image/png' });
  101084. var url = URL.createObjectURL(blob);
  101085. var image = new Image();
  101086. image.src = url;
  101087. // Enqueue promise to upload to the texture.
  101088. var promise = new Promise(function (resolve, reject) {
  101089. image.onload = function () {
  101090. if (expandTexture) {
  101091. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  101092. reject(message);
  101093. }, image);
  101094. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101095. // Uncompress the data to a RTT
  101096. rgbdPostProcess.onApply = function (effect) {
  101097. effect._bindTexture("textureSampler", tempTexture_1);
  101098. effect.setFloat2("scale", 1, 1);
  101099. };
  101100. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  101101. // Cleanup
  101102. engine.restoreDefaultFramebuffer();
  101103. tempTexture_1.dispose();
  101104. window.URL.revokeObjectURL(url);
  101105. resolve();
  101106. });
  101107. }
  101108. else {
  101109. engine._uploadImageToTexture(texture, image, face, i);
  101110. // Upload the face to the non lod texture support
  101111. if (generateNonLODTextures) {
  101112. var lodTexture = lodTextures[i];
  101113. if (lodTexture) {
  101114. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  101115. }
  101116. }
  101117. resolve();
  101118. }
  101119. };
  101120. image.onerror = function (error) {
  101121. reject(error);
  101122. };
  101123. });
  101124. promises.push(promise);
  101125. };
  101126. // All faces
  101127. for (var face = 0; face < 6; face++) {
  101128. _loop_4(face);
  101129. }
  101130. };
  101131. // All mipmaps up to provided number of images
  101132. for (var i = 0; i < imageData.length; i++) {
  101133. _loop_3(i);
  101134. }
  101135. // Fill remaining mipmaps with black textures.
  101136. if (imageData.length < mipmapsCount) {
  101137. var data = void 0;
  101138. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  101139. var dataLength = size * size * 4;
  101140. switch (texture.type) {
  101141. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  101142. data = new Uint8Array(dataLength);
  101143. break;
  101144. }
  101145. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  101146. data = new Uint16Array(dataLength);
  101147. break;
  101148. }
  101149. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  101150. data = new Float32Array(dataLength);
  101151. break;
  101152. }
  101153. }
  101154. for (var i = imageData.length; i < mipmapsCount; i++) {
  101155. for (var face = 0; face < 6; face++) {
  101156. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  101157. }
  101158. }
  101159. }
  101160. // Once all done, finishes the cleanup and return
  101161. return Promise.all(promises).then(function () {
  101162. // Release temp RTT.
  101163. if (cubeRtt) {
  101164. engine._releaseFramebufferObjects(cubeRtt);
  101165. cubeRtt._swapAndDie(texture);
  101166. }
  101167. // Release temp Post Process.
  101168. if (rgbdPostProcess) {
  101169. rgbdPostProcess.dispose();
  101170. }
  101171. // Flag internal texture as ready in case they are in use.
  101172. if (generateNonLODTextures) {
  101173. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  101174. texture._lodTextureHigh._texture.isReady = true;
  101175. }
  101176. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  101177. texture._lodTextureMid._texture.isReady = true;
  101178. }
  101179. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  101180. texture._lodTextureLow._texture.isReady = true;
  101181. }
  101182. }
  101183. });
  101184. };
  101185. /**
  101186. * Uploads spherical polynomials information to the texture.
  101187. * @param texture defines the texture we are trying to upload the information to
  101188. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  101189. */
  101190. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  101191. if (info.version !== 1) {
  101192. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  101193. }
  101194. var irradianceInfo = info.irradiance;
  101195. if (!irradianceInfo) {
  101196. return;
  101197. }
  101198. var sp = new BABYLON.SphericalPolynomial();
  101199. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  101200. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  101201. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  101202. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  101203. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  101204. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  101205. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  101206. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  101207. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  101208. texture._sphericalPolynomial = sp;
  101209. };
  101210. /**
  101211. * Magic number identifying the env file.
  101212. */
  101213. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  101214. return EnvironmentTextureTools;
  101215. }());
  101216. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  101217. })(BABYLON || (BABYLON = {}));
  101218. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  101219. var BABYLON;
  101220. (function (BABYLON) {
  101221. /**
  101222. * Implementation of the ENV Texture Loader.
  101223. */
  101224. var ENVTextureLoader = /** @class */ (function () {
  101225. function ENVTextureLoader() {
  101226. /**
  101227. * Defines wether the loader supports cascade loading the different faces.
  101228. */
  101229. this.supportCascades = false;
  101230. }
  101231. /**
  101232. * This returns if the loader support the current file information.
  101233. * @param extension defines the file extension of the file being loaded
  101234. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101235. * @param fallback defines the fallback internal texture if any
  101236. * @param isBase64 defines whether the texture is encoded as a base64
  101237. * @param isBuffer defines whether the texture data are stored as a buffer
  101238. * @returns true if the loader can load the specified file
  101239. */
  101240. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101241. return extension.indexOf(".env") === 0;
  101242. };
  101243. /**
  101244. * Transform the url before loading if required.
  101245. * @param rootUrl the url of the texture
  101246. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101247. * @returns the transformed texture
  101248. */
  101249. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101250. return rootUrl;
  101251. };
  101252. /**
  101253. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101254. * @param rootUrl the url of the texture
  101255. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101256. * @returns the fallback texture
  101257. */
  101258. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101259. return null;
  101260. };
  101261. /**
  101262. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101263. * @param data contains the texture data
  101264. * @param texture defines the BabylonJS internal texture
  101265. * @param createPolynomials will be true if polynomials have been requested
  101266. * @param onLoad defines the callback to trigger once the texture is ready
  101267. * @param onError defines the callback to trigger in case of error
  101268. */
  101269. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101270. if (Array.isArray(data)) {
  101271. return;
  101272. }
  101273. data = data;
  101274. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  101275. if (info) {
  101276. texture.width = info.width;
  101277. texture.height = info.width;
  101278. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  101279. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  101280. texture.isReady = true;
  101281. if (onLoad) {
  101282. onLoad();
  101283. }
  101284. });
  101285. }
  101286. else if (onError) {
  101287. onError("Can not parse the environment file", null);
  101288. }
  101289. };
  101290. /**
  101291. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101292. * @param data contains the texture data
  101293. * @param texture defines the BabylonJS internal texture
  101294. * @param callback defines the method to call once ready to upload
  101295. */
  101296. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  101297. throw ".env not supported in 2d.";
  101298. };
  101299. return ENVTextureLoader;
  101300. }());
  101301. // Register the loader.
  101302. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  101303. })(BABYLON || (BABYLON = {}));
  101304. //# sourceMappingURL=babylon.envTextureLoader.js.map
  101305. var BABYLON;
  101306. (function (BABYLON) {
  101307. /**
  101308. * Renders a layer on top of an existing scene
  101309. */
  101310. var UtilityLayerRenderer = /** @class */ (function () {
  101311. /**
  101312. * Instantiates a UtilityLayerRenderer
  101313. * @param originalScene the original scene that will be rendered on top of
  101314. */
  101315. function UtilityLayerRenderer(
  101316. /** the original scene that will be rendered on top of */
  101317. originalScene) {
  101318. var _this = this;
  101319. this.originalScene = originalScene;
  101320. this._pointerCaptures = {};
  101321. this._lastPointerEvents = {};
  101322. /**
  101323. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  101324. */
  101325. this.pickUtilitySceneFirst = true;
  101326. /**
  101327. * If the utility layer should automatically be rendered on top of existing scene
  101328. */
  101329. this.shouldRender = true;
  101330. /**
  101331. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  101332. */
  101333. this.onlyCheckPointerDownEvents = true;
  101334. /**
  101335. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  101336. */
  101337. this.processAllEvents = false;
  101338. /**
  101339. * Observable raised when the pointer move from the utility layer scene to the main scene
  101340. */
  101341. this.onPointerOutObservable = new BABYLON.Observable();
  101342. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  101343. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  101344. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  101345. this.utilityLayerScene._allowPostProcessClearColor = false;
  101346. originalScene.getEngine().scenes.pop();
  101347. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  101348. this.utilityLayerScene.detachControl();
  101349. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  101350. if (!_this.processAllEvents) {
  101351. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  101352. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  101353. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  101354. return;
  101355. }
  101356. }
  101357. var pointerEvent = (prePointerInfo.event);
  101358. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  101359. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101360. return;
  101361. }
  101362. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  101363. if (!prePointerInfo.ray && utilityScenePick) {
  101364. prePointerInfo.ray = utilityScenePick.ray;
  101365. }
  101366. // always fire the prepointer oversvable
  101367. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  101368. // allow every non pointer down event to flow to the utility layer
  101369. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  101370. if (!prePointerInfo.skipOnPointerObservable) {
  101371. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101372. }
  101373. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  101374. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101375. }
  101376. return;
  101377. }
  101378. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  101379. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  101380. if (utilityScenePick && utilityScenePick.hit) {
  101381. if (!prePointerInfo.skipOnPointerObservable) {
  101382. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101383. }
  101384. prePointerInfo.skipOnPointerObservable = true;
  101385. }
  101386. }
  101387. else {
  101388. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  101389. var pointerEvent_1 = (prePointerInfo.event);
  101390. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  101391. if (originalScenePick && utilityScenePick) {
  101392. // No pick in utility scene
  101393. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  101394. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101395. // We touched an utility mesh present in the main scene
  101396. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101397. prePointerInfo.skipOnPointerObservable = true;
  101398. }
  101399. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  101400. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  101401. }
  101402. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101403. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101404. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101405. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101406. }
  101407. }
  101408. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  101409. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  101410. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  101411. // If a previous utility layer set this, do not unset this
  101412. if (!prePointerInfo.skipOnPointerObservable) {
  101413. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  101414. }
  101415. }
  101416. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  101417. // We have a pick in both scenes but main is closer than utility
  101418. // We touched an utility mesh present in the main scene
  101419. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101420. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101421. prePointerInfo.skipOnPointerObservable = true;
  101422. }
  101423. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101424. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101425. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101426. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101427. }
  101428. }
  101429. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  101430. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  101431. }
  101432. }
  101433. }
  101434. });
  101435. // Render directly on top of existing scene without clearing
  101436. this.utilityLayerScene.autoClear = false;
  101437. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  101438. if (_this.shouldRender) {
  101439. _this.render();
  101440. }
  101441. });
  101442. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  101443. _this.dispose();
  101444. });
  101445. this._updateCamera();
  101446. }
  101447. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  101448. /**
  101449. * 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)
  101450. */
  101451. get: function () {
  101452. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  101453. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101454. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101455. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101456. });
  101457. }
  101458. return UtilityLayerRenderer._DefaultUtilityLayer;
  101459. },
  101460. enumerable: true,
  101461. configurable: true
  101462. });
  101463. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  101464. /**
  101465. * 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)
  101466. */
  101467. get: function () {
  101468. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  101469. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101470. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  101471. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101472. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101473. });
  101474. }
  101475. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  101476. },
  101477. enumerable: true,
  101478. configurable: true
  101479. });
  101480. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  101481. if (!prePointerInfo.skipOnPointerObservable) {
  101482. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  101483. this._lastPointerEvents[pointerEvent.pointerId] = true;
  101484. }
  101485. };
  101486. /**
  101487. * Renders the utility layers scene on top of the original scene
  101488. */
  101489. UtilityLayerRenderer.prototype.render = function () {
  101490. this._updateCamera();
  101491. if (this.utilityLayerScene.activeCamera) {
  101492. // Set the camera's scene to utility layers scene
  101493. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  101494. var camera = this.utilityLayerScene.activeCamera;
  101495. camera._scene = this.utilityLayerScene;
  101496. if (camera.leftCamera) {
  101497. camera.leftCamera._scene = this.utilityLayerScene;
  101498. }
  101499. if (camera.rightCamera) {
  101500. camera.rightCamera._scene = this.utilityLayerScene;
  101501. }
  101502. this.utilityLayerScene.render(false);
  101503. // Reset camera's scene back to original
  101504. camera._scene = oldScene;
  101505. if (camera.leftCamera) {
  101506. camera.leftCamera._scene = oldScene;
  101507. }
  101508. if (camera.rightCamera) {
  101509. camera.rightCamera._scene = oldScene;
  101510. }
  101511. }
  101512. };
  101513. /**
  101514. * Disposes of the renderer
  101515. */
  101516. UtilityLayerRenderer.prototype.dispose = function () {
  101517. this.onPointerOutObservable.clear();
  101518. if (this._afterRenderObserver) {
  101519. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101520. }
  101521. if (this._sceneDisposeObserver) {
  101522. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101523. }
  101524. if (this._originalPointerObserver) {
  101525. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101526. }
  101527. this.utilityLayerScene.dispose();
  101528. };
  101529. UtilityLayerRenderer.prototype._updateCamera = function () {
  101530. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101531. };
  101532. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101533. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101534. return UtilityLayerRenderer;
  101535. }());
  101536. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101537. })(BABYLON || (BABYLON = {}));
  101538. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101539. //# sourceMappingURL=babylon.behavior.js.map
  101540. var BABYLON;
  101541. (function (BABYLON) {
  101542. /**
  101543. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101544. */
  101545. var PointerDragBehavior = /** @class */ (function () {
  101546. /**
  101547. * Creates a pointer drag behavior that can be attached to a mesh
  101548. * @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)
  101549. */
  101550. function PointerDragBehavior(options) {
  101551. /**
  101552. * 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)
  101553. */
  101554. this.maxDragAngle = 0;
  101555. /**
  101556. * @hidden
  101557. */
  101558. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101559. /**
  101560. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101561. */
  101562. this.currentDraggingPointerID = -1;
  101563. /**
  101564. * If the behavior is currently in a dragging state
  101565. */
  101566. this.dragging = false;
  101567. /**
  101568. * 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)
  101569. */
  101570. this.dragDeltaRatio = 0.2;
  101571. /**
  101572. * If the drag plane orientation should be updated during the dragging (Default: true)
  101573. */
  101574. this.updateDragPlane = true;
  101575. // Debug mode will display drag planes to help visualize behavior
  101576. this._debugMode = false;
  101577. this._moving = false;
  101578. /**
  101579. * Fires each time the attached mesh is dragged with the pointer
  101580. * * delta between last drag position and current drag position in world space
  101581. * * dragDistance along the drag axis
  101582. * * dragPlaneNormal normal of the current drag plane used during the drag
  101583. * * dragPlanePoint in world space where the drag intersects the drag plane
  101584. */
  101585. this.onDragObservable = new BABYLON.Observable();
  101586. /**
  101587. * Fires each time a drag begins (eg. mouse down on mesh)
  101588. */
  101589. this.onDragStartObservable = new BABYLON.Observable();
  101590. /**
  101591. * Fires each time a drag ends (eg. mouse release after drag)
  101592. */
  101593. this.onDragEndObservable = new BABYLON.Observable();
  101594. /**
  101595. * If the attached mesh should be moved when dragged
  101596. */
  101597. this.moveAttached = true;
  101598. /**
  101599. * If the drag behavior will react to drag events (Default: true)
  101600. */
  101601. this.enabled = true;
  101602. /**
  101603. * If camera controls should be detached during the drag
  101604. */
  101605. this.detachCameraControls = true;
  101606. /**
  101607. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101608. */
  101609. this.useObjectOrienationForDragging = true;
  101610. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101611. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101612. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101613. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101614. this._attachedElement = null;
  101615. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101616. this._lastPointerRay = {};
  101617. this._dragDelta = new BABYLON.Vector3();
  101618. // Variables to avoid instantiation in the below method
  101619. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101620. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101621. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101622. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101623. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101624. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101625. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101626. this._options = options ? options : {};
  101627. var optionCount = 0;
  101628. if (this._options.dragAxis) {
  101629. optionCount++;
  101630. }
  101631. if (this._options.dragPlaneNormal) {
  101632. optionCount++;
  101633. }
  101634. if (optionCount > 1) {
  101635. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101636. }
  101637. }
  101638. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101639. /**
  101640. * The name of the behavior
  101641. */
  101642. get: function () {
  101643. return "PointerDrag";
  101644. },
  101645. enumerable: true,
  101646. configurable: true
  101647. });
  101648. /**
  101649. * Initializes the behavior
  101650. */
  101651. PointerDragBehavior.prototype.init = function () { };
  101652. /**
  101653. * Attaches the drag behavior the passed in mesh
  101654. * @param ownerNode The mesh that will be dragged around once attached
  101655. */
  101656. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101657. var _this = this;
  101658. this._scene = ownerNode.getScene();
  101659. this._attachedNode = ownerNode;
  101660. // Initialize drag plane to not interfere with existing scene
  101661. if (!PointerDragBehavior._planeScene) {
  101662. if (this._debugMode) {
  101663. PointerDragBehavior._planeScene = this._scene;
  101664. }
  101665. else {
  101666. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101667. PointerDragBehavior._planeScene.detachControl();
  101668. this._scene.getEngine().scenes.pop();
  101669. this._scene.onDisposeObservable.addOnce(function () {
  101670. PointerDragBehavior._planeScene.dispose();
  101671. PointerDragBehavior._planeScene = null;
  101672. });
  101673. }
  101674. }
  101675. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101676. // State of the drag
  101677. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101678. var pickPredicate = function (m) {
  101679. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101680. };
  101681. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101682. if (!_this.enabled) {
  101683. return;
  101684. }
  101685. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101686. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101687. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101688. }
  101689. }
  101690. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101691. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101692. _this.releaseDrag();
  101693. }
  101694. }
  101695. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101696. var pointerId = pointerInfo.event.pointerId;
  101697. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101698. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101699. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101700. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101701. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101702. }
  101703. _this.currentDraggingPointerID = pointerId;
  101704. }
  101705. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101706. if (!_this._lastPointerRay[pointerId]) {
  101707. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101708. }
  101709. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101710. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101711. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101712. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101713. _this._moveDrag(pointerInfo.pickInfo.ray);
  101714. }
  101715. }
  101716. }
  101717. });
  101718. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101719. if (_this._moving && _this.moveAttached) {
  101720. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101721. // Slowly move mesh to avoid jitter
  101722. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101723. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101724. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101725. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101726. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101727. }
  101728. });
  101729. };
  101730. /**
  101731. * Force relase the drag action by code.
  101732. */
  101733. PointerDragBehavior.prototype.releaseDrag = function () {
  101734. this.dragging = false;
  101735. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101736. this.currentDraggingPointerID = -1;
  101737. this._moving = false;
  101738. // Reattach camera controls
  101739. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101740. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101741. }
  101742. };
  101743. /**
  101744. * Simulates the start of a pointer drag event on the behavior
  101745. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101746. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101747. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101748. */
  101749. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101750. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101751. this._startDrag(pointerId, fromRay, startPickedPoint);
  101752. var lastRay = this._lastPointerRay[pointerId];
  101753. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101754. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101755. }
  101756. if (lastRay) {
  101757. // if there was a last pointer ray drag the object there
  101758. this._moveDrag(lastRay);
  101759. }
  101760. };
  101761. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101762. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101763. return;
  101764. }
  101765. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101766. // Create start ray from the camera to the object
  101767. if (fromRay) {
  101768. this._startDragRay.direction.copyFrom(fromRay.direction);
  101769. this._startDragRay.origin.copyFrom(fromRay.origin);
  101770. }
  101771. else {
  101772. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101773. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101774. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101775. }
  101776. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101777. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101778. if (pickedPoint) {
  101779. this.dragging = true;
  101780. this.currentDraggingPointerID = pointerId;
  101781. this.lastDragPosition.copyFrom(pickedPoint);
  101782. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101783. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101784. // Detatch camera controls
  101785. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101786. if (this._scene.activeCamera.inputs.attachedElement) {
  101787. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101788. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101789. }
  101790. else {
  101791. this._attachedElement = null;
  101792. }
  101793. }
  101794. }
  101795. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101796. };
  101797. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101798. this._moving = true;
  101799. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101800. if (pickedPoint) {
  101801. if (this.updateDragPlane) {
  101802. this._updateDragPlanePosition(ray, pickedPoint);
  101803. }
  101804. var dragLength = 0;
  101805. // depending on the drag mode option drag accordingly
  101806. if (this._options.dragAxis) {
  101807. // Convert local drag axis to world
  101808. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101809. // Project delta drag from the drag plane onto the drag axis
  101810. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101811. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101812. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101813. }
  101814. else {
  101815. dragLength = this._dragDelta.length();
  101816. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101817. }
  101818. this._targetPosition.addInPlace(this._dragDelta);
  101819. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101820. this.lastDragPosition.copyFrom(pickedPoint);
  101821. }
  101822. };
  101823. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101824. var _this = this;
  101825. if (!ray) {
  101826. return null;
  101827. }
  101828. // Calculate angle between plane normal and ray
  101829. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101830. // Correct if ray is casted from oposite side
  101831. if (angle > Math.PI / 2) {
  101832. angle = Math.PI - angle;
  101833. }
  101834. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101835. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101836. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101837. // Invert ray direction along the towards object axis
  101838. this._tmpVector.copyFrom(ray.direction);
  101839. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101840. this._alternatePickedPoint.normalize();
  101841. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101842. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101843. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101844. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101845. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101846. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101847. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101848. return this._alternatePickedPoint;
  101849. }
  101850. else {
  101851. return null;
  101852. }
  101853. }
  101854. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101855. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101856. return pickResult.pickedPoint;
  101857. }
  101858. else {
  101859. return null;
  101860. }
  101861. };
  101862. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101863. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101864. this._pointA.copyFrom(dragPlanePosition);
  101865. if (this._options.dragAxis) {
  101866. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101867. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101868. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101869. ray.origin.subtractToRef(this._pointA, this._pointC);
  101870. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101871. // Get perpendicular line from direction to camera and drag axis
  101872. this._pointB.subtractToRef(this._pointA, this._lineA);
  101873. this._pointC.subtractToRef(this._pointA, this._lineB);
  101874. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101875. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101876. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101877. this._lookAt.normalize();
  101878. this._dragPlane.position.copyFrom(this._pointA);
  101879. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101880. this._dragPlane.lookAt(this._lookAt);
  101881. }
  101882. else if (this._options.dragPlaneNormal) {
  101883. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101884. this._dragPlane.position.copyFrom(this._pointA);
  101885. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101886. this._dragPlane.lookAt(this._lookAt);
  101887. }
  101888. else {
  101889. this._dragPlane.position.copyFrom(this._pointA);
  101890. this._dragPlane.lookAt(ray.origin);
  101891. }
  101892. this._dragPlane.computeWorldMatrix(true);
  101893. };
  101894. /**
  101895. * Detaches the behavior from the mesh
  101896. */
  101897. PointerDragBehavior.prototype.detach = function () {
  101898. if (this._pointerObserver) {
  101899. this._scene.onPointerObservable.remove(this._pointerObserver);
  101900. }
  101901. if (this._beforeRenderObserver) {
  101902. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101903. }
  101904. };
  101905. PointerDragBehavior._AnyMouseID = -2;
  101906. return PointerDragBehavior;
  101907. }());
  101908. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101909. })(BABYLON || (BABYLON = {}));
  101910. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101911. var BABYLON;
  101912. (function (BABYLON) {
  101913. /**
  101914. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101915. */
  101916. var MultiPointerScaleBehavior = /** @class */ (function () {
  101917. /**
  101918. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101919. */
  101920. function MultiPointerScaleBehavior() {
  101921. this._startDistance = 0;
  101922. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101923. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101924. this._sceneRenderObserver = null;
  101925. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101926. this._dragBehaviorA.moveAttached = false;
  101927. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101928. this._dragBehaviorB.moveAttached = false;
  101929. }
  101930. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101931. /**
  101932. * The name of the behavior
  101933. */
  101934. get: function () {
  101935. return "MultiPointerScale";
  101936. },
  101937. enumerable: true,
  101938. configurable: true
  101939. });
  101940. /**
  101941. * Initializes the behavior
  101942. */
  101943. MultiPointerScaleBehavior.prototype.init = function () { };
  101944. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101945. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101946. };
  101947. /**
  101948. * Attaches the scale behavior the passed in mesh
  101949. * @param ownerNode The mesh that will be scaled around once attached
  101950. */
  101951. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101952. var _this = this;
  101953. this._ownerNode = ownerNode;
  101954. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101955. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101956. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101957. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101958. _this._dragBehaviorA.releaseDrag();
  101959. }
  101960. else {
  101961. _this._initialScale.copyFrom(ownerNode.scaling);
  101962. _this._startDistance = _this._getCurrentDistance();
  101963. }
  101964. }
  101965. });
  101966. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101967. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101968. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101969. _this._dragBehaviorB.releaseDrag();
  101970. }
  101971. else {
  101972. _this._initialScale.copyFrom(ownerNode.scaling);
  101973. _this._startDistance = _this._getCurrentDistance();
  101974. }
  101975. }
  101976. });
  101977. // Once both drag behaviors are active scale based on the distance between the two pointers
  101978. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101979. behavior.onDragObservable.add(function () {
  101980. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101981. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101982. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101983. }
  101984. });
  101985. });
  101986. ownerNode.addBehavior(this._dragBehaviorA);
  101987. ownerNode.addBehavior(this._dragBehaviorB);
  101988. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101989. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101990. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101991. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101992. if (change.length() > 0.01) {
  101993. ownerNode.scaling.addInPlace(change);
  101994. }
  101995. }
  101996. });
  101997. };
  101998. /**
  101999. * Detaches the behavior from the mesh
  102000. */
  102001. MultiPointerScaleBehavior.prototype.detach = function () {
  102002. var _this = this;
  102003. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102004. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102005. behavior.onDragStartObservable.clear();
  102006. behavior.onDragObservable.clear();
  102007. _this._ownerNode.removeBehavior(behavior);
  102008. });
  102009. };
  102010. return MultiPointerScaleBehavior;
  102011. }());
  102012. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  102013. })(BABYLON || (BABYLON = {}));
  102014. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  102015. var BABYLON;
  102016. (function (BABYLON) {
  102017. /**
  102018. * 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
  102019. */
  102020. var SixDofDragBehavior = /** @class */ (function () {
  102021. /**
  102022. * 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
  102023. */
  102024. function SixDofDragBehavior() {
  102025. this._sceneRenderObserver = null;
  102026. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102027. this._moving = false;
  102028. this._startingOrientation = new BABYLON.Quaternion();
  102029. /**
  102030. * 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)
  102031. */
  102032. this.zDragFactor = 3;
  102033. /**
  102034. * If the behavior is currently in a dragging state
  102035. */
  102036. this.dragging = false;
  102037. /**
  102038. * 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)
  102039. */
  102040. this.dragDeltaRatio = 0.2;
  102041. /**
  102042. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102043. */
  102044. this.currentDraggingPointerID = -1;
  102045. /**
  102046. * If camera controls should be detached during the drag
  102047. */
  102048. this.detachCameraControls = true;
  102049. /**
  102050. * Fires each time a drag starts
  102051. */
  102052. this.onDragStartObservable = new BABYLON.Observable();
  102053. /**
  102054. * Fires each time a drag ends (eg. mouse release after drag)
  102055. */
  102056. this.onDragEndObservable = new BABYLON.Observable();
  102057. }
  102058. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  102059. /**
  102060. * The name of the behavior
  102061. */
  102062. get: function () {
  102063. return "SixDofDrag";
  102064. },
  102065. enumerable: true,
  102066. configurable: true
  102067. });
  102068. /**
  102069. * Initializes the behavior
  102070. */
  102071. SixDofDragBehavior.prototype.init = function () { };
  102072. /**
  102073. * Attaches the scale behavior the passed in mesh
  102074. * @param ownerNode The mesh that will be scaled around once attached
  102075. */
  102076. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  102077. var _this = this;
  102078. this._ownerNode = ownerNode;
  102079. this._scene = this._ownerNode.getScene();
  102080. if (!SixDofDragBehavior._virtualScene) {
  102081. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  102082. SixDofDragBehavior._virtualScene.detachControl();
  102083. this._scene.getEngine().scenes.pop();
  102084. }
  102085. var pickedMesh = null;
  102086. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  102087. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  102088. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102089. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  102090. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102091. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  102092. var pickPredicate = function (m) {
  102093. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  102094. };
  102095. var attachedElement = null;
  102096. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102097. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102098. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102099. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102100. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102101. }
  102102. pickedMesh = _this._ownerNode;
  102103. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102104. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102105. // Set position and orientation of the controller
  102106. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102107. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102108. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  102109. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102110. pickedMesh.computeWorldMatrix();
  102111. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  102112. if (!pickedMesh.rotationQuaternion) {
  102113. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  102114. }
  102115. var oldParent = pickedMesh.parent;
  102116. pickedMesh.setParent(null);
  102117. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  102118. pickedMesh.setParent(oldParent);
  102119. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102120. // Update state
  102121. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102122. _this.dragging = true;
  102123. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  102124. // Detatch camera controls
  102125. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102126. if (_this._scene.activeCamera.inputs.attachedElement) {
  102127. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  102128. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  102129. }
  102130. else {
  102131. attachedElement = null;
  102132. }
  102133. }
  102134. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102135. _this.onDragStartObservable.notifyObservers({});
  102136. }
  102137. }
  102138. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102139. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102140. _this.dragging = false;
  102141. _this._moving = false;
  102142. _this.currentDraggingPointerID = -1;
  102143. pickedMesh = null;
  102144. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102145. // Reattach camera controls
  102146. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102147. _this._scene.activeCamera.attachControl(attachedElement, true);
  102148. }
  102149. _this.onDragEndObservable.notifyObservers({});
  102150. }
  102151. }
  102152. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102153. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  102154. var zDragFactor = _this.zDragFactor;
  102155. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102156. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102157. zDragFactor = 0;
  102158. }
  102159. // Calculate controller drag distance in controller space
  102160. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  102161. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102162. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  102163. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102164. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  102165. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  102166. if (_this._virtualDragMesh.position.z < 0) {
  102167. _this._virtualDragMesh.position.z = 0;
  102168. }
  102169. // Update the controller position
  102170. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102171. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102172. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102173. // Move the virtualObjectsPosition into the picked mesh's space if needed
  102174. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102175. if (pickedMesh.parent) {
  102176. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  102177. }
  102178. if (!_this._moving) {
  102179. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  102180. }
  102181. _this._moving = true;
  102182. }
  102183. }
  102184. });
  102185. var tmpQuaternion = new BABYLON.Quaternion();
  102186. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102187. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102188. if (_this.dragging && _this._moving && pickedMesh) {
  102189. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102190. // Slowly move mesh to avoid jitter
  102191. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  102192. // Get change in rotation
  102193. tmpQuaternion.copyFrom(_this._startingOrientation);
  102194. tmpQuaternion.x = -tmpQuaternion.x;
  102195. tmpQuaternion.y = -tmpQuaternion.y;
  102196. tmpQuaternion.z = -tmpQuaternion.z;
  102197. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  102198. // Convert change in rotation to only y axis rotation
  102199. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  102200. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  102201. // Slowly move mesh to avoid jitter
  102202. var oldParent = pickedMesh.parent;
  102203. pickedMesh.setParent(null);
  102204. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  102205. pickedMesh.setParent(oldParent);
  102206. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102207. }
  102208. });
  102209. };
  102210. /**
  102211. * Detaches the behavior from the mesh
  102212. */
  102213. SixDofDragBehavior.prototype.detach = function () {
  102214. if (this._scene) {
  102215. this._scene.onPointerObservable.remove(this._pointerObserver);
  102216. }
  102217. if (this._ownerNode) {
  102218. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102219. }
  102220. if (this._virtualOriginMesh) {
  102221. this._virtualOriginMesh.dispose();
  102222. }
  102223. if (this._virtualDragMesh) {
  102224. this._virtualDragMesh.dispose();
  102225. }
  102226. this.onDragEndObservable.clear();
  102227. this.onDragStartObservable.clear();
  102228. };
  102229. return SixDofDragBehavior;
  102230. }());
  102231. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  102232. })(BABYLON || (BABYLON = {}));
  102233. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  102234. var BABYLON;
  102235. (function (BABYLON) {
  102236. /**
  102237. * @hidden
  102238. */
  102239. var FaceDirectionInfo = /** @class */ (function () {
  102240. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  102241. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  102242. if (diff === void 0) { diff = 0; }
  102243. if (ignore === void 0) { ignore = false; }
  102244. this.direction = direction;
  102245. this.rotatedDirection = rotatedDirection;
  102246. this.diff = diff;
  102247. this.ignore = ignore;
  102248. }
  102249. return FaceDirectionInfo;
  102250. }());
  102251. /**
  102252. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102253. */
  102254. var AttachToBoxBehavior = /** @class */ (function () {
  102255. /**
  102256. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102257. * @param ui The transform node that should be attched to the mesh
  102258. */
  102259. function AttachToBoxBehavior(ui) {
  102260. this.ui = ui;
  102261. /**
  102262. * The name of the behavior
  102263. */
  102264. this.name = "AttachToBoxBehavior";
  102265. /**
  102266. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102267. */
  102268. this.distanceAwayFromFace = 0.15;
  102269. /**
  102270. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102271. */
  102272. this.distanceAwayFromBottomOfFace = 0.15;
  102273. 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))];
  102274. this._tmpMatrix = new BABYLON.Matrix();
  102275. this._tmpVector = new BABYLON.Vector3();
  102276. this._zeroVector = BABYLON.Vector3.Zero();
  102277. this._lookAtTmpMatrix = new BABYLON.Matrix();
  102278. /* Does nothing */
  102279. }
  102280. /**
  102281. * Initializes the behavior
  102282. */
  102283. AttachToBoxBehavior.prototype.init = function () {
  102284. /* Does nothing */
  102285. };
  102286. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  102287. var _this = this;
  102288. // Go over each face and calculate the angle between the face's normal and targetDirection
  102289. this._faceVectors.forEach(function (v) {
  102290. if (!_this._target.rotationQuaternion) {
  102291. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  102292. }
  102293. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  102294. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  102295. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  102296. });
  102297. // Return the face information of the one with the normal closeset to target direction
  102298. return this._faceVectors.reduce(function (min, p) {
  102299. if (min.ignore) {
  102300. return p;
  102301. }
  102302. else if (p.ignore) {
  102303. return min;
  102304. }
  102305. else {
  102306. return min.diff < p.diff ? min : p;
  102307. }
  102308. }, this._faceVectors[0]);
  102309. };
  102310. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  102311. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  102312. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  102313. this._lookAtTmpMatrix.invert();
  102314. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  102315. };
  102316. /**
  102317. * Attaches the AttachToBoxBehavior to the passed in mesh
  102318. * @param target The mesh that the specified node will be attached to
  102319. */
  102320. AttachToBoxBehavior.prototype.attach = function (target) {
  102321. var _this = this;
  102322. this._target = target;
  102323. this._scene = this._target.getScene();
  102324. // Every frame, update the app bars position
  102325. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102326. if (!_this._scene.activeCamera) {
  102327. return;
  102328. }
  102329. // Find the face closest to the cameras position
  102330. var cameraPos = _this._scene.activeCamera.position;
  102331. if (_this._scene.activeCamera.devicePosition) {
  102332. cameraPos = _this._scene.activeCamera.devicePosition;
  102333. }
  102334. var facing = _this._closestFace(cameraPos.subtract(target.position));
  102335. if (_this._scene.activeCamera.leftCamera) {
  102336. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102337. }
  102338. else {
  102339. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102340. }
  102341. // Get camera up direction
  102342. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  102343. // Ignore faces to not select a parrelel face for the up vector of the UI
  102344. _this._faceVectors.forEach(function (v) {
  102345. if (facing.direction.x && v.direction.x) {
  102346. v.ignore = true;
  102347. }
  102348. if (facing.direction.y && v.direction.y) {
  102349. v.ignore = true;
  102350. }
  102351. if (facing.direction.z && v.direction.z) {
  102352. v.ignore = true;
  102353. }
  102354. });
  102355. var facingUp = _this._closestFace(_this._tmpVector);
  102356. // Unignore faces
  102357. _this._faceVectors.forEach(function (v) {
  102358. v.ignore = false;
  102359. });
  102360. // Position the app bar on that face
  102361. _this.ui.position.copyFrom(target.position);
  102362. if (facing.direction.x) {
  102363. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102364. _this.ui.position.addInPlace(_this._tmpVector);
  102365. }
  102366. if (facing.direction.y) {
  102367. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102368. _this.ui.position.addInPlace(_this._tmpVector);
  102369. }
  102370. if (facing.direction.z) {
  102371. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102372. _this.ui.position.addInPlace(_this._tmpVector);
  102373. }
  102374. // Rotate to be oriented properly to the camera
  102375. if (!_this.ui.rotationQuaternion) {
  102376. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  102377. }
  102378. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  102379. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  102380. // Place ui the correct distance from the bottom of the mesh
  102381. if (facingUp.direction.x) {
  102382. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  102383. }
  102384. if (facingUp.direction.y) {
  102385. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  102386. }
  102387. if (facingUp.direction.z) {
  102388. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  102389. }
  102390. _this.ui.position.addInPlace(_this._tmpVector);
  102391. });
  102392. };
  102393. /**
  102394. * Detaches the behavior from the mesh
  102395. */
  102396. AttachToBoxBehavior.prototype.detach = function () {
  102397. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  102398. };
  102399. return AttachToBoxBehavior;
  102400. }());
  102401. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  102402. })(BABYLON || (BABYLON = {}));
  102403. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  102404. var BABYLON;
  102405. (function (BABYLON) {
  102406. /**
  102407. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102408. */
  102409. var FadeInOutBehavior = /** @class */ (function () {
  102410. /**
  102411. * Instatiates the FadeInOutBehavior
  102412. */
  102413. function FadeInOutBehavior() {
  102414. var _this = this;
  102415. /**
  102416. * Time in milliseconds to delay before fading in (Default: 0)
  102417. */
  102418. this.delay = 0;
  102419. /**
  102420. * Time in milliseconds for the mesh to fade in (Default: 300)
  102421. */
  102422. this.fadeInTime = 300;
  102423. this._millisecondsPerFrame = 1000 / 60;
  102424. this._hovered = false;
  102425. this._hoverValue = 0;
  102426. this._ownerNode = null;
  102427. this._update = function () {
  102428. if (_this._ownerNode) {
  102429. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  102430. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  102431. if (_this._ownerNode.visibility > 1) {
  102432. _this._setAllVisibility(_this._ownerNode, 1);
  102433. _this._hoverValue = _this.fadeInTime + _this.delay;
  102434. return;
  102435. }
  102436. else if (_this._ownerNode.visibility < 0) {
  102437. _this._setAllVisibility(_this._ownerNode, 0);
  102438. if (_this._hoverValue < 0) {
  102439. _this._hoverValue = 0;
  102440. return;
  102441. }
  102442. }
  102443. setTimeout(_this._update, _this._millisecondsPerFrame);
  102444. }
  102445. };
  102446. }
  102447. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  102448. /**
  102449. * The name of the behavior
  102450. */
  102451. get: function () {
  102452. return "FadeInOut";
  102453. },
  102454. enumerable: true,
  102455. configurable: true
  102456. });
  102457. /**
  102458. * Initializes the behavior
  102459. */
  102460. FadeInOutBehavior.prototype.init = function () {
  102461. };
  102462. /**
  102463. * Attaches the fade behavior on the passed in mesh
  102464. * @param ownerNode The mesh that will be faded in/out once attached
  102465. */
  102466. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  102467. this._ownerNode = ownerNode;
  102468. this._setAllVisibility(this._ownerNode, 0);
  102469. };
  102470. /**
  102471. * Detaches the behavior from the mesh
  102472. */
  102473. FadeInOutBehavior.prototype.detach = function () {
  102474. this._ownerNode = null;
  102475. };
  102476. /**
  102477. * Triggers the mesh to begin fading in or out
  102478. * @param value if the object should fade in or out (true to fade in)
  102479. */
  102480. FadeInOutBehavior.prototype.fadeIn = function (value) {
  102481. this._hovered = value;
  102482. this._update();
  102483. };
  102484. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  102485. var _this = this;
  102486. mesh.visibility = value;
  102487. mesh.getChildMeshes().forEach(function (c) {
  102488. _this._setAllVisibility(c, value);
  102489. });
  102490. };
  102491. return FadeInOutBehavior;
  102492. }());
  102493. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  102494. })(BABYLON || (BABYLON = {}));
  102495. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  102496. var BABYLON;
  102497. (function (BABYLON) {
  102498. /**
  102499. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102500. */
  102501. var Gizmo = /** @class */ (function () {
  102502. /**
  102503. * Creates a gizmo
  102504. * @param gizmoLayer The utility layer the gizmo will be added to
  102505. */
  102506. function Gizmo(
  102507. /** The utility layer the gizmo will be added to */
  102508. gizmoLayer) {
  102509. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102510. var _this = this;
  102511. this.gizmoLayer = gizmoLayer;
  102512. /**
  102513. * Ratio for the scale of the gizmo (Default: 1)
  102514. */
  102515. this.scaleRatio = 1;
  102516. this._tmpMatrix = new BABYLON.Matrix();
  102517. /**
  102518. * If a custom mesh has been set (Default: false)
  102519. */
  102520. this._customMeshSet = false;
  102521. /**
  102522. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102523. */
  102524. this.updateGizmoRotationToMatchAttachedMesh = true;
  102525. /**
  102526. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102527. */
  102528. this.updateGizmoPositionToMatchAttachedMesh = true;
  102529. /**
  102530. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102531. */
  102532. this._updateScale = true;
  102533. this._interactionsEnabled = true;
  102534. this._tempVector = new BABYLON.Vector3();
  102535. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102536. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102537. _this._update();
  102538. });
  102539. this.attachedMesh = null;
  102540. }
  102541. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102542. /**
  102543. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102544. * * When set, interactions will be enabled
  102545. */
  102546. get: function () {
  102547. return this._attachedMesh;
  102548. },
  102549. set: function (value) {
  102550. this._attachedMesh = value;
  102551. this._rootMesh.setEnabled(value ? true : false);
  102552. this._attachedMeshChanged(value);
  102553. },
  102554. enumerable: true,
  102555. configurable: true
  102556. });
  102557. /**
  102558. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102559. * @param mesh The mesh to replace the default mesh of the gizmo
  102560. */
  102561. Gizmo.prototype.setCustomMesh = function (mesh) {
  102562. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102563. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102564. }
  102565. this._rootMesh.getChildMeshes().forEach(function (c) {
  102566. c.dispose();
  102567. });
  102568. mesh.parent = this._rootMesh;
  102569. this._customMeshSet = true;
  102570. };
  102571. Gizmo.prototype._attachedMeshChanged = function (value) {
  102572. };
  102573. /**
  102574. * @hidden
  102575. * Updates the gizmo to match the attached mesh's position/rotation
  102576. */
  102577. Gizmo.prototype._update = function () {
  102578. if (this.attachedMesh) {
  102579. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102580. if (!this._rootMesh.rotationQuaternion) {
  102581. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102582. }
  102583. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102584. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102585. if (this.attachedMesh.scaling.x < 0) {
  102586. this.attachedMesh.scaling.x *= -1;
  102587. }
  102588. if (this.attachedMesh.scaling.y < 0) {
  102589. this.attachedMesh.scaling.y *= -1;
  102590. }
  102591. if (this.attachedMesh.scaling.z < 0) {
  102592. this.attachedMesh.scaling.z *= -1;
  102593. }
  102594. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102595. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102596. this.attachedMesh.computeWorldMatrix();
  102597. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102598. }
  102599. else if (this._rootMesh.rotationQuaternion) {
  102600. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102601. }
  102602. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102603. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102604. }
  102605. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102606. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102607. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102608. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102609. }
  102610. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102611. var dist = this._tempVector.length() * this.scaleRatio;
  102612. this._rootMesh.scaling.set(dist, dist, dist);
  102613. }
  102614. }
  102615. };
  102616. /**
  102617. * Disposes of the gizmo
  102618. */
  102619. Gizmo.prototype.dispose = function () {
  102620. this._rootMesh.dispose();
  102621. if (this._beforeRenderObserver) {
  102622. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102623. }
  102624. };
  102625. return Gizmo;
  102626. }());
  102627. BABYLON.Gizmo = Gizmo;
  102628. })(BABYLON || (BABYLON = {}));
  102629. //# sourceMappingURL=babylon.gizmo.js.map
  102630. var BABYLON;
  102631. (function (BABYLON) {
  102632. /**
  102633. * Single axis drag gizmo
  102634. */
  102635. var AxisDragGizmo = /** @class */ (function (_super) {
  102636. __extends(AxisDragGizmo, _super);
  102637. /**
  102638. * Creates an AxisDragGizmo
  102639. * @param gizmoLayer The utility layer the gizmo will be added to
  102640. * @param dragAxis The axis which the gizmo will be able to drag on
  102641. * @param color The color of the gizmo
  102642. */
  102643. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102644. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102645. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102646. var _this = _super.call(this, gizmoLayer) || this;
  102647. _this._pointerObserver = null;
  102648. /**
  102649. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102650. */
  102651. _this.snapDistance = 0;
  102652. /**
  102653. * Event that fires each time the gizmo snaps to a new location.
  102654. * * snapDistance is the the change in distance
  102655. */
  102656. _this.onSnapObservable = new BABYLON.Observable();
  102657. // Create Material
  102658. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102659. coloredMaterial.disableLighting = true;
  102660. coloredMaterial.emissiveColor = color;
  102661. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102662. hoverMaterial.disableLighting = true;
  102663. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102664. // Build mesh on root node
  102665. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  102666. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102667. arrow.scaling.scaleInPlace(1 / 3);
  102668. _this._rootMesh.addChild(arrow);
  102669. var currentSnapDragDistance = 0;
  102670. var tmpVector = new BABYLON.Vector3();
  102671. var tmpSnapEvent = { snapDistance: 0 };
  102672. // Add drag behavior to handle events when the gizmo is dragged
  102673. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102674. _this.dragBehavior.moveAttached = false;
  102675. _this._rootMesh.addBehavior(_this.dragBehavior);
  102676. var localDelta = new BABYLON.Vector3();
  102677. var tmpMatrix = new BABYLON.Matrix();
  102678. _this.dragBehavior.onDragObservable.add(function (event) {
  102679. if (_this.attachedMesh) {
  102680. // Convert delta to local translation if it has a parent
  102681. if (_this.attachedMesh.parent) {
  102682. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102683. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102684. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102685. }
  102686. else {
  102687. localDelta.copyFrom(event.delta);
  102688. }
  102689. // Snapping logic
  102690. if (_this.snapDistance == 0) {
  102691. _this.attachedMesh.position.addInPlace(localDelta);
  102692. }
  102693. else {
  102694. currentSnapDragDistance += event.dragDistance;
  102695. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102696. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102697. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102698. localDelta.normalizeToRef(tmpVector);
  102699. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102700. _this.attachedMesh.position.addInPlace(tmpVector);
  102701. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102702. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102703. }
  102704. }
  102705. }
  102706. });
  102707. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102708. if (_this._customMeshSet) {
  102709. return;
  102710. }
  102711. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102712. var material = isHovered ? hoverMaterial : coloredMaterial;
  102713. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102714. m.material = material;
  102715. if (m.color) {
  102716. m.color = material.emissiveColor;
  102717. }
  102718. });
  102719. });
  102720. return _this;
  102721. }
  102722. /** @hidden */
  102723. AxisDragGizmo._CreateArrow = function (scene, material) {
  102724. var arrow = new BABYLON.AbstractMesh("", scene);
  102725. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  102726. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  102727. arrowTail.color = material.emissiveColor;
  102728. arrow.addChild(arrowMesh);
  102729. arrow.addChild(arrowTail);
  102730. // Position arrow pointing in its drag axis
  102731. arrowMesh.scaling.scaleInPlace(0.05);
  102732. arrowMesh.material = material;
  102733. arrowMesh.rotation.x = Math.PI / 2;
  102734. arrowMesh.position.z += 0.3;
  102735. arrowTail.scaling.scaleInPlace(0.26);
  102736. arrowTail.rotation.x = Math.PI / 2;
  102737. arrowTail.material = material;
  102738. return arrow;
  102739. };
  102740. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102741. if (this.dragBehavior) {
  102742. this.dragBehavior.enabled = value ? true : false;
  102743. }
  102744. };
  102745. /**
  102746. * Disposes of the gizmo
  102747. */
  102748. AxisDragGizmo.prototype.dispose = function () {
  102749. this.onSnapObservable.clear();
  102750. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102751. this.dragBehavior.detach();
  102752. _super.prototype.dispose.call(this);
  102753. };
  102754. return AxisDragGizmo;
  102755. }(BABYLON.Gizmo));
  102756. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102757. })(BABYLON || (BABYLON = {}));
  102758. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102759. var BABYLON;
  102760. (function (BABYLON) {
  102761. /**
  102762. * Single axis scale gizmo
  102763. */
  102764. var AxisScaleGizmo = /** @class */ (function (_super) {
  102765. __extends(AxisScaleGizmo, _super);
  102766. /**
  102767. * Creates an AxisScaleGizmo
  102768. * @param gizmoLayer The utility layer the gizmo will be added to
  102769. * @param dragAxis The axis which the gizmo will be able to scale on
  102770. * @param color The color of the gizmo
  102771. */
  102772. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102773. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102774. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102775. var _this = _super.call(this, gizmoLayer) || this;
  102776. _this._pointerObserver = null;
  102777. /**
  102778. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102779. */
  102780. _this.snapDistance = 0;
  102781. /**
  102782. * Event that fires each time the gizmo snaps to a new location.
  102783. * * snapDistance is the the change in distance
  102784. */
  102785. _this.onSnapObservable = new BABYLON.Observable();
  102786. /**
  102787. * If the scaling operation should be done on all axis (default: false)
  102788. */
  102789. _this.uniformScaling = false;
  102790. // Create Material
  102791. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102792. _this._coloredMaterial.disableLighting = true;
  102793. _this._coloredMaterial.emissiveColor = color;
  102794. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102795. hoverMaterial.disableLighting = true;
  102796. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102797. // Build mesh on root node
  102798. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102799. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102800. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102801. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102802. arrow.addChild(arrowMesh);
  102803. arrow.addChild(arrowTail);
  102804. // Position arrow pointing in its drag axis
  102805. arrowMesh.scaling.scaleInPlace(0.1);
  102806. arrowMesh.material = _this._coloredMaterial;
  102807. arrowMesh.rotation.x = Math.PI / 2;
  102808. arrowMesh.position.z += 0.3;
  102809. arrowTail.scaling.scaleInPlace(0.26);
  102810. arrowTail.rotation.x = Math.PI / 2;
  102811. arrowTail.material = _this._coloredMaterial;
  102812. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102813. _this._rootMesh.addChild(arrow);
  102814. arrow.scaling.scaleInPlace(1 / 3);
  102815. // Add drag behavior to handle events when the gizmo is dragged
  102816. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102817. _this.dragBehavior.moveAttached = false;
  102818. _this._rootMesh.addBehavior(_this.dragBehavior);
  102819. var currentSnapDragDistance = 0;
  102820. var tmpVector = new BABYLON.Vector3();
  102821. var tmpSnapEvent = { snapDistance: 0 };
  102822. _this.dragBehavior.onDragObservable.add(function (event) {
  102823. if (_this.attachedMesh) {
  102824. // Snapping logic
  102825. var snapped = false;
  102826. var dragSteps = 0;
  102827. if (_this.uniformScaling) {
  102828. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102829. if (tmpVector.y < 0) {
  102830. tmpVector.scaleInPlace(-1);
  102831. }
  102832. }
  102833. else {
  102834. tmpVector.copyFrom(dragAxis);
  102835. }
  102836. if (_this.snapDistance == 0) {
  102837. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102838. }
  102839. else {
  102840. currentSnapDragDistance += event.dragDistance;
  102841. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102842. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102843. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102844. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102845. snapped = true;
  102846. }
  102847. else {
  102848. tmpVector.scaleInPlace(0);
  102849. }
  102850. }
  102851. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102852. if (snapped) {
  102853. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102854. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102855. }
  102856. }
  102857. });
  102858. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102859. if (_this._customMeshSet) {
  102860. return;
  102861. }
  102862. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102863. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102864. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102865. m.material = material;
  102866. if (m.color) {
  102867. m.color = material.emissiveColor;
  102868. }
  102869. });
  102870. });
  102871. return _this;
  102872. }
  102873. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102874. if (this.dragBehavior) {
  102875. this.dragBehavior.enabled = value ? true : false;
  102876. }
  102877. };
  102878. /**
  102879. * Disposes of the gizmo
  102880. */
  102881. AxisScaleGizmo.prototype.dispose = function () {
  102882. this.onSnapObservable.clear();
  102883. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102884. this.dragBehavior.detach();
  102885. _super.prototype.dispose.call(this);
  102886. };
  102887. /**
  102888. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102889. * @param mesh The mesh to replace the default mesh of the gizmo
  102890. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102891. */
  102892. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102893. var _this = this;
  102894. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102895. _super.prototype.setCustomMesh.call(this, mesh);
  102896. if (useGizmoMaterial) {
  102897. this._rootMesh.getChildMeshes().forEach(function (m) {
  102898. m.material = _this._coloredMaterial;
  102899. if (m.color) {
  102900. m.color = _this._coloredMaterial.emissiveColor;
  102901. }
  102902. });
  102903. this._customMeshSet = false;
  102904. }
  102905. };
  102906. return AxisScaleGizmo;
  102907. }(BABYLON.Gizmo));
  102908. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102909. })(BABYLON || (BABYLON = {}));
  102910. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102911. var BABYLON;
  102912. (function (BABYLON) {
  102913. /**
  102914. * Single plane rotation gizmo
  102915. */
  102916. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102917. __extends(PlaneRotationGizmo, _super);
  102918. /**
  102919. * Creates a PlaneRotationGizmo
  102920. * @param gizmoLayer The utility layer the gizmo will be added to
  102921. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102922. * @param color The color of the gizmo
  102923. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102924. */
  102925. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102926. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102927. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102928. if (tessellation === void 0) { tessellation = 32; }
  102929. var _this = _super.call(this, gizmoLayer) || this;
  102930. _this._pointerObserver = null;
  102931. /**
  102932. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102933. */
  102934. _this.snapDistance = 0;
  102935. /**
  102936. * Event that fires each time the gizmo snaps to a new location.
  102937. * * snapDistance is the the change in distance
  102938. */
  102939. _this.onSnapObservable = new BABYLON.Observable();
  102940. // Create Material
  102941. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102942. coloredMaterial.disableLighting = true;
  102943. coloredMaterial.emissiveColor = color;
  102944. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102945. hoverMaterial.disableLighting = true;
  102946. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102947. // Build mesh on root node
  102948. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102949. // Create circle out of lines
  102950. var radius = 0.8;
  102951. var points = new Array();
  102952. for (var i = 0; i < tessellation; i++) {
  102953. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102954. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102955. }
  102956. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102957. rotationMesh.color = coloredMaterial.emissiveColor;
  102958. // Position arrow pointing in its drag axis
  102959. rotationMesh.scaling.scaleInPlace(0.26);
  102960. rotationMesh.material = coloredMaterial;
  102961. rotationMesh.rotation.x = Math.PI / 2;
  102962. parentMesh.addChild(rotationMesh);
  102963. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102964. _this._rootMesh.addChild(parentMesh);
  102965. parentMesh.scaling.scaleInPlace(1 / 3);
  102966. // Add drag behavior to handle events when the gizmo is dragged
  102967. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102968. _this.dragBehavior.moveAttached = false;
  102969. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102970. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102971. _this._rootMesh.addBehavior(_this.dragBehavior);
  102972. var lastDragPosition = new BABYLON.Vector3();
  102973. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102974. if (_this.attachedMesh) {
  102975. lastDragPosition.copyFrom(e.dragPlanePoint);
  102976. }
  102977. });
  102978. var rotationMatrix = new BABYLON.Matrix();
  102979. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102980. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102981. var tmpSnapEvent = { snapDistance: 0 };
  102982. var currentSnapDragDistance = 0;
  102983. var tmpMatrix = new BABYLON.Matrix();
  102984. var tmpVector = new BABYLON.Vector3();
  102985. var amountToRotate = new BABYLON.Quaternion();
  102986. _this.dragBehavior.onDragObservable.add(function (event) {
  102987. if (_this.attachedMesh) {
  102988. if (!_this.attachedMesh.rotationQuaternion) {
  102989. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102990. }
  102991. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102992. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102993. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102994. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102995. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102996. var angle = Math.atan2(cross.length(), dot);
  102997. planeNormalTowardsCamera.copyFrom(planeNormal);
  102998. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102999. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103000. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  103001. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  103002. }
  103003. // Flip up vector depending on which side the camera is on
  103004. if (gizmoLayer.utilityLayerScene.activeCamera) {
  103005. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  103006. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  103007. planeNormalTowardsCamera.scaleInPlace(-1);
  103008. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  103009. }
  103010. }
  103011. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  103012. if (halfCircleSide) {
  103013. angle = -angle;
  103014. }
  103015. // Snapping logic
  103016. var snapped = false;
  103017. if (_this.snapDistance != 0) {
  103018. currentSnapDragDistance += angle;
  103019. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103020. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103021. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103022. angle = _this.snapDistance * dragSteps;
  103023. snapped = true;
  103024. }
  103025. else {
  103026. angle = 0;
  103027. }
  103028. }
  103029. // If the mesh has a parent, convert needed world rotation to local rotation
  103030. tmpMatrix.reset();
  103031. if (_this.attachedMesh.parent) {
  103032. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103033. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  103034. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  103035. }
  103036. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  103037. var quaternionCoefficient = Math.sin(angle / 2);
  103038. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  103039. // 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
  103040. if (tmpMatrix.determinant() > 0) {
  103041. amountToRotate.toEulerAnglesToRef(tmpVector);
  103042. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  103043. }
  103044. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103045. // Rotate selected mesh quaternion over fixed axis
  103046. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  103047. }
  103048. else {
  103049. // Rotate selected mesh quaternion over rotated axis
  103050. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  103051. }
  103052. lastDragPosition.copyFrom(event.dragPlanePoint);
  103053. if (snapped) {
  103054. tmpSnapEvent.snapDistance = angle;
  103055. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103056. }
  103057. }
  103058. });
  103059. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103060. if (_this._customMeshSet) {
  103061. return;
  103062. }
  103063. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103064. var material = isHovered ? hoverMaterial : coloredMaterial;
  103065. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103066. m.material = material;
  103067. if (m.color) {
  103068. m.color = material.emissiveColor;
  103069. }
  103070. });
  103071. });
  103072. return _this;
  103073. }
  103074. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  103075. if (this.dragBehavior) {
  103076. this.dragBehavior.enabled = value ? true : false;
  103077. }
  103078. };
  103079. /**
  103080. * Disposes of the gizmo
  103081. */
  103082. PlaneRotationGizmo.prototype.dispose = function () {
  103083. this.onSnapObservable.clear();
  103084. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103085. this.dragBehavior.detach();
  103086. _super.prototype.dispose.call(this);
  103087. };
  103088. return PlaneRotationGizmo;
  103089. }(BABYLON.Gizmo));
  103090. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  103091. })(BABYLON || (BABYLON = {}));
  103092. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  103093. var BABYLON;
  103094. (function (BABYLON) {
  103095. /**
  103096. * Gizmo that enables dragging a mesh along 3 axis
  103097. */
  103098. var PositionGizmo = /** @class */ (function (_super) {
  103099. __extends(PositionGizmo, _super);
  103100. /**
  103101. * Creates a PositionGizmo
  103102. * @param gizmoLayer The utility layer the gizmo will be added to
  103103. */
  103104. function PositionGizmo(gizmoLayer) {
  103105. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103106. var _this = _super.call(this, gizmoLayer) || this;
  103107. /** Fires an event when any of it's sub gizmos are dragged */
  103108. _this.onDragStartObservable = new BABYLON.Observable();
  103109. /** Fires an event when any of it's sub gizmos are released from dragging */
  103110. _this.onDragEndObservable = new BABYLON.Observable();
  103111. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103112. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103113. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103114. // Relay drag events
  103115. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103116. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103117. _this.onDragStartObservable.notifyObservers({});
  103118. });
  103119. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103120. _this.onDragEndObservable.notifyObservers({});
  103121. });
  103122. });
  103123. _this.attachedMesh = null;
  103124. return _this;
  103125. }
  103126. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  103127. set: function (mesh) {
  103128. if (this.xGizmo) {
  103129. this.xGizmo.attachedMesh = mesh;
  103130. this.yGizmo.attachedMesh = mesh;
  103131. this.zGizmo.attachedMesh = mesh;
  103132. }
  103133. },
  103134. enumerable: true,
  103135. configurable: true
  103136. });
  103137. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103138. get: function () {
  103139. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103140. },
  103141. set: function (value) {
  103142. if (this.xGizmo) {
  103143. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103144. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103145. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103146. }
  103147. },
  103148. enumerable: true,
  103149. configurable: true
  103150. });
  103151. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  103152. get: function () {
  103153. return this.xGizmo.snapDistance;
  103154. },
  103155. /**
  103156. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103157. */
  103158. set: function (value) {
  103159. if (this.xGizmo) {
  103160. this.xGizmo.snapDistance = value;
  103161. this.yGizmo.snapDistance = value;
  103162. this.zGizmo.snapDistance = value;
  103163. }
  103164. },
  103165. enumerable: true,
  103166. configurable: true
  103167. });
  103168. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  103169. get: function () {
  103170. return this.xGizmo.scaleRatio;
  103171. },
  103172. /**
  103173. * Ratio for the scale of the gizmo (Default: 1)
  103174. */
  103175. set: function (value) {
  103176. if (this.xGizmo) {
  103177. this.xGizmo.scaleRatio = value;
  103178. this.yGizmo.scaleRatio = value;
  103179. this.zGizmo.scaleRatio = value;
  103180. }
  103181. },
  103182. enumerable: true,
  103183. configurable: true
  103184. });
  103185. /**
  103186. * Disposes of the gizmo
  103187. */
  103188. PositionGizmo.prototype.dispose = function () {
  103189. this.xGizmo.dispose();
  103190. this.yGizmo.dispose();
  103191. this.zGizmo.dispose();
  103192. this.onDragStartObservable.clear();
  103193. this.onDragEndObservable.clear();
  103194. };
  103195. /**
  103196. * CustomMeshes are not supported by this gizmo
  103197. * @param mesh The mesh to replace the default mesh of the gizmo
  103198. */
  103199. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  103200. 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)");
  103201. };
  103202. return PositionGizmo;
  103203. }(BABYLON.Gizmo));
  103204. BABYLON.PositionGizmo = PositionGizmo;
  103205. })(BABYLON || (BABYLON = {}));
  103206. //# sourceMappingURL=babylon.positionGizmo.js.map
  103207. var BABYLON;
  103208. (function (BABYLON) {
  103209. /**
  103210. * Gizmo that enables rotating a mesh along 3 axis
  103211. */
  103212. var RotationGizmo = /** @class */ (function (_super) {
  103213. __extends(RotationGizmo, _super);
  103214. /**
  103215. * Creates a RotationGizmo
  103216. * @param gizmoLayer The utility layer the gizmo will be added to
  103217. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103218. */
  103219. function RotationGizmo(gizmoLayer, tessellation) {
  103220. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103221. if (tessellation === void 0) { tessellation = 32; }
  103222. var _this = _super.call(this, gizmoLayer) || this;
  103223. /** Fires an event when any of it's sub gizmos are dragged */
  103224. _this.onDragStartObservable = new BABYLON.Observable();
  103225. /** Fires an event when any of it's sub gizmos are released from dragging */
  103226. _this.onDragEndObservable = new BABYLON.Observable();
  103227. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  103228. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  103229. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  103230. // Relay drag events
  103231. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103232. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103233. _this.onDragStartObservable.notifyObservers({});
  103234. });
  103235. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103236. _this.onDragEndObservable.notifyObservers({});
  103237. });
  103238. });
  103239. _this.attachedMesh = null;
  103240. return _this;
  103241. }
  103242. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  103243. set: function (mesh) {
  103244. if (this.xGizmo) {
  103245. this.xGizmo.attachedMesh = mesh;
  103246. this.yGizmo.attachedMesh = mesh;
  103247. this.zGizmo.attachedMesh = mesh;
  103248. }
  103249. },
  103250. enumerable: true,
  103251. configurable: true
  103252. });
  103253. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103254. get: function () {
  103255. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103256. },
  103257. set: function (value) {
  103258. if (this.xGizmo) {
  103259. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103260. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103261. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103262. }
  103263. },
  103264. enumerable: true,
  103265. configurable: true
  103266. });
  103267. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  103268. get: function () {
  103269. return this.xGizmo.snapDistance;
  103270. },
  103271. /**
  103272. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103273. */
  103274. set: function (value) {
  103275. if (this.xGizmo) {
  103276. this.xGizmo.snapDistance = value;
  103277. this.yGizmo.snapDistance = value;
  103278. this.zGizmo.snapDistance = value;
  103279. }
  103280. },
  103281. enumerable: true,
  103282. configurable: true
  103283. });
  103284. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  103285. get: function () {
  103286. return this.xGizmo.scaleRatio;
  103287. },
  103288. /**
  103289. * Ratio for the scale of the gizmo (Default: 1)
  103290. */
  103291. set: function (value) {
  103292. if (this.xGizmo) {
  103293. this.xGizmo.scaleRatio = value;
  103294. this.yGizmo.scaleRatio = value;
  103295. this.zGizmo.scaleRatio = value;
  103296. }
  103297. },
  103298. enumerable: true,
  103299. configurable: true
  103300. });
  103301. /**
  103302. * Disposes of the gizmo
  103303. */
  103304. RotationGizmo.prototype.dispose = function () {
  103305. this.xGizmo.dispose();
  103306. this.yGizmo.dispose();
  103307. this.zGizmo.dispose();
  103308. this.onDragStartObservable.clear();
  103309. this.onDragEndObservable.clear();
  103310. };
  103311. /**
  103312. * CustomMeshes are not supported by this gizmo
  103313. * @param mesh The mesh to replace the default mesh of the gizmo
  103314. */
  103315. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  103316. 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)");
  103317. };
  103318. return RotationGizmo;
  103319. }(BABYLON.Gizmo));
  103320. BABYLON.RotationGizmo = RotationGizmo;
  103321. })(BABYLON || (BABYLON = {}));
  103322. //# sourceMappingURL=babylon.rotationGizmo.js.map
  103323. var BABYLON;
  103324. (function (BABYLON) {
  103325. /**
  103326. * Gizmo that enables scaling a mesh along 3 axis
  103327. */
  103328. var ScaleGizmo = /** @class */ (function (_super) {
  103329. __extends(ScaleGizmo, _super);
  103330. /**
  103331. * Creates a ScaleGizmo
  103332. * @param gizmoLayer The utility layer the gizmo will be added to
  103333. */
  103334. function ScaleGizmo(gizmoLayer) {
  103335. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103336. var _this = _super.call(this, gizmoLayer) || this;
  103337. /** Fires an event when any of it's sub gizmos are dragged */
  103338. _this.onDragStartObservable = new BABYLON.Observable();
  103339. /** Fires an event when any of it's sub gizmos are released from dragging */
  103340. _this.onDragEndObservable = new BABYLON.Observable();
  103341. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103342. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103343. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103344. // Create uniform scale gizmo
  103345. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  103346. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  103347. _this.uniformScaleGizmo.uniformScaling = true;
  103348. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103349. uniformScalingMesh.scaling.scaleInPlace(0.02);
  103350. uniformScalingMesh.visibility = 0;
  103351. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103352. octahedron.scaling.scaleInPlace(0.007);
  103353. uniformScalingMesh.addChild(octahedron);
  103354. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  103355. // Relay drag events
  103356. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  103357. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103358. _this.onDragStartObservable.notifyObservers({});
  103359. });
  103360. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103361. _this.onDragEndObservable.notifyObservers({});
  103362. });
  103363. });
  103364. _this.attachedMesh = null;
  103365. return _this;
  103366. }
  103367. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  103368. set: function (mesh) {
  103369. if (this.xGizmo) {
  103370. this.xGizmo.attachedMesh = mesh;
  103371. this.yGizmo.attachedMesh = mesh;
  103372. this.zGizmo.attachedMesh = mesh;
  103373. this.uniformScaleGizmo.attachedMesh = mesh;
  103374. }
  103375. },
  103376. enumerable: true,
  103377. configurable: true
  103378. });
  103379. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103380. get: function () {
  103381. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103382. },
  103383. set: function (value) {
  103384. if (!value) {
  103385. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  103386. }
  103387. if (this.xGizmo) {
  103388. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103389. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103390. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103391. }
  103392. },
  103393. enumerable: true,
  103394. configurable: true
  103395. });
  103396. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  103397. get: function () {
  103398. return this.xGizmo.snapDistance;
  103399. },
  103400. /**
  103401. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103402. */
  103403. set: function (value) {
  103404. if (this.xGizmo) {
  103405. this.xGizmo.snapDistance = value;
  103406. this.yGizmo.snapDistance = value;
  103407. this.zGizmo.snapDistance = value;
  103408. this.uniformScaleGizmo.snapDistance = value;
  103409. }
  103410. },
  103411. enumerable: true,
  103412. configurable: true
  103413. });
  103414. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  103415. get: function () {
  103416. return this.xGizmo.scaleRatio;
  103417. },
  103418. /**
  103419. * Ratio for the scale of the gizmo (Default: 1)
  103420. */
  103421. set: function (value) {
  103422. if (this.xGizmo) {
  103423. this.xGizmo.scaleRatio = value;
  103424. this.yGizmo.scaleRatio = value;
  103425. this.zGizmo.scaleRatio = value;
  103426. this.uniformScaleGizmo.scaleRatio = value;
  103427. }
  103428. },
  103429. enumerable: true,
  103430. configurable: true
  103431. });
  103432. /**
  103433. * Disposes of the gizmo
  103434. */
  103435. ScaleGizmo.prototype.dispose = function () {
  103436. this.xGizmo.dispose();
  103437. this.yGizmo.dispose();
  103438. this.zGizmo.dispose();
  103439. this.uniformScaleGizmo.dispose();
  103440. this.onDragStartObservable.clear();
  103441. this.onDragEndObservable.clear();
  103442. };
  103443. return ScaleGizmo;
  103444. }(BABYLON.Gizmo));
  103445. BABYLON.ScaleGizmo = ScaleGizmo;
  103446. })(BABYLON || (BABYLON = {}));
  103447. //# sourceMappingURL=babylon.scaleGizmo.js.map
  103448. var BABYLON;
  103449. (function (BABYLON) {
  103450. /**
  103451. * Bounding box gizmo
  103452. */
  103453. var BoundingBoxGizmo = /** @class */ (function (_super) {
  103454. __extends(BoundingBoxGizmo, _super);
  103455. /**
  103456. * Creates an BoundingBoxGizmo
  103457. * @param gizmoLayer The utility layer the gizmo will be added to
  103458. * @param color The color of the gizmo
  103459. */
  103460. function BoundingBoxGizmo(color, gizmoLayer) {
  103461. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103462. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  103463. var _this = _super.call(this, gizmoLayer) || this;
  103464. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  103465. _this._renderObserver = null;
  103466. _this._pointerObserver = null;
  103467. _this._scaleDragSpeed = 0.2;
  103468. _this._tmpQuaternion = new BABYLON.Quaternion();
  103469. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  103470. _this._tmpRotationMatrix = new BABYLON.Matrix();
  103471. /**
  103472. * 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)
  103473. */
  103474. _this.ignoreChildren = false;
  103475. /**
  103476. * 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)
  103477. */
  103478. _this.includeChildPredicate = null;
  103479. /**
  103480. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  103481. */
  103482. _this.rotationSphereSize = 0.1;
  103483. /**
  103484. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  103485. */
  103486. _this.scaleBoxSize = 0.1;
  103487. /**
  103488. * 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)
  103489. */
  103490. _this.fixedDragMeshScreenSize = false;
  103491. /**
  103492. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  103493. */
  103494. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  103495. /**
  103496. * Fired when a rotation sphere or scale box is dragged
  103497. */
  103498. _this.onDragStartObservable = new BABYLON.Observable();
  103499. /**
  103500. * Fired when a scale box is dragged
  103501. */
  103502. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103503. /**
  103504. * Fired when a scale box drag is ended
  103505. */
  103506. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103507. /**
  103508. * Fired when a rotation sphere is dragged
  103509. */
  103510. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103511. /**
  103512. * Fired when a rotation sphere drag is ended
  103513. */
  103514. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103515. /**
  103516. * 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)
  103517. */
  103518. _this.scalePivot = null;
  103519. _this._existingMeshScale = new BABYLON.Vector3();
  103520. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103521. _this._updateScale = false;
  103522. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103523. // Create Materials
  103524. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103525. coloredMaterial.disableLighting = true;
  103526. coloredMaterial.emissiveColor = color;
  103527. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103528. hoverColoredMaterial.disableLighting = true;
  103529. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103530. // Build bounding box out of lines
  103531. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103532. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103533. var lines = [];
  103534. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103535. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103536. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103537. 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));
  103538. 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));
  103539. 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));
  103540. 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));
  103541. 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));
  103542. 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));
  103543. 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));
  103544. 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));
  103545. 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));
  103546. lines.forEach(function (l) {
  103547. l.color = color;
  103548. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103549. l.isPickable = false;
  103550. _this._lineBoundingBox.addChild(l);
  103551. });
  103552. _this._rootMesh.addChild(_this._lineBoundingBox);
  103553. // Create rotation spheres
  103554. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103555. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103556. var _loop_1 = function (i_1) {
  103557. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103558. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103559. sphere.material = coloredMaterial;
  103560. // Drag behavior
  103561. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103562. _dragBehavior.moveAttached = false;
  103563. _dragBehavior.updateDragPlane = false;
  103564. sphere.addBehavior(_dragBehavior);
  103565. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103566. var totalTurnAmountOfDrag = 0;
  103567. _dragBehavior.onDragStartObservable.add(function (event) {
  103568. startingTurnDirection.copyFrom(sphere.forward);
  103569. totalTurnAmountOfDrag = 0;
  103570. });
  103571. _dragBehavior.onDragObservable.add(function (event) {
  103572. _this.onRotationSphereDragObservable.notifyObservers({});
  103573. if (_this.attachedMesh) {
  103574. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103575. var worldDragDirection = startingTurnDirection;
  103576. // Project the world right on to the drag plane
  103577. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103578. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103579. // project drag delta on to the resulting drag axis and rotate based on that
  103580. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  103581. // Make rotation relative to size of mesh.
  103582. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103583. // Rotate based on axis
  103584. if (!_this.attachedMesh.rotationQuaternion) {
  103585. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103586. }
  103587. if (!_this._anchorMesh.rotationQuaternion) {
  103588. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103589. }
  103590. // Do not allow the object to turn more than a full circle
  103591. totalTurnAmountOfDrag += projectDist;
  103592. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103593. if (i_1 >= 8) {
  103594. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103595. }
  103596. else if (i_1 >= 4) {
  103597. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103598. }
  103599. else {
  103600. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103601. }
  103602. // Rotate around center of bounding box
  103603. _this._anchorMesh.addChild(_this.attachedMesh);
  103604. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103605. _this._anchorMesh.removeChild(_this.attachedMesh);
  103606. }
  103607. _this.updateBoundingBox();
  103608. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103609. }
  103610. });
  103611. // Selection/deselection
  103612. _dragBehavior.onDragStartObservable.add(function () {
  103613. _this.onDragStartObservable.notifyObservers({});
  103614. _this._selectNode(sphere);
  103615. });
  103616. _dragBehavior.onDragEndObservable.add(function () {
  103617. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103618. _this._selectNode(null);
  103619. });
  103620. this_1._rotateSpheresParent.addChild(sphere);
  103621. };
  103622. var this_1 = this, _dragBehavior;
  103623. for (var i_1 = 0; i_1 < 12; i_1++) {
  103624. _loop_1(i_1);
  103625. }
  103626. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103627. // Create scale cubes
  103628. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103629. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103630. for (var i = 0; i < 2; i++) {
  103631. for (var j = 0; j < 2; j++) {
  103632. var _loop_2 = function () {
  103633. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103634. box.material = coloredMaterial;
  103635. // Dragging logic
  103636. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103637. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103638. _dragBehavior.moveAttached = false;
  103639. box.addBehavior(_dragBehavior);
  103640. _dragBehavior.onDragObservable.add(function (event) {
  103641. _this.onScaleBoxDragObservable.notifyObservers({});
  103642. if (_this.attachedMesh) {
  103643. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103644. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103645. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103646. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103647. _this.updateBoundingBox();
  103648. if (_this.scalePivot) {
  103649. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103650. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103651. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103652. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103653. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103654. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103655. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103656. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103657. }
  103658. else {
  103659. // Scale from the position of the opposite corner
  103660. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103661. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103662. }
  103663. _this._anchorMesh.addChild(_this.attachedMesh);
  103664. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103665. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103666. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103667. }
  103668. _this._anchorMesh.removeChild(_this.attachedMesh);
  103669. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103670. }
  103671. });
  103672. // Selection/deselection
  103673. _dragBehavior.onDragStartObservable.add(function () {
  103674. _this.onDragStartObservable.notifyObservers({});
  103675. _this._selectNode(box);
  103676. });
  103677. _dragBehavior.onDragEndObservable.add(function () {
  103678. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103679. _this._selectNode(null);
  103680. });
  103681. this_2._scaleBoxesParent.addChild(box);
  103682. };
  103683. var this_2 = this, _dragBehavior;
  103684. for (var k = 0; k < 2; k++) {
  103685. _loop_2();
  103686. }
  103687. }
  103688. }
  103689. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103690. // Hover color change
  103691. var pointerIds = new Array();
  103692. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103693. if (!pointerIds[pointerInfo.event.pointerId]) {
  103694. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103695. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103696. pointerIds[pointerInfo.event.pointerId] = mesh;
  103697. mesh.material = hoverColoredMaterial;
  103698. }
  103699. });
  103700. }
  103701. else {
  103702. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103703. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103704. delete pointerIds[pointerInfo.event.pointerId];
  103705. }
  103706. }
  103707. });
  103708. // Update bounding box positions
  103709. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103710. // Only update the bouding box if scaling has changed
  103711. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103712. _this.updateBoundingBox();
  103713. }
  103714. else if (_this.fixedDragMeshScreenSize) {
  103715. _this._updateRotationSpheres();
  103716. _this._updateScaleBoxes();
  103717. }
  103718. });
  103719. _this.updateBoundingBox();
  103720. return _this;
  103721. }
  103722. /** @hidden */
  103723. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103724. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103725. // Save old pivot and set pivot to 0,0,0
  103726. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103727. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103728. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103729. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103730. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103731. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103732. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103733. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103734. }
  103735. }
  103736. BoundingBoxGizmo._PivotCached++;
  103737. };
  103738. /** @hidden */
  103739. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103740. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103741. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103742. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103743. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103744. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103745. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103746. }
  103747. this._PivotCached--;
  103748. };
  103749. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103750. if (value) {
  103751. // Reset anchor mesh to match attached mesh's scale
  103752. // This is needed to avoid invalid box/sphere position on first drag
  103753. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103754. this._anchorMesh.addChild(value);
  103755. this._anchorMesh.removeChild(value);
  103756. BoundingBoxGizmo._RestorePivotPoint(value);
  103757. this.updateBoundingBox();
  103758. }
  103759. };
  103760. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103761. this._rotateSpheresParent.getChildMeshes()
  103762. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103763. m.isVisible = (!selectedMesh || m == selectedMesh);
  103764. });
  103765. };
  103766. /**
  103767. * Updates the bounding box information for the Gizmo
  103768. */
  103769. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103770. if (this.attachedMesh) {
  103771. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103772. this._update();
  103773. // Rotate based on axis
  103774. if (!this.attachedMesh.rotationQuaternion) {
  103775. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103776. }
  103777. if (!this._anchorMesh.rotationQuaternion) {
  103778. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103779. }
  103780. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103781. // Store original position and reset mesh to origin before computing the bounding box
  103782. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103783. this._tmpVector.copyFrom(this.attachedMesh.position);
  103784. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103785. this.attachedMesh.position.set(0, 0, 0);
  103786. // Update bounding dimensions/positions
  103787. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103788. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103789. // Update gizmo to match bounding box scaling and rotation
  103790. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103791. 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);
  103792. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103793. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103794. this._lineBoundingBox.computeWorldMatrix();
  103795. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103796. // restore position/rotation values
  103797. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103798. this.attachedMesh.position.copyFrom(this._tmpVector);
  103799. }
  103800. this._updateRotationSpheres();
  103801. this._updateScaleBoxes();
  103802. if (this.attachedMesh) {
  103803. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103804. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103805. }
  103806. };
  103807. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  103808. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103809. for (var i = 0; i < 3; i++) {
  103810. for (var j = 0; j < 2; j++) {
  103811. for (var k = 0; k < 2; k++) {
  103812. var index = ((i * 4) + (j * 2)) + k;
  103813. if (i == 0) {
  103814. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103815. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103816. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103817. }
  103818. if (i == 1) {
  103819. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103820. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103821. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103822. }
  103823. if (i == 2) {
  103824. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103825. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103826. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103827. }
  103828. if (this.fixedDragMeshScreenSize) {
  103829. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103830. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103831. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103832. }
  103833. else {
  103834. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103835. }
  103836. }
  103837. }
  103838. }
  103839. };
  103840. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  103841. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103842. for (var i = 0; i < 2; i++) {
  103843. for (var j = 0; j < 2; j++) {
  103844. for (var k = 0; k < 2; k++) {
  103845. var index = ((i * 4) + (j * 2)) + k;
  103846. if (scaleBoxes[index]) {
  103847. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103848. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103849. if (this.fixedDragMeshScreenSize) {
  103850. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103851. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103852. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103853. }
  103854. else {
  103855. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103856. }
  103857. }
  103858. }
  103859. }
  103860. }
  103861. };
  103862. /**
  103863. * Enables rotation on the specified axis and disables rotation on the others
  103864. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103865. */
  103866. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103867. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103868. if (i < 4) {
  103869. m.setEnabled(axis.indexOf("x") != -1);
  103870. }
  103871. else if (i < 8) {
  103872. m.setEnabled(axis.indexOf("y") != -1);
  103873. }
  103874. else {
  103875. m.setEnabled(axis.indexOf("z") != -1);
  103876. }
  103877. });
  103878. };
  103879. /**
  103880. * Disposes of the gizmo
  103881. */
  103882. BoundingBoxGizmo.prototype.dispose = function () {
  103883. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103884. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103885. this._lineBoundingBox.dispose();
  103886. this._rotateSpheresParent.dispose();
  103887. this._scaleBoxesParent.dispose();
  103888. _super.prototype.dispose.call(this);
  103889. };
  103890. /**
  103891. * 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)
  103892. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103893. * @returns the bounding box mesh with the passed in mesh as a child
  103894. */
  103895. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103896. var makeNotPickable = function (root) {
  103897. root.isPickable = false;
  103898. root.getChildMeshes().forEach(function (c) {
  103899. makeNotPickable(c);
  103900. });
  103901. };
  103902. makeNotPickable(mesh);
  103903. // Reset position to get boudning box from origin with no rotation
  103904. if (!mesh.rotationQuaternion) {
  103905. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103906. }
  103907. var oldPos = mesh.position.clone();
  103908. var oldRot = mesh.rotationQuaternion.clone();
  103909. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103910. mesh.position.set(0, 0, 0);
  103911. // Update bounding dimensions/positions
  103912. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103913. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103914. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103915. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103916. // Restore original positions
  103917. mesh.addChild(box);
  103918. mesh.rotationQuaternion.copyFrom(oldRot);
  103919. mesh.position.copyFrom(oldPos);
  103920. // Reverse parenting
  103921. mesh.removeChild(box);
  103922. // Adjust scale to avoid undefined behavior when adding child
  103923. if (box.scaling.y === 0) {
  103924. box.scaling.y = BABYLON.Epsilon;
  103925. }
  103926. if (box.scaling.x === 0) {
  103927. box.scaling.x = BABYLON.Epsilon;
  103928. }
  103929. if (box.scaling.z === 0) {
  103930. box.scaling.z = BABYLON.Epsilon;
  103931. }
  103932. box.addChild(mesh);
  103933. box.visibility = 0;
  103934. return box;
  103935. };
  103936. /**
  103937. * CustomMeshes are not supported by this gizmo
  103938. * @param mesh The mesh to replace the default mesh of the gizmo
  103939. */
  103940. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103941. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103942. };
  103943. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103944. // store/remove pivot point should only be applied during their outermost calls
  103945. BoundingBoxGizmo._PivotCached = 0;
  103946. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103947. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103948. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103949. return BoundingBoxGizmo;
  103950. }(BABYLON.Gizmo));
  103951. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103952. })(BABYLON || (BABYLON = {}));
  103953. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103954. var BABYLON;
  103955. (function (BABYLON) {
  103956. /**
  103957. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103958. */
  103959. var GizmoManager = /** @class */ (function () {
  103960. /**
  103961. * Instatiates a gizmo manager
  103962. * @param scene the scene to overlay the gizmos on top of
  103963. */
  103964. function GizmoManager(scene) {
  103965. var _this = this;
  103966. this.scene = scene;
  103967. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  103968. this.clearGizmoOnEmptyPointerEvent = false;
  103969. /** Fires an event when the manager is attached to a mesh */
  103970. this.onAttachedToMeshObservable = new BABYLON.Observable();
  103971. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103972. this._pointerObserver = null;
  103973. this._attachedMesh = null;
  103974. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103975. /**
  103976. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103977. */
  103978. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103979. /**
  103980. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103981. */
  103982. this.attachableMeshes = null;
  103983. /**
  103984. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103985. */
  103986. this.usePointerToAttachGizmos = true;
  103987. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103988. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103989. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103990. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103991. // Instatiate/dispose gizmos based on pointer actions
  103992. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103993. if (!_this.usePointerToAttachGizmos) {
  103994. return;
  103995. }
  103996. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103997. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103998. var node = pointerInfo.pickInfo.pickedMesh;
  103999. if (_this.attachableMeshes == null) {
  104000. // Attach to the most parent node
  104001. while (node && node.parent != null) {
  104002. node = node.parent;
  104003. }
  104004. }
  104005. else {
  104006. // Attach to the parent node that is an attachableMesh
  104007. var found = false;
  104008. _this.attachableMeshes.forEach(function (mesh) {
  104009. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  104010. node = mesh;
  104011. found = true;
  104012. }
  104013. });
  104014. if (!found) {
  104015. node = null;
  104016. }
  104017. }
  104018. if (node instanceof BABYLON.AbstractMesh) {
  104019. if (_this._attachedMesh != node) {
  104020. _this.attachToMesh(node);
  104021. }
  104022. }
  104023. else {
  104024. if (_this.clearGizmoOnEmptyPointerEvent) {
  104025. _this.attachToMesh(null);
  104026. }
  104027. }
  104028. }
  104029. else {
  104030. if (_this.clearGizmoOnEmptyPointerEvent) {
  104031. _this.attachToMesh(null);
  104032. }
  104033. }
  104034. }
  104035. });
  104036. }
  104037. /**
  104038. * Attaches a set of gizmos to the specified mesh
  104039. * @param mesh The mesh the gizmo's should be attached to
  104040. */
  104041. GizmoManager.prototype.attachToMesh = function (mesh) {
  104042. if (this._attachedMesh) {
  104043. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104044. }
  104045. this._attachedMesh = mesh;
  104046. for (var key in this.gizmos) {
  104047. var gizmo = (this.gizmos[key]);
  104048. if (gizmo && this._gizmosEnabled[key]) {
  104049. gizmo.attachedMesh = mesh;
  104050. }
  104051. }
  104052. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  104053. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104054. }
  104055. this.onAttachedToMeshObservable.notifyObservers(mesh);
  104056. };
  104057. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  104058. get: function () {
  104059. return this._gizmosEnabled.positionGizmo;
  104060. },
  104061. /**
  104062. * If the position gizmo is enabled
  104063. */
  104064. set: function (value) {
  104065. if (value) {
  104066. if (!this.gizmos.positionGizmo) {
  104067. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  104068. }
  104069. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  104070. }
  104071. else if (this.gizmos.positionGizmo) {
  104072. this.gizmos.positionGizmo.attachedMesh = null;
  104073. }
  104074. this._gizmosEnabled.positionGizmo = value;
  104075. },
  104076. enumerable: true,
  104077. configurable: true
  104078. });
  104079. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  104080. get: function () {
  104081. return this._gizmosEnabled.rotationGizmo;
  104082. },
  104083. /**
  104084. * If the rotation gizmo is enabled
  104085. */
  104086. set: function (value) {
  104087. if (value) {
  104088. if (!this.gizmos.rotationGizmo) {
  104089. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  104090. }
  104091. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  104092. }
  104093. else if (this.gizmos.rotationGizmo) {
  104094. this.gizmos.rotationGizmo.attachedMesh = null;
  104095. }
  104096. this._gizmosEnabled.rotationGizmo = value;
  104097. },
  104098. enumerable: true,
  104099. configurable: true
  104100. });
  104101. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  104102. get: function () {
  104103. return this._gizmosEnabled.scaleGizmo;
  104104. },
  104105. /**
  104106. * If the scale gizmo is enabled
  104107. */
  104108. set: function (value) {
  104109. if (value) {
  104110. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  104111. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  104112. }
  104113. else if (this.gizmos.scaleGizmo) {
  104114. this.gizmos.scaleGizmo.attachedMesh = null;
  104115. }
  104116. this._gizmosEnabled.scaleGizmo = value;
  104117. },
  104118. enumerable: true,
  104119. configurable: true
  104120. });
  104121. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  104122. get: function () {
  104123. return this._gizmosEnabled.boundingBoxGizmo;
  104124. },
  104125. /**
  104126. * If the boundingBox gizmo is enabled
  104127. */
  104128. set: function (value) {
  104129. if (value) {
  104130. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  104131. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  104132. if (this._attachedMesh) {
  104133. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104134. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104135. }
  104136. }
  104137. else if (this.gizmos.boundingBoxGizmo) {
  104138. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  104139. }
  104140. this._gizmosEnabled.boundingBoxGizmo = value;
  104141. },
  104142. enumerable: true,
  104143. configurable: true
  104144. });
  104145. /**
  104146. * Disposes of the gizmo manager
  104147. */
  104148. GizmoManager.prototype.dispose = function () {
  104149. this.scene.onPointerObservable.remove(this._pointerObserver);
  104150. for (var key in this.gizmos) {
  104151. var gizmo = (this.gizmos[key]);
  104152. if (gizmo) {
  104153. gizmo.dispose();
  104154. }
  104155. }
  104156. this._defaultKeepDepthUtilityLayer.dispose();
  104157. this._defaultUtilityLayer.dispose();
  104158. this.boundingBoxDragBehavior.detach();
  104159. this.onAttachedToMeshObservable.clear();
  104160. };
  104161. return GizmoManager;
  104162. }());
  104163. BABYLON.GizmoManager = GizmoManager;
  104164. })(BABYLON || (BABYLON = {}));
  104165. //# sourceMappingURL=babylon.gizmoManager.js.map
  104166. var BABYLON;
  104167. (function (BABYLON) {
  104168. /**
  104169. * Defines a target to use with MorphTargetManager
  104170. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104171. */
  104172. var MorphTarget = /** @class */ (function () {
  104173. /**
  104174. * Creates a new MorphTarget
  104175. * @param name defines the name of the target
  104176. * @param influence defines the influence to use
  104177. */
  104178. function MorphTarget(
  104179. /** defines the name of the target */
  104180. name, influence, scene) {
  104181. if (influence === void 0) { influence = 0; }
  104182. if (scene === void 0) { scene = null; }
  104183. this.name = name;
  104184. /**
  104185. * Gets or sets the list of animations
  104186. */
  104187. this.animations = new Array();
  104188. this._positions = null;
  104189. this._normals = null;
  104190. this._tangents = null;
  104191. /**
  104192. * Observable raised when the influence changes
  104193. */
  104194. this.onInfluenceChanged = new BABYLON.Observable();
  104195. /** @hidden */
  104196. this._onDataLayoutChanged = new BABYLON.Observable();
  104197. this._animationPropertiesOverride = null;
  104198. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  104199. this.influence = influence;
  104200. }
  104201. Object.defineProperty(MorphTarget.prototype, "influence", {
  104202. /**
  104203. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  104204. */
  104205. get: function () {
  104206. return this._influence;
  104207. },
  104208. set: function (influence) {
  104209. if (this._influence === influence) {
  104210. return;
  104211. }
  104212. var previous = this._influence;
  104213. this._influence = influence;
  104214. if (this.onInfluenceChanged.hasObservers) {
  104215. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  104216. }
  104217. },
  104218. enumerable: true,
  104219. configurable: true
  104220. });
  104221. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  104222. /**
  104223. * Gets or sets the animation properties override
  104224. */
  104225. get: function () {
  104226. if (!this._animationPropertiesOverride && this._scene) {
  104227. return this._scene.animationPropertiesOverride;
  104228. }
  104229. return this._animationPropertiesOverride;
  104230. },
  104231. set: function (value) {
  104232. this._animationPropertiesOverride = value;
  104233. },
  104234. enumerable: true,
  104235. configurable: true
  104236. });
  104237. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  104238. /**
  104239. * Gets a boolean defining if the target contains position data
  104240. */
  104241. get: function () {
  104242. return !!this._positions;
  104243. },
  104244. enumerable: true,
  104245. configurable: true
  104246. });
  104247. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  104248. /**
  104249. * Gets a boolean defining if the target contains normal data
  104250. */
  104251. get: function () {
  104252. return !!this._normals;
  104253. },
  104254. enumerable: true,
  104255. configurable: true
  104256. });
  104257. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  104258. /**
  104259. * Gets a boolean defining if the target contains tangent data
  104260. */
  104261. get: function () {
  104262. return !!this._tangents;
  104263. },
  104264. enumerable: true,
  104265. configurable: true
  104266. });
  104267. /**
  104268. * Affects position data to this target
  104269. * @param data defines the position data to use
  104270. */
  104271. MorphTarget.prototype.setPositions = function (data) {
  104272. var hadPositions = this.hasPositions;
  104273. this._positions = data;
  104274. if (hadPositions !== this.hasPositions) {
  104275. this._onDataLayoutChanged.notifyObservers(undefined);
  104276. }
  104277. };
  104278. /**
  104279. * Gets the position data stored in this target
  104280. * @returns a FloatArray containing the position data (or null if not present)
  104281. */
  104282. MorphTarget.prototype.getPositions = function () {
  104283. return this._positions;
  104284. };
  104285. /**
  104286. * Affects normal data to this target
  104287. * @param data defines the normal data to use
  104288. */
  104289. MorphTarget.prototype.setNormals = function (data) {
  104290. var hadNormals = this.hasNormals;
  104291. this._normals = data;
  104292. if (hadNormals !== this.hasNormals) {
  104293. this._onDataLayoutChanged.notifyObservers(undefined);
  104294. }
  104295. };
  104296. /**
  104297. * Gets the normal data stored in this target
  104298. * @returns a FloatArray containing the normal data (or null if not present)
  104299. */
  104300. MorphTarget.prototype.getNormals = function () {
  104301. return this._normals;
  104302. };
  104303. /**
  104304. * Affects tangent data to this target
  104305. * @param data defines the tangent data to use
  104306. */
  104307. MorphTarget.prototype.setTangents = function (data) {
  104308. var hadTangents = this.hasTangents;
  104309. this._tangents = data;
  104310. if (hadTangents !== this.hasTangents) {
  104311. this._onDataLayoutChanged.notifyObservers(undefined);
  104312. }
  104313. };
  104314. /**
  104315. * Gets the tangent data stored in this target
  104316. * @returns a FloatArray containing the tangent data (or null if not present)
  104317. */
  104318. MorphTarget.prototype.getTangents = function () {
  104319. return this._tangents;
  104320. };
  104321. /**
  104322. * Serializes the current target into a Serialization object
  104323. * @returns the serialized object
  104324. */
  104325. MorphTarget.prototype.serialize = function () {
  104326. var serializationObject = {};
  104327. serializationObject.name = this.name;
  104328. serializationObject.influence = this.influence;
  104329. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  104330. if (this.id != null) {
  104331. serializationObject.id = this.id;
  104332. }
  104333. if (this.hasNormals) {
  104334. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  104335. }
  104336. if (this.hasTangents) {
  104337. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  104338. }
  104339. // Animations
  104340. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  104341. return serializationObject;
  104342. };
  104343. /**
  104344. * Returns the string "MorphTarget"
  104345. * @returns "MorphTarget"
  104346. */
  104347. MorphTarget.prototype.getClassName = function () {
  104348. return "MorphTarget";
  104349. };
  104350. // Statics
  104351. /**
  104352. * Creates a new target from serialized data
  104353. * @param serializationObject defines the serialized data to use
  104354. * @returns a new MorphTarget
  104355. */
  104356. MorphTarget.Parse = function (serializationObject) {
  104357. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  104358. result.setPositions(serializationObject.positions);
  104359. if (serializationObject.id != null) {
  104360. result.id = serializationObject.id;
  104361. }
  104362. if (serializationObject.normals) {
  104363. result.setNormals(serializationObject.normals);
  104364. }
  104365. if (serializationObject.tangents) {
  104366. result.setTangents(serializationObject.tangents);
  104367. }
  104368. // Animations
  104369. if (serializationObject.animations) {
  104370. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  104371. var parsedAnimation = serializationObject.animations[animationIndex];
  104372. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  104373. }
  104374. }
  104375. return result;
  104376. };
  104377. /**
  104378. * Creates a MorphTarget from mesh data
  104379. * @param mesh defines the source mesh
  104380. * @param name defines the name to use for the new target
  104381. * @param influence defines the influence to attach to the target
  104382. * @returns a new MorphTarget
  104383. */
  104384. MorphTarget.FromMesh = function (mesh, name, influence) {
  104385. if (!name) {
  104386. name = mesh.name;
  104387. }
  104388. var result = new MorphTarget(name, influence, mesh.getScene());
  104389. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  104390. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  104391. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  104392. }
  104393. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  104394. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  104395. }
  104396. return result;
  104397. };
  104398. __decorate([
  104399. BABYLON.serialize()
  104400. ], MorphTarget.prototype, "id", void 0);
  104401. return MorphTarget;
  104402. }());
  104403. BABYLON.MorphTarget = MorphTarget;
  104404. })(BABYLON || (BABYLON = {}));
  104405. //# sourceMappingURL=babylon.morphTarget.js.map
  104406. var BABYLON;
  104407. (function (BABYLON) {
  104408. /**
  104409. * This class is used to deform meshes using morphing between different targets
  104410. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104411. */
  104412. var MorphTargetManager = /** @class */ (function () {
  104413. /**
  104414. * Creates a new MorphTargetManager
  104415. * @param scene defines the current scene
  104416. */
  104417. function MorphTargetManager(scene) {
  104418. if (scene === void 0) { scene = null; }
  104419. this._targets = new Array();
  104420. this._targetInfluenceChangedObservers = new Array();
  104421. this._targetDataLayoutChangedObservers = new Array();
  104422. this._activeTargets = new BABYLON.SmartArray(16);
  104423. this._supportsNormals = false;
  104424. this._supportsTangents = false;
  104425. this._vertexCount = 0;
  104426. this._uniqueId = 0;
  104427. this._tempInfluences = new Array();
  104428. if (!scene) {
  104429. scene = BABYLON.Engine.LastCreatedScene;
  104430. }
  104431. this._scene = scene;
  104432. if (this._scene) {
  104433. this._scene.morphTargetManagers.push(this);
  104434. this._uniqueId = this._scene.getUniqueId();
  104435. }
  104436. }
  104437. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  104438. /**
  104439. * Gets the unique ID of this manager
  104440. */
  104441. get: function () {
  104442. return this._uniqueId;
  104443. },
  104444. enumerable: true,
  104445. configurable: true
  104446. });
  104447. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  104448. /**
  104449. * Gets the number of vertices handled by this manager
  104450. */
  104451. get: function () {
  104452. return this._vertexCount;
  104453. },
  104454. enumerable: true,
  104455. configurable: true
  104456. });
  104457. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  104458. /**
  104459. * Gets a boolean indicating if this manager supports morphing of normals
  104460. */
  104461. get: function () {
  104462. return this._supportsNormals;
  104463. },
  104464. enumerable: true,
  104465. configurable: true
  104466. });
  104467. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  104468. /**
  104469. * Gets a boolean indicating if this manager supports morphing of tangents
  104470. */
  104471. get: function () {
  104472. return this._supportsTangents;
  104473. },
  104474. enumerable: true,
  104475. configurable: true
  104476. });
  104477. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  104478. /**
  104479. * Gets the number of targets stored in this manager
  104480. */
  104481. get: function () {
  104482. return this._targets.length;
  104483. },
  104484. enumerable: true,
  104485. configurable: true
  104486. });
  104487. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  104488. /**
  104489. * Gets the number of influencers (ie. the number of targets with influences > 0)
  104490. */
  104491. get: function () {
  104492. return this._activeTargets.length;
  104493. },
  104494. enumerable: true,
  104495. configurable: true
  104496. });
  104497. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  104498. /**
  104499. * Gets the list of influences (one per target)
  104500. */
  104501. get: function () {
  104502. return this._influences;
  104503. },
  104504. enumerable: true,
  104505. configurable: true
  104506. });
  104507. /**
  104508. * Gets the active target at specified index. An active target is a target with an influence > 0
  104509. * @param index defines the index to check
  104510. * @returns the requested target
  104511. */
  104512. MorphTargetManager.prototype.getActiveTarget = function (index) {
  104513. return this._activeTargets.data[index];
  104514. };
  104515. /**
  104516. * Gets the target at specified index
  104517. * @param index defines the index to check
  104518. * @returns the requested target
  104519. */
  104520. MorphTargetManager.prototype.getTarget = function (index) {
  104521. return this._targets[index];
  104522. };
  104523. /**
  104524. * Add a new target to this manager
  104525. * @param target defines the target to add
  104526. */
  104527. MorphTargetManager.prototype.addTarget = function (target) {
  104528. var _this = this;
  104529. this._targets.push(target);
  104530. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  104531. _this._syncActiveTargets(needUpdate);
  104532. }));
  104533. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  104534. _this._syncActiveTargets(true);
  104535. }));
  104536. this._syncActiveTargets(true);
  104537. };
  104538. /**
  104539. * Removes a target from the manager
  104540. * @param target defines the target to remove
  104541. */
  104542. MorphTargetManager.prototype.removeTarget = function (target) {
  104543. var index = this._targets.indexOf(target);
  104544. if (index >= 0) {
  104545. this._targets.splice(index, 1);
  104546. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104547. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104548. this._syncActiveTargets(true);
  104549. }
  104550. };
  104551. /**
  104552. * Serializes the current manager into a Serialization object
  104553. * @returns the serialized object
  104554. */
  104555. MorphTargetManager.prototype.serialize = function () {
  104556. var serializationObject = {};
  104557. serializationObject.id = this.uniqueId;
  104558. serializationObject.targets = [];
  104559. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104560. var target = _a[_i];
  104561. serializationObject.targets.push(target.serialize());
  104562. }
  104563. return serializationObject;
  104564. };
  104565. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104566. var influenceCount = 0;
  104567. this._activeTargets.reset();
  104568. this._supportsNormals = true;
  104569. this._supportsTangents = true;
  104570. this._vertexCount = 0;
  104571. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104572. var target = _a[_i];
  104573. if (target.influence === 0) {
  104574. continue;
  104575. }
  104576. this._activeTargets.push(target);
  104577. this._tempInfluences[influenceCount++] = target.influence;
  104578. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104579. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104580. var positions = target.getPositions();
  104581. if (positions) {
  104582. var vertexCount = positions.length / 3;
  104583. if (this._vertexCount === 0) {
  104584. this._vertexCount = vertexCount;
  104585. }
  104586. else if (this._vertexCount !== vertexCount) {
  104587. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104588. return;
  104589. }
  104590. }
  104591. }
  104592. if (!this._influences || this._influences.length !== influenceCount) {
  104593. this._influences = new Float32Array(influenceCount);
  104594. }
  104595. for (var index = 0; index < influenceCount; index++) {
  104596. this._influences[index] = this._tempInfluences[index];
  104597. }
  104598. if (needUpdate) {
  104599. this.synchronize();
  104600. }
  104601. };
  104602. /**
  104603. * Syncrhonize the targets with all the meshes using this morph target manager
  104604. */
  104605. MorphTargetManager.prototype.synchronize = function () {
  104606. if (!this._scene) {
  104607. return;
  104608. }
  104609. // Flag meshes as dirty to resync with the active targets
  104610. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104611. var mesh = _a[_i];
  104612. if (mesh.morphTargetManager === this) {
  104613. mesh._syncGeometryWithMorphTargetManager();
  104614. }
  104615. }
  104616. };
  104617. // Statics
  104618. /**
  104619. * Creates a new MorphTargetManager from serialized data
  104620. * @param serializationObject defines the serialized data
  104621. * @param scene defines the hosting scene
  104622. * @returns the new MorphTargetManager
  104623. */
  104624. MorphTargetManager.Parse = function (serializationObject, scene) {
  104625. var result = new MorphTargetManager(scene);
  104626. result._uniqueId = serializationObject.id;
  104627. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104628. var targetData = _a[_i];
  104629. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104630. }
  104631. return result;
  104632. };
  104633. return MorphTargetManager;
  104634. }());
  104635. BABYLON.MorphTargetManager = MorphTargetManager;
  104636. })(BABYLON || (BABYLON = {}));
  104637. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104638. var BABYLON;
  104639. (function (BABYLON) {
  104640. /**
  104641. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104642. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104643. */
  104644. var Octree = /** @class */ (function () {
  104645. /**
  104646. * Creates a octree
  104647. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104648. * @param creationFunc function to be used to instatiate the octree
  104649. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104650. * @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.)
  104651. */
  104652. function Octree(creationFunc, maxBlockCapacity,
  104653. /** 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.) */
  104654. maxDepth) {
  104655. if (maxDepth === void 0) { maxDepth = 2; }
  104656. this.maxDepth = maxDepth;
  104657. /**
  104658. * Content stored in the octree
  104659. */
  104660. this.dynamicContent = new Array();
  104661. this._maxBlockCapacity = maxBlockCapacity || 64;
  104662. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104663. this._creationFunc = creationFunc;
  104664. }
  104665. // Methods
  104666. /**
  104667. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104668. * @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);
  104669. * @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);
  104670. * @param entries meshes to be added to the octree blocks
  104671. */
  104672. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104673. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104674. };
  104675. /**
  104676. * Adds a mesh to the octree
  104677. * @param entry Mesh to add to the octree
  104678. */
  104679. Octree.prototype.addMesh = function (entry) {
  104680. for (var index = 0; index < this.blocks.length; index++) {
  104681. var block = this.blocks[index];
  104682. block.addEntry(entry);
  104683. }
  104684. };
  104685. /**
  104686. * Selects an array of meshes within the frustum
  104687. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104688. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104689. * @returns array of meshes within the frustum
  104690. */
  104691. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104692. this._selectionContent.reset();
  104693. for (var index = 0; index < this.blocks.length; index++) {
  104694. var block = this.blocks[index];
  104695. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104696. }
  104697. if (allowDuplicate) {
  104698. this._selectionContent.concat(this.dynamicContent);
  104699. }
  104700. else {
  104701. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104702. }
  104703. return this._selectionContent;
  104704. };
  104705. /**
  104706. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104707. * @param sphereCenter defines the bounding sphere center
  104708. * @param sphereRadius defines the bounding sphere radius
  104709. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104710. * @returns an array of objects that intersect the sphere
  104711. */
  104712. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104713. this._selectionContent.reset();
  104714. for (var index = 0; index < this.blocks.length; index++) {
  104715. var block = this.blocks[index];
  104716. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104717. }
  104718. if (allowDuplicate) {
  104719. this._selectionContent.concat(this.dynamicContent);
  104720. }
  104721. else {
  104722. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104723. }
  104724. return this._selectionContent;
  104725. };
  104726. /**
  104727. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104728. * @param ray defines the ray to test with
  104729. * @returns array of intersected objects
  104730. */
  104731. Octree.prototype.intersectsRay = function (ray) {
  104732. this._selectionContent.reset();
  104733. for (var index = 0; index < this.blocks.length; index++) {
  104734. var block = this.blocks[index];
  104735. block.intersectsRay(ray, this._selectionContent);
  104736. }
  104737. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104738. return this._selectionContent;
  104739. };
  104740. /**
  104741. * @hidden
  104742. */
  104743. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104744. target.blocks = new Array();
  104745. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104746. // Segmenting space
  104747. for (var x = 0; x < 2; x++) {
  104748. for (var y = 0; y < 2; y++) {
  104749. for (var z = 0; z < 2; z++) {
  104750. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104751. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104752. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104753. block.addEntries(entries);
  104754. target.blocks.push(block);
  104755. }
  104756. }
  104757. }
  104758. };
  104759. /**
  104760. * Adds a mesh into the octree block if it intersects the block
  104761. */
  104762. Octree.CreationFuncForMeshes = function (entry, block) {
  104763. var boundingInfo = entry.getBoundingInfo();
  104764. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104765. block.entries.push(entry);
  104766. }
  104767. };
  104768. /**
  104769. * Adds a submesh into the octree block if it intersects the block
  104770. */
  104771. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104772. var boundingInfo = entry.getBoundingInfo();
  104773. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104774. block.entries.push(entry);
  104775. }
  104776. };
  104777. return Octree;
  104778. }());
  104779. BABYLON.Octree = Octree;
  104780. })(BABYLON || (BABYLON = {}));
  104781. //# sourceMappingURL=babylon.octree.js.map
  104782. var BABYLON;
  104783. (function (BABYLON) {
  104784. /**
  104785. * Class used to store a cell in an octree
  104786. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104787. */
  104788. var OctreeBlock = /** @class */ (function () {
  104789. /**
  104790. * Creates a new block
  104791. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104792. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104793. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104794. * @param depth defines the current depth of this block in the octree
  104795. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104796. * @param creationFunc defines a callback to call when an element is added to the block
  104797. */
  104798. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104799. /**
  104800. * Gets the content of the current block
  104801. */
  104802. this.entries = new Array();
  104803. this._boundingVectors = new Array();
  104804. this._capacity = capacity;
  104805. this._depth = depth;
  104806. this._maxDepth = maxDepth;
  104807. this._creationFunc = creationFunc;
  104808. this._minPoint = minPoint;
  104809. this._maxPoint = maxPoint;
  104810. this._boundingVectors.push(minPoint.clone());
  104811. this._boundingVectors.push(maxPoint.clone());
  104812. this._boundingVectors.push(minPoint.clone());
  104813. this._boundingVectors[2].x = maxPoint.x;
  104814. this._boundingVectors.push(minPoint.clone());
  104815. this._boundingVectors[3].y = maxPoint.y;
  104816. this._boundingVectors.push(minPoint.clone());
  104817. this._boundingVectors[4].z = maxPoint.z;
  104818. this._boundingVectors.push(maxPoint.clone());
  104819. this._boundingVectors[5].z = minPoint.z;
  104820. this._boundingVectors.push(maxPoint.clone());
  104821. this._boundingVectors[6].x = minPoint.x;
  104822. this._boundingVectors.push(maxPoint.clone());
  104823. this._boundingVectors[7].y = minPoint.y;
  104824. }
  104825. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104826. // Property
  104827. /**
  104828. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104829. */
  104830. get: function () {
  104831. return this._capacity;
  104832. },
  104833. enumerable: true,
  104834. configurable: true
  104835. });
  104836. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104837. /**
  104838. * Gets the minimum vector (in world space) of the block's bounding box
  104839. */
  104840. get: function () {
  104841. return this._minPoint;
  104842. },
  104843. enumerable: true,
  104844. configurable: true
  104845. });
  104846. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104847. /**
  104848. * Gets the maximum vector (in world space) of the block's bounding box
  104849. */
  104850. get: function () {
  104851. return this._maxPoint;
  104852. },
  104853. enumerable: true,
  104854. configurable: true
  104855. });
  104856. // Methods
  104857. /**
  104858. * Add a new element to this block
  104859. * @param entry defines the element to add
  104860. */
  104861. OctreeBlock.prototype.addEntry = function (entry) {
  104862. if (this.blocks) {
  104863. for (var index = 0; index < this.blocks.length; index++) {
  104864. var block = this.blocks[index];
  104865. block.addEntry(entry);
  104866. }
  104867. return;
  104868. }
  104869. this._creationFunc(entry, this);
  104870. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104871. this.createInnerBlocks();
  104872. }
  104873. };
  104874. /**
  104875. * Add an array of elements to this block
  104876. * @param entries defines the array of elements to add
  104877. */
  104878. OctreeBlock.prototype.addEntries = function (entries) {
  104879. for (var index = 0; index < entries.length; index++) {
  104880. var mesh = entries[index];
  104881. this.addEntry(mesh);
  104882. }
  104883. };
  104884. /**
  104885. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104886. * @param frustumPlanes defines the frustum planes to test
  104887. * @param selection defines the array to store current content if selection is positive
  104888. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104889. */
  104890. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104891. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104892. if (this.blocks) {
  104893. for (var index = 0; index < this.blocks.length; index++) {
  104894. var block = this.blocks[index];
  104895. block.select(frustumPlanes, selection, allowDuplicate);
  104896. }
  104897. return;
  104898. }
  104899. if (allowDuplicate) {
  104900. selection.concat(this.entries);
  104901. }
  104902. else {
  104903. selection.concatWithNoDuplicate(this.entries);
  104904. }
  104905. }
  104906. };
  104907. /**
  104908. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104909. * @param sphereCenter defines the bounding sphere center
  104910. * @param sphereRadius defines the bounding sphere radius
  104911. * @param selection defines the array to store current content if selection is positive
  104912. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104913. */
  104914. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104915. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104916. if (this.blocks) {
  104917. for (var index = 0; index < this.blocks.length; index++) {
  104918. var block = this.blocks[index];
  104919. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104920. }
  104921. return;
  104922. }
  104923. if (allowDuplicate) {
  104924. selection.concat(this.entries);
  104925. }
  104926. else {
  104927. selection.concatWithNoDuplicate(this.entries);
  104928. }
  104929. }
  104930. };
  104931. /**
  104932. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104933. * @param ray defines the ray to test with
  104934. * @param selection defines the array to store current content if selection is positive
  104935. */
  104936. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104937. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104938. if (this.blocks) {
  104939. for (var index = 0; index < this.blocks.length; index++) {
  104940. var block = this.blocks[index];
  104941. block.intersectsRay(ray, selection);
  104942. }
  104943. return;
  104944. }
  104945. selection.concatWithNoDuplicate(this.entries);
  104946. }
  104947. };
  104948. /**
  104949. * Subdivide the content into child blocks (this block will then be empty)
  104950. */
  104951. OctreeBlock.prototype.createInnerBlocks = function () {
  104952. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104953. };
  104954. return OctreeBlock;
  104955. }());
  104956. BABYLON.OctreeBlock = OctreeBlock;
  104957. })(BABYLON || (BABYLON = {}));
  104958. //# sourceMappingURL=babylon.octreeBlock.js.map
  104959. var BABYLON;
  104960. (function (BABYLON) {
  104961. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104962. if (maxCapacity === void 0) { maxCapacity = 64; }
  104963. if (maxDepth === void 0) { maxDepth = 2; }
  104964. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104965. if (!component) {
  104966. component = new OctreeSceneComponent(this);
  104967. this._addComponent(component);
  104968. }
  104969. if (!this._selectionOctree) {
  104970. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104971. }
  104972. var worldExtends = this.getWorldExtends();
  104973. // Update octree
  104974. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104975. return this._selectionOctree;
  104976. };
  104977. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104978. get: function () {
  104979. return this._selectionOctree;
  104980. },
  104981. enumerable: true,
  104982. configurable: true
  104983. });
  104984. /**
  104985. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104986. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104987. * @param maxCapacity defines the maximum size of each block (64 by default)
  104988. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104989. * @returns the new octree
  104990. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104991. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104992. */
  104993. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104994. if (maxCapacity === void 0) { maxCapacity = 64; }
  104995. if (maxDepth === void 0) { maxDepth = 2; }
  104996. var scene = this.getScene();
  104997. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104998. if (!component) {
  104999. component = new OctreeSceneComponent(scene);
  105000. scene._addComponent(component);
  105001. }
  105002. if (!this._submeshesOctree) {
  105003. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  105004. }
  105005. this.computeWorldMatrix(true);
  105006. var boundingInfo = this.getBoundingInfo();
  105007. // Update octree
  105008. var bbox = boundingInfo.boundingBox;
  105009. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  105010. return this._submeshesOctree;
  105011. };
  105012. /**
  105013. * Defines the octree scene component responsible to manage any octrees
  105014. * in a given scene.
  105015. */
  105016. var OctreeSceneComponent = /** @class */ (function () {
  105017. /**
  105018. * Creates a new instance of the component for the given scene
  105019. * @param scene Defines the scene to register the component in
  105020. */
  105021. function OctreeSceneComponent(scene) {
  105022. /**
  105023. * The component name helpfull to identify the component in the list of scene components.
  105024. */
  105025. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  105026. /**
  105027. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105028. */
  105029. this.checksIsEnabled = true;
  105030. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  105031. this.scene = scene;
  105032. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  105033. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  105034. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  105035. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  105036. }
  105037. /**
  105038. * Registers the component in a given scene
  105039. */
  105040. OctreeSceneComponent.prototype.register = function () {
  105041. var _this = this;
  105042. this.scene.onMeshRemovedObservable.add(function (mesh) {
  105043. var sceneOctree = _this.scene.selectionOctree;
  105044. if (sceneOctree !== undefined && sceneOctree !== null) {
  105045. var index = sceneOctree.dynamicContent.indexOf(mesh);
  105046. if (index !== -1) {
  105047. sceneOctree.dynamicContent.splice(index, 1);
  105048. }
  105049. }
  105050. });
  105051. this.scene.onMeshImportedObservable.add(function (mesh) {
  105052. var sceneOctree = _this.scene.selectionOctree;
  105053. if (sceneOctree !== undefined && sceneOctree !== null) {
  105054. sceneOctree.addMesh(mesh);
  105055. }
  105056. });
  105057. };
  105058. /**
  105059. * Return the list of active meshes
  105060. * @returns the list of active meshes
  105061. */
  105062. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  105063. if (this.scene._selectionOctree) {
  105064. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  105065. return selection;
  105066. }
  105067. return this.scene._getDefaultMeshCandidates();
  105068. };
  105069. /**
  105070. * Return the list of active sub meshes
  105071. * @param mesh The mesh to get the candidates sub meshes from
  105072. * @returns the list of active sub meshes
  105073. */
  105074. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  105075. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  105076. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  105077. return intersections;
  105078. }
  105079. return this.scene._getDefaultSubMeshCandidates(mesh);
  105080. };
  105081. /**
  105082. * Return the list of sub meshes intersecting with a given local ray
  105083. * @param mesh defines the mesh to find the submesh for
  105084. * @param localRay defines the ray in local space
  105085. * @returns the list of intersecting sub meshes
  105086. */
  105087. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  105088. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  105089. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  105090. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  105091. return intersections;
  105092. }
  105093. return this.scene._getDefaultSubMeshCandidates(mesh);
  105094. };
  105095. /**
  105096. * Return the list of sub meshes colliding with a collider
  105097. * @param mesh defines the mesh to find the submesh for
  105098. * @param collider defines the collider to evaluate the collision against
  105099. * @returns the list of colliding sub meshes
  105100. */
  105101. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  105102. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  105103. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  105104. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  105105. return intersections;
  105106. }
  105107. return this.scene._getDefaultSubMeshCandidates(mesh);
  105108. };
  105109. /**
  105110. * Rebuilds the elements related to this component in case of
  105111. * context lost for instance.
  105112. */
  105113. OctreeSceneComponent.prototype.rebuild = function () {
  105114. // Nothing to do here.
  105115. };
  105116. /**
  105117. * Disposes the component and the associated ressources.
  105118. */
  105119. OctreeSceneComponent.prototype.dispose = function () {
  105120. // Nothing to do here.
  105121. };
  105122. return OctreeSceneComponent;
  105123. }());
  105124. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  105125. })(BABYLON || (BABYLON = {}));
  105126. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  105127. var BABYLON;
  105128. (function (BABYLON) {
  105129. /**
  105130. * Postprocess used to generate anaglyphic rendering
  105131. */
  105132. var AnaglyphPostProcess = /** @class */ (function (_super) {
  105133. __extends(AnaglyphPostProcess, _super);
  105134. /**
  105135. * Creates a new AnaglyphPostProcess
  105136. * @param name defines postprocess name
  105137. * @param options defines creation options or target ratio scale
  105138. * @param rigCameras defines cameras using this postprocess
  105139. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  105140. * @param engine defines hosting engine
  105141. * @param reusable defines if the postprocess will be reused multiple times per frame
  105142. */
  105143. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  105144. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  105145. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105146. _this.onApplyObservable.add(function (effect) {
  105147. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  105148. });
  105149. return _this;
  105150. }
  105151. return AnaglyphPostProcess;
  105152. }(BABYLON.PostProcess));
  105153. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  105154. })(BABYLON || (BABYLON = {}));
  105155. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  105156. var BABYLON;
  105157. (function (BABYLON) {
  105158. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  105159. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105160. });
  105161. /**
  105162. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  105163. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105164. */
  105165. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  105166. __extends(AnaglyphArcRotateCamera, _super);
  105167. /**
  105168. * Creates a new AnaglyphArcRotateCamera
  105169. * @param name defines camera name
  105170. * @param alpha defines alpha angle (in radians)
  105171. * @param beta defines beta angle (in radians)
  105172. * @param radius defines radius
  105173. * @param target defines camera target
  105174. * @param interaxialDistance defines distance between each color axis
  105175. * @param scene defines the hosting scene
  105176. */
  105177. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  105178. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105179. _this.interaxialDistance = interaxialDistance;
  105180. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105181. return _this;
  105182. }
  105183. /**
  105184. * Gets camera class name
  105185. * @returns AnaglyphArcRotateCamera
  105186. */
  105187. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  105188. return "AnaglyphArcRotateCamera";
  105189. };
  105190. return AnaglyphArcRotateCamera;
  105191. }(BABYLON.ArcRotateCamera));
  105192. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  105193. })(BABYLON || (BABYLON = {}));
  105194. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  105195. var BABYLON;
  105196. (function (BABYLON) {
  105197. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  105198. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105199. });
  105200. /**
  105201. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  105202. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105203. */
  105204. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  105205. __extends(AnaglyphFreeCamera, _super);
  105206. /**
  105207. * Creates a new AnaglyphFreeCamera
  105208. * @param name defines camera name
  105209. * @param position defines initial position
  105210. * @param interaxialDistance defines distance between each color axis
  105211. * @param scene defines the hosting scene
  105212. */
  105213. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  105214. var _this = _super.call(this, name, position, scene) || this;
  105215. _this.interaxialDistance = interaxialDistance;
  105216. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105217. return _this;
  105218. }
  105219. /**
  105220. * Gets camera class name
  105221. * @returns AnaglyphFreeCamera
  105222. */
  105223. AnaglyphFreeCamera.prototype.getClassName = function () {
  105224. return "AnaglyphFreeCamera";
  105225. };
  105226. return AnaglyphFreeCamera;
  105227. }(BABYLON.FreeCamera));
  105228. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  105229. })(BABYLON || (BABYLON = {}));
  105230. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  105231. var BABYLON;
  105232. (function (BABYLON) {
  105233. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  105234. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105235. });
  105236. /**
  105237. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  105238. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105239. */
  105240. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  105241. __extends(AnaglyphGamepadCamera, _super);
  105242. /**
  105243. * Creates a new AnaglyphGamepadCamera
  105244. * @param name defines camera name
  105245. * @param position defines initial position
  105246. * @param interaxialDistance defines distance between each color axis
  105247. * @param scene defines the hosting scene
  105248. */
  105249. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  105250. var _this = _super.call(this, name, position, scene) || this;
  105251. _this.interaxialDistance = interaxialDistance;
  105252. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105253. return _this;
  105254. }
  105255. /**
  105256. * Gets camera class name
  105257. * @returns AnaglyphGamepadCamera
  105258. */
  105259. AnaglyphGamepadCamera.prototype.getClassName = function () {
  105260. return "AnaglyphGamepadCamera";
  105261. };
  105262. return AnaglyphGamepadCamera;
  105263. }(BABYLON.GamepadCamera));
  105264. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  105265. })(BABYLON || (BABYLON = {}));
  105266. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  105267. var BABYLON;
  105268. (function (BABYLON) {
  105269. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  105270. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105271. });
  105272. /**
  105273. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  105274. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105275. */
  105276. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  105277. __extends(AnaglyphUniversalCamera, _super);
  105278. /**
  105279. * Creates a new AnaglyphUniversalCamera
  105280. * @param name defines camera name
  105281. * @param position defines initial position
  105282. * @param interaxialDistance defines distance between each color axis
  105283. * @param scene defines the hosting scene
  105284. */
  105285. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  105286. var _this = _super.call(this, name, position, scene) || this;
  105287. _this.interaxialDistance = interaxialDistance;
  105288. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105289. return _this;
  105290. }
  105291. /**
  105292. * Gets camera class name
  105293. * @returns AnaglyphUniversalCamera
  105294. */
  105295. AnaglyphUniversalCamera.prototype.getClassName = function () {
  105296. return "AnaglyphUniversalCamera";
  105297. };
  105298. return AnaglyphUniversalCamera;
  105299. }(BABYLON.UniversalCamera));
  105300. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  105301. })(BABYLON || (BABYLON = {}));
  105302. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  105303. var BABYLON;
  105304. (function (BABYLON) {
  105305. /**
  105306. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  105307. */
  105308. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  105309. __extends(StereoscopicInterlacePostProcess, _super);
  105310. /**
  105311. * Initializes a StereoscopicInterlacePostProcess
  105312. * @param name The name of the effect.
  105313. * @param rigCameras The rig cameras to be appled to the post process
  105314. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  105315. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  105316. * @param engine The engine which the post process will be applied. (default: current engine)
  105317. * @param reusable If the post process can be reused on the same frame. (default: false)
  105318. */
  105319. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  105320. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  105321. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105322. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105323. _this.onSizeChangedObservable.add(function () {
  105324. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105325. });
  105326. _this.onApplyObservable.add(function (effect) {
  105327. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  105328. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  105329. });
  105330. return _this;
  105331. }
  105332. return StereoscopicInterlacePostProcess;
  105333. }(BABYLON.PostProcess));
  105334. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  105335. })(BABYLON || (BABYLON = {}));
  105336. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  105337. var BABYLON;
  105338. (function (BABYLON) {
  105339. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  105340. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105341. });
  105342. /**
  105343. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  105344. * @see http://doc.babylonjs.com/features/cameras
  105345. */
  105346. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  105347. __extends(StereoscopicArcRotateCamera, _super);
  105348. /**
  105349. * Creates a new StereoscopicArcRotateCamera
  105350. * @param name defines camera name
  105351. * @param alpha defines alpha angle (in radians)
  105352. * @param beta defines beta angle (in radians)
  105353. * @param radius defines radius
  105354. * @param target defines camera target
  105355. * @param interaxialDistance defines distance between each color axis
  105356. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105357. * @param scene defines the hosting scene
  105358. */
  105359. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  105360. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105361. _this.interaxialDistance = interaxialDistance;
  105362. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105363. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105364. return _this;
  105365. }
  105366. /**
  105367. * Gets camera class name
  105368. * @returns StereoscopicArcRotateCamera
  105369. */
  105370. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  105371. return "StereoscopicArcRotateCamera";
  105372. };
  105373. return StereoscopicArcRotateCamera;
  105374. }(BABYLON.ArcRotateCamera));
  105375. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  105376. })(BABYLON || (BABYLON = {}));
  105377. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  105378. var BABYLON;
  105379. (function (BABYLON) {
  105380. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105381. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105382. });
  105383. /**
  105384. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  105385. * @see http://doc.babylonjs.com/features/cameras
  105386. */
  105387. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  105388. __extends(StereoscopicFreeCamera, _super);
  105389. /**
  105390. * Creates a new StereoscopicFreeCamera
  105391. * @param name defines camera name
  105392. * @param position defines initial position
  105393. * @param interaxialDistance defines distance between each color axis
  105394. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105395. * @param scene defines the hosting scene
  105396. */
  105397. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105398. var _this = _super.call(this, name, position, scene) || this;
  105399. _this.interaxialDistance = interaxialDistance;
  105400. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105401. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105402. return _this;
  105403. }
  105404. /**
  105405. * Gets camera class name
  105406. * @returns StereoscopicFreeCamera
  105407. */
  105408. StereoscopicFreeCamera.prototype.getClassName = function () {
  105409. return "StereoscopicFreeCamera";
  105410. };
  105411. return StereoscopicFreeCamera;
  105412. }(BABYLON.FreeCamera));
  105413. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  105414. })(BABYLON || (BABYLON = {}));
  105415. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  105416. var BABYLON;
  105417. (function (BABYLON) {
  105418. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  105419. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105420. });
  105421. /**
  105422. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105423. * @see http://doc.babylonjs.com/features/cameras
  105424. */
  105425. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  105426. __extends(StereoscopicGamepadCamera, _super);
  105427. /**
  105428. * Creates a new StereoscopicGamepadCamera
  105429. * @param name defines camera name
  105430. * @param position defines initial position
  105431. * @param interaxialDistance defines distance between each color axis
  105432. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105433. * @param scene defines the hosting scene
  105434. */
  105435. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105436. var _this = _super.call(this, name, position, scene) || this;
  105437. _this.interaxialDistance = interaxialDistance;
  105438. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105439. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105440. return _this;
  105441. }
  105442. /**
  105443. * Gets camera class name
  105444. * @returns StereoscopicGamepadCamera
  105445. */
  105446. StereoscopicGamepadCamera.prototype.getClassName = function () {
  105447. return "StereoscopicGamepadCamera";
  105448. };
  105449. return StereoscopicGamepadCamera;
  105450. }(BABYLON.GamepadCamera));
  105451. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  105452. })(BABYLON || (BABYLON = {}));
  105453. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  105454. var BABYLON;
  105455. (function (BABYLON) {
  105456. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105457. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105458. });
  105459. /**
  105460. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105461. * @see http://doc.babylonjs.com/features/cameras
  105462. */
  105463. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  105464. __extends(StereoscopicUniversalCamera, _super);
  105465. /**
  105466. * Creates a new StereoscopicUniversalCamera
  105467. * @param name defines camera name
  105468. * @param position defines initial position
  105469. * @param interaxialDistance defines distance between each color axis
  105470. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105471. * @param scene defines the hosting scene
  105472. */
  105473. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105474. var _this = _super.call(this, name, position, scene) || this;
  105475. _this.interaxialDistance = interaxialDistance;
  105476. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105477. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105478. return _this;
  105479. }
  105480. /**
  105481. * Gets camera class name
  105482. * @returns StereoscopicUniversalCamera
  105483. */
  105484. StereoscopicUniversalCamera.prototype.getClassName = function () {
  105485. return "StereoscopicUniversalCamera";
  105486. };
  105487. return StereoscopicUniversalCamera;
  105488. }(BABYLON.UniversalCamera));
  105489. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  105490. })(BABYLON || (BABYLON = {}));
  105491. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  105492. var BABYLON;
  105493. (function (BABYLON) {
  105494. /**
  105495. * VRDistortionCorrectionPostProcess used for mobile VR
  105496. */
  105497. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  105498. __extends(VRDistortionCorrectionPostProcess, _super);
  105499. /**
  105500. * Initializes the VRDistortionCorrectionPostProcess
  105501. * @param name The name of the effect.
  105502. * @param camera The camera to apply the render pass to.
  105503. * @param isRightEye If this is for the right eye distortion
  105504. * @param vrMetrics All the required metrics for the VR camera
  105505. */
  105506. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  105507. var _this = _super.call(this, name, "vrDistortionCorrection", [
  105508. 'LensCenter',
  105509. 'Scale',
  105510. 'ScaleIn',
  105511. 'HmdWarpParam'
  105512. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  105513. _this._isRightEye = isRightEye;
  105514. _this._distortionFactors = vrMetrics.distortionK;
  105515. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  105516. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  105517. _this.adaptScaleToCurrentViewport = true;
  105518. _this.onSizeChangedObservable.add(function () {
  105519. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  105520. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  105521. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  105522. });
  105523. _this.onApplyObservable.add(function (effect) {
  105524. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  105525. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  105526. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  105527. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  105528. });
  105529. return _this;
  105530. }
  105531. return VRDistortionCorrectionPostProcess;
  105532. }(BABYLON.PostProcess));
  105533. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  105534. })(BABYLON || (BABYLON = {}));
  105535. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  105536. var BABYLON;
  105537. (function (BABYLON) {
  105538. /**
  105539. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105540. * Screen rotation is taken into account.
  105541. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105542. */
  105543. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105544. /**
  105545. * Instantiates a new input
  105546. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105547. */
  105548. function FreeCameraDeviceOrientationInput() {
  105549. var _this = this;
  105550. this._screenOrientationAngle = 0;
  105551. this._screenQuaternion = new BABYLON.Quaternion();
  105552. this._alpha = 0;
  105553. this._beta = 0;
  105554. this._gamma = 0;
  105555. this._orientationChanged = function () {
  105556. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105557. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105558. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105559. };
  105560. this._deviceOrientation = function (evt) {
  105561. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105562. _this._beta = evt.beta !== null ? evt.beta : 0;
  105563. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105564. };
  105565. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105566. this._orientationChanged();
  105567. }
  105568. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105569. /**
  105570. * Define the camera controlled by the input.
  105571. */
  105572. get: function () {
  105573. return this._camera;
  105574. },
  105575. set: function (camera) {
  105576. this._camera = camera;
  105577. if (this._camera != null && !this._camera.rotationQuaternion) {
  105578. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105579. }
  105580. },
  105581. enumerable: true,
  105582. configurable: true
  105583. });
  105584. /**
  105585. * Attach the input controls to a specific dom element to get the input from.
  105586. * @param element Defines the element the controls should be listened from
  105587. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105588. */
  105589. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105590. window.addEventListener("orientationchange", this._orientationChanged);
  105591. window.addEventListener("deviceorientation", this._deviceOrientation);
  105592. //In certain cases, the attach control is called AFTER orientation was changed,
  105593. //So this is needed.
  105594. this._orientationChanged();
  105595. };
  105596. /**
  105597. * Detach the current controls from the specified dom element.
  105598. * @param element Defines the element to stop listening the inputs from
  105599. */
  105600. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105601. window.removeEventListener("orientationchange", this._orientationChanged);
  105602. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105603. };
  105604. /**
  105605. * Update the current camera state depending on the inputs that have been used this frame.
  105606. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105607. */
  105608. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105609. //if no device orientation provided, don't update the rotation.
  105610. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105611. if (!this._alpha) {
  105612. return;
  105613. }
  105614. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105615. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105616. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105617. //Mirror on XY Plane
  105618. this._camera.rotationQuaternion.z *= -1;
  105619. this._camera.rotationQuaternion.w *= -1;
  105620. };
  105621. /**
  105622. * Gets the class name of the current intput.
  105623. * @returns the class name
  105624. */
  105625. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105626. return "FreeCameraDeviceOrientationInput";
  105627. };
  105628. /**
  105629. * Get the friendly name associated with the input class.
  105630. * @returns the input friendly name
  105631. */
  105632. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105633. return "deviceOrientation";
  105634. };
  105635. return FreeCameraDeviceOrientationInput;
  105636. }());
  105637. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105638. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105639. })(BABYLON || (BABYLON = {}));
  105640. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105641. var BABYLON;
  105642. (function (BABYLON) {
  105643. /**
  105644. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105645. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105646. */
  105647. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105648. /**
  105649. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105650. */
  105651. function ArcRotateCameraVRDeviceOrientationInput() {
  105652. /**
  105653. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105654. */
  105655. this.alphaCorrection = 1;
  105656. /**
  105657. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105658. */
  105659. this.gammaCorrection = 1;
  105660. this._alpha = 0;
  105661. this._gamma = 0;
  105662. this._dirty = false;
  105663. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105664. }
  105665. /**
  105666. * Attach the input controls to a specific dom element to get the input from.
  105667. * @param element Defines the element the controls should be listened from
  105668. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105669. */
  105670. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105671. this.camera.attachControl(element, noPreventDefault);
  105672. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105673. };
  105674. /** @hidden */
  105675. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105676. if (evt.alpha !== null) {
  105677. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105678. }
  105679. if (evt.gamma !== null) {
  105680. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105681. }
  105682. this._dirty = true;
  105683. };
  105684. /**
  105685. * Update the current camera state depending on the inputs that have been used this frame.
  105686. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105687. */
  105688. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105689. if (this._dirty) {
  105690. this._dirty = false;
  105691. if (this._gamma < 0) {
  105692. this._gamma = 180 + this._gamma;
  105693. }
  105694. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105695. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105696. }
  105697. };
  105698. /**
  105699. * Detach the current controls from the specified dom element.
  105700. * @param element Defines the element to stop listening the inputs from
  105701. */
  105702. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105703. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105704. };
  105705. /**
  105706. * Gets the class name of the current intput.
  105707. * @returns the class name
  105708. */
  105709. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105710. return "ArcRotateCameraVRDeviceOrientationInput";
  105711. };
  105712. /**
  105713. * Get the friendly name associated with the input class.
  105714. * @returns the input friendly name
  105715. */
  105716. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105717. return "VRDeviceOrientation";
  105718. };
  105719. return ArcRotateCameraVRDeviceOrientationInput;
  105720. }());
  105721. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105722. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105723. })(BABYLON || (BABYLON = {}));
  105724. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105725. var BABYLON;
  105726. (function (BABYLON) {
  105727. /**
  105728. * This represents all the required metrics to create a VR camera.
  105729. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105730. */
  105731. var VRCameraMetrics = /** @class */ (function () {
  105732. function VRCameraMetrics() {
  105733. /**
  105734. * Define if the current vr camera should compensate the distortion of the lense or not.
  105735. */
  105736. this.compensateDistortion = true;
  105737. }
  105738. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105739. /**
  105740. * Gets the rendering aspect ratio based on the provided resolutions.
  105741. */
  105742. get: function () {
  105743. return this.hResolution / (2 * this.vResolution);
  105744. },
  105745. enumerable: true,
  105746. configurable: true
  105747. });
  105748. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105749. /**
  105750. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105751. */
  105752. get: function () {
  105753. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105754. },
  105755. enumerable: true,
  105756. configurable: true
  105757. });
  105758. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105759. /**
  105760. * @hidden
  105761. */
  105762. get: function () {
  105763. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105764. var h = (4 * meters) / this.hScreenSize;
  105765. return BABYLON.Matrix.Translation(h, 0, 0);
  105766. },
  105767. enumerable: true,
  105768. configurable: true
  105769. });
  105770. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105771. /**
  105772. * @hidden
  105773. */
  105774. get: function () {
  105775. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105776. var h = (4 * meters) / this.hScreenSize;
  105777. return BABYLON.Matrix.Translation(-h, 0, 0);
  105778. },
  105779. enumerable: true,
  105780. configurable: true
  105781. });
  105782. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105783. /**
  105784. * @hidden
  105785. */
  105786. get: function () {
  105787. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105788. },
  105789. enumerable: true,
  105790. configurable: true
  105791. });
  105792. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105793. /**
  105794. * @hidden
  105795. */
  105796. get: function () {
  105797. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105798. },
  105799. enumerable: true,
  105800. configurable: true
  105801. });
  105802. /**
  105803. * Get the default VRMetrics based on the most generic setup.
  105804. * @returns the default vr metrics
  105805. */
  105806. VRCameraMetrics.GetDefault = function () {
  105807. var result = new VRCameraMetrics();
  105808. result.hResolution = 1280;
  105809. result.vResolution = 800;
  105810. result.hScreenSize = 0.149759993;
  105811. result.vScreenSize = 0.0935999975;
  105812. result.vScreenCenter = 0.0467999987;
  105813. result.eyeToScreenDistance = 0.0410000011;
  105814. result.lensSeparationDistance = 0.0635000020;
  105815. result.interpupillaryDistance = 0.0640000030;
  105816. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105817. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105818. result.postProcessScaleFactor = 1.714605507808412;
  105819. result.lensCenterOffset = 0.151976421;
  105820. return result;
  105821. };
  105822. return VRCameraMetrics;
  105823. }());
  105824. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105825. })(BABYLON || (BABYLON = {}));
  105826. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105827. var BABYLON;
  105828. (function (BABYLON) {
  105829. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105830. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105831. });
  105832. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105833. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105834. });
  105835. /**
  105836. * This represents a WebVR camera.
  105837. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105838. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105839. */
  105840. var WebVRFreeCamera = /** @class */ (function (_super) {
  105841. __extends(WebVRFreeCamera, _super);
  105842. /**
  105843. * Instantiates a WebVRFreeCamera.
  105844. * @param name The name of the WebVRFreeCamera
  105845. * @param position The starting anchor position for the camera
  105846. * @param scene The scene the camera belongs to
  105847. * @param webVROptions a set of customizable options for the webVRCamera
  105848. */
  105849. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105850. if (webVROptions === void 0) { webVROptions = {}; }
  105851. var _this = _super.call(this, name, position, scene) || this;
  105852. _this.webVROptions = webVROptions;
  105853. /**
  105854. * @hidden
  105855. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105856. */
  105857. _this._vrDevice = null;
  105858. /**
  105859. * The rawPose of the vrDevice.
  105860. */
  105861. _this.rawPose = null;
  105862. _this._specsVersion = "1.1";
  105863. _this._attached = false;
  105864. _this._descendants = [];
  105865. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105866. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105867. /** @hidden */
  105868. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105869. _this._standingMatrix = null;
  105870. /**
  105871. * Represents device position in babylon space.
  105872. */
  105873. _this.devicePosition = BABYLON.Vector3.Zero();
  105874. /**
  105875. * Represents device rotation in babylon space.
  105876. */
  105877. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105878. /**
  105879. * The scale of the device to be used when translating from device space to babylon space.
  105880. */
  105881. _this.deviceScaleFactor = 1;
  105882. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105883. _this._worldToDevice = BABYLON.Matrix.Identity();
  105884. /**
  105885. * References to the webVR controllers for the vrDevice.
  105886. */
  105887. _this.controllers = [];
  105888. /**
  105889. * Emits an event when a controller is attached.
  105890. */
  105891. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105892. /**
  105893. * Emits an event when a controller's mesh has been loaded;
  105894. */
  105895. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105896. /**
  105897. * Emits an event when the HMD's pose has been updated.
  105898. */
  105899. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105900. _this._poseSet = false;
  105901. /**
  105902. * If the rig cameras be used as parent instead of this camera.
  105903. */
  105904. _this.rigParenting = true;
  105905. _this._defaultHeight = undefined;
  105906. _this._htmlElementAttached = null;
  105907. _this._detachIfAttached = function () {
  105908. var vrDisplay = _this.getEngine().getVRDevice();
  105909. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105910. _this.detachControl(_this._htmlElementAttached);
  105911. }
  105912. };
  105913. _this._workingVector = BABYLON.Vector3.Zero();
  105914. _this._oneVector = BABYLON.Vector3.One();
  105915. _this._workingMatrix = BABYLON.Matrix.Identity();
  105916. _this._tmpMatrix = new BABYLON.Matrix();
  105917. _this._cache.position = BABYLON.Vector3.Zero();
  105918. if (webVROptions.defaultHeight) {
  105919. _this._defaultHeight = webVROptions.defaultHeight;
  105920. _this.position.y = _this._defaultHeight;
  105921. }
  105922. _this.minZ = 0.1;
  105923. //legacy support - the compensation boolean was removed.
  105924. if (arguments.length === 5) {
  105925. _this.webVROptions = arguments[4];
  105926. }
  105927. // default webVR options
  105928. if (_this.webVROptions.trackPosition == undefined) {
  105929. _this.webVROptions.trackPosition = true;
  105930. }
  105931. if (_this.webVROptions.controllerMeshes == undefined) {
  105932. _this.webVROptions.controllerMeshes = true;
  105933. }
  105934. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105935. _this.webVROptions.defaultLightingOnControllers = true;
  105936. }
  105937. _this.rotationQuaternion = new BABYLON.Quaternion();
  105938. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105939. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105940. }
  105941. //enable VR
  105942. var engine = _this.getEngine();
  105943. _this._onVREnabled = function (success) { if (success) {
  105944. _this.initControllers();
  105945. } };
  105946. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105947. engine.initWebVR().add(function (event) {
  105948. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105949. return;
  105950. }
  105951. _this._vrDevice = event.vrDisplay;
  105952. //reset the rig parameters.
  105953. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105954. if (_this._attached) {
  105955. _this.getEngine().enableVR();
  105956. }
  105957. });
  105958. if (typeof (VRFrameData) !== "undefined") {
  105959. _this._frameData = new VRFrameData();
  105960. }
  105961. /**
  105962. * The idea behind the following lines:
  105963. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105964. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105965. * the second will not show it correctly.
  105966. *
  105967. * To solve this - each object that has the camera as parent will be added to a protected array.
  105968. * When the rig camera renders, it will take this array and set all of those to be its children.
  105969. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105970. * Amazing!
  105971. */
  105972. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105973. if (camera.parent === _this && _this.rigParenting) {
  105974. _this._descendants = _this.getDescendants(true, function (n) {
  105975. // don't take the cameras or the controllers!
  105976. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105977. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105978. return !isController && !isRigCamera;
  105979. });
  105980. _this._descendants.forEach(function (node) {
  105981. node.parent = camera;
  105982. });
  105983. }
  105984. });
  105985. scene.onAfterCameraRenderObservable.add(function (camera) {
  105986. if (camera.parent === _this && _this.rigParenting) {
  105987. _this._descendants.forEach(function (node) {
  105988. node.parent = _this;
  105989. });
  105990. }
  105991. });
  105992. return _this;
  105993. }
  105994. /**
  105995. * Gets the device distance from the ground in meters.
  105996. * @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.
  105997. */
  105998. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105999. if (this._standingMatrix) {
  106000. // Add standing matrix offset to get real offset from ground in room
  106001. this._standingMatrix.getTranslationToRef(this._workingVector);
  106002. return this._deviceRoomPosition.y + this._workingVector.y;
  106003. }
  106004. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  106005. return this._defaultHeight || 0;
  106006. };
  106007. /**
  106008. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106009. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  106010. */
  106011. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  106012. var _this = this;
  106013. if (callback === void 0) { callback = function (bool) { }; }
  106014. // Use standing matrix if available
  106015. this.getEngine().initWebVRAsync().then(function (result) {
  106016. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  106017. callback(false);
  106018. }
  106019. else {
  106020. _this._standingMatrix = new BABYLON.Matrix();
  106021. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  106022. if (!_this.getScene().useRightHandedSystem) {
  106023. if (_this._standingMatrix) {
  106024. _this._standingMatrix.toggleModelMatrixHandInPlace();
  106025. }
  106026. }
  106027. callback(true);
  106028. }
  106029. });
  106030. };
  106031. /**
  106032. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106033. * @returns A promise with a boolean set to if the standing matrix is supported.
  106034. */
  106035. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  106036. var _this = this;
  106037. return new Promise(function (res, rej) {
  106038. _this.useStandingMatrix(function (supported) {
  106039. res(supported);
  106040. });
  106041. });
  106042. };
  106043. /**
  106044. * Disposes the camera
  106045. */
  106046. WebVRFreeCamera.prototype.dispose = function () {
  106047. this._detachIfAttached();
  106048. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  106049. if (this._updateCacheWhenTrackingDisabledObserver) {
  106050. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  106051. }
  106052. _super.prototype.dispose.call(this);
  106053. };
  106054. /**
  106055. * Gets a vrController by name.
  106056. * @param name The name of the controller to retreive
  106057. * @returns the controller matching the name specified or null if not found
  106058. */
  106059. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  106060. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  106061. var gp = _a[_i];
  106062. if (gp.hand === name) {
  106063. return gp;
  106064. }
  106065. }
  106066. return null;
  106067. };
  106068. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  106069. /**
  106070. * The controller corrisponding to the users left hand.
  106071. */
  106072. get: function () {
  106073. if (!this._leftController) {
  106074. this._leftController = this.getControllerByName("left");
  106075. }
  106076. return this._leftController;
  106077. },
  106078. enumerable: true,
  106079. configurable: true
  106080. });
  106081. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  106082. /**
  106083. * The controller corrisponding to the users right hand.
  106084. */
  106085. get: function () {
  106086. if (!this._rightController) {
  106087. this._rightController = this.getControllerByName("right");
  106088. }
  106089. return this._rightController;
  106090. },
  106091. enumerable: true,
  106092. configurable: true
  106093. });
  106094. /**
  106095. * Casts a ray forward from the vrCamera's gaze.
  106096. * @param length Length of the ray (default: 100)
  106097. * @returns the ray corrisponding to the gaze
  106098. */
  106099. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  106100. if (length === void 0) { length = 100; }
  106101. if (this.leftCamera) {
  106102. // Use left eye to avoid computation to compute center on every call
  106103. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  106104. }
  106105. else {
  106106. return _super.prototype.getForwardRay.call(this, length);
  106107. }
  106108. };
  106109. /**
  106110. * @hidden
  106111. * Updates the camera based on device's frame data
  106112. */
  106113. WebVRFreeCamera.prototype._checkInputs = function () {
  106114. if (this._vrDevice && this._vrDevice.isPresenting) {
  106115. this._vrDevice.getFrameData(this._frameData);
  106116. this.updateFromDevice(this._frameData.pose);
  106117. }
  106118. _super.prototype._checkInputs.call(this);
  106119. };
  106120. /**
  106121. * Updates the poseControlled values based on the input device pose.
  106122. * @param poseData Pose coming from the device
  106123. */
  106124. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  106125. if (poseData && poseData.orientation) {
  106126. this.rawPose = poseData;
  106127. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  106128. if (this.getScene().useRightHandedSystem) {
  106129. this._deviceRoomRotationQuaternion.z *= -1;
  106130. this._deviceRoomRotationQuaternion.w *= -1;
  106131. }
  106132. if (this.webVROptions.trackPosition && this.rawPose.position) {
  106133. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  106134. if (this.getScene().useRightHandedSystem) {
  106135. this._deviceRoomPosition.z *= -1;
  106136. }
  106137. }
  106138. this._poseSet = true;
  106139. }
  106140. };
  106141. /**
  106142. * WebVR's attach control will start broadcasting frames to the device.
  106143. * Note that in certain browsers (chrome for example) this function must be called
  106144. * within a user-interaction callback. Example:
  106145. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  106146. *
  106147. * @param element html element to attach the vrDevice to
  106148. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  106149. */
  106150. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  106151. _super.prototype.attachControl.call(this, element, noPreventDefault);
  106152. this._attached = true;
  106153. this._htmlElementAttached = element;
  106154. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  106155. if (this._vrDevice) {
  106156. this.getEngine().enableVR();
  106157. }
  106158. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106159. };
  106160. /**
  106161. * Detaches the camera from the html element and disables VR
  106162. *
  106163. * @param element html element to detach from
  106164. */
  106165. WebVRFreeCamera.prototype.detachControl = function (element) {
  106166. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  106167. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  106168. _super.prototype.detachControl.call(this, element);
  106169. this._attached = false;
  106170. this.getEngine().disableVR();
  106171. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106172. };
  106173. /**
  106174. * @returns the name of this class
  106175. */
  106176. WebVRFreeCamera.prototype.getClassName = function () {
  106177. return "WebVRFreeCamera";
  106178. };
  106179. /**
  106180. * Calls resetPose on the vrDisplay
  106181. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  106182. */
  106183. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  106184. //uses the vrDisplay's "resetPose()".
  106185. //pitch and roll won't be affected.
  106186. this._vrDevice.resetPose();
  106187. };
  106188. /**
  106189. * @hidden
  106190. * Updates the rig cameras (left and right eye)
  106191. */
  106192. WebVRFreeCamera.prototype._updateRigCameras = function () {
  106193. var camLeft = this._rigCameras[0];
  106194. var camRight = this._rigCameras[1];
  106195. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106196. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106197. camLeft.position.copyFrom(this._deviceRoomPosition);
  106198. camRight.position.copyFrom(this._deviceRoomPosition);
  106199. };
  106200. // Remove translation from 6dof headset if trackposition is set to false
  106201. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  106202. if (isViewMatrix === void 0) { isViewMatrix = false; }
  106203. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  106204. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  106205. if (!isViewMatrix) {
  106206. this._tmpMatrix.invert();
  106207. }
  106208. this._tmpMatrix.multiplyToRef(matrix, matrix);
  106209. }
  106210. };
  106211. /**
  106212. * @hidden
  106213. * Updates the cached values of the camera
  106214. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  106215. */
  106216. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  106217. var _this = this;
  106218. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  106219. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  106220. if (!this.updateCacheCalled) {
  106221. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  106222. this.updateCacheCalled = true;
  106223. this.update();
  106224. }
  106225. // Set working vector to the device position in room space rotated by the new rotation
  106226. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  106227. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  106228. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  106229. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  106230. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  106231. // Add translation from anchor position
  106232. this._deviceToWorld.getTranslationToRef(this._workingVector);
  106233. this._workingVector.addInPlace(this.position);
  106234. this._workingVector.subtractInPlace(this._cache.position);
  106235. this._deviceToWorld.setTranslation(this._workingVector);
  106236. // Set an inverted matrix to be used when updating the camera
  106237. this._deviceToWorld.invertToRef(this._worldToDevice);
  106238. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  106239. this.controllers.forEach(function (controller) {
  106240. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  106241. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  106242. controller.update();
  106243. });
  106244. }
  106245. if (!ignoreParentClass) {
  106246. _super.prototype._updateCache.call(this);
  106247. }
  106248. this.updateCacheCalled = false;
  106249. };
  106250. /**
  106251. * @hidden
  106252. * Get current device position in babylon world
  106253. */
  106254. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  106255. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  106256. };
  106257. /**
  106258. * Updates the current device position and rotation in the babylon world
  106259. */
  106260. WebVRFreeCamera.prototype.update = function () {
  106261. this._computeDevicePosition();
  106262. // Get current device rotation in babylon world
  106263. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  106264. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  106265. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  106266. if (this._poseSet) {
  106267. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  106268. }
  106269. _super.prototype.update.call(this);
  106270. };
  106271. /**
  106272. * @hidden
  106273. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  106274. * @returns an identity matrix
  106275. */
  106276. WebVRFreeCamera.prototype._getViewMatrix = function () {
  106277. return BABYLON.Matrix.Identity();
  106278. };
  106279. /**
  106280. * This function is called by the two RIG cameras.
  106281. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  106282. */
  106283. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  106284. // Update the parent camera prior to using a child camera to avoid desynchronization
  106285. var parentCamera = this._cameraRigParams["parentCamera"];
  106286. parentCamera._updateCache();
  106287. //WebVR 1.1
  106288. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  106289. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  106290. if (!this.getScene().useRightHandedSystem) {
  106291. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  106292. }
  106293. // update the camera rotation matrix
  106294. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  106295. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  106296. // Computing target and final matrix
  106297. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  106298. // should the view matrix be updated with scale and position offset?
  106299. if (parentCamera.deviceScaleFactor !== 1) {
  106300. this._webvrViewMatrix.invert();
  106301. // scale the position, if set
  106302. if (parentCamera.deviceScaleFactor) {
  106303. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  106304. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  106305. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  106306. }
  106307. this._webvrViewMatrix.invert();
  106308. }
  106309. // Remove translation from 6dof headset if trackposition is set to false
  106310. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  106311. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  106312. // Compute global position
  106313. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  106314. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  106315. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  106316. this._workingMatrix.getTranslationToRef(this._globalPosition);
  106317. this._markSyncedWithParent();
  106318. return this._webvrViewMatrix;
  106319. };
  106320. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  106321. var parentCamera = this.parent;
  106322. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  106323. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  106324. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  106325. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  106326. //babylon compatible matrix
  106327. if (!this.getScene().useRightHandedSystem) {
  106328. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  106329. }
  106330. return this._projectionMatrix;
  106331. };
  106332. /**
  106333. * Initializes the controllers and their meshes
  106334. */
  106335. WebVRFreeCamera.prototype.initControllers = function () {
  106336. var _this = this;
  106337. this.controllers = [];
  106338. var manager = this.getScene().gamepadManager;
  106339. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  106340. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106341. var webVrController = gamepad;
  106342. if (webVrController.defaultModel) {
  106343. webVrController.defaultModel.setEnabled(false);
  106344. }
  106345. if (webVrController.hand === "right") {
  106346. _this._rightController = null;
  106347. }
  106348. if (webVrController.hand === "left") {
  106349. _this._leftController = null;
  106350. }
  106351. var controllerIndex = _this.controllers.indexOf(webVrController);
  106352. if (controllerIndex !== -1) {
  106353. _this.controllers.splice(controllerIndex, 1);
  106354. }
  106355. }
  106356. });
  106357. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  106358. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106359. var webVrController_1 = gamepad;
  106360. if (!_this.webVROptions.trackPosition) {
  106361. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  106362. // Cache must be updated before rendering controllers to avoid them being one frame behind
  106363. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  106364. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  106365. _this._updateCache();
  106366. });
  106367. }
  106368. }
  106369. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  106370. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  106371. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  106372. if (_this.webVROptions.controllerMeshes) {
  106373. if (webVrController_1.defaultModel) {
  106374. webVrController_1.defaultModel.setEnabled(true);
  106375. }
  106376. else {
  106377. // Load the meshes
  106378. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  106379. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  106380. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  106381. if (_this.webVROptions.defaultLightingOnControllers) {
  106382. if (!_this._lightOnControllers) {
  106383. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  106384. }
  106385. var activateLightOnSubMeshes_1 = function (mesh, light) {
  106386. var children = mesh.getChildren();
  106387. if (children && children.length !== 0) {
  106388. children.forEach(function (mesh) {
  106389. light.includedOnlyMeshes.push(mesh);
  106390. activateLightOnSubMeshes_1(mesh, light);
  106391. });
  106392. }
  106393. };
  106394. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  106395. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  106396. }
  106397. });
  106398. }
  106399. }
  106400. webVrController_1.attachToPoseControlledCamera(_this);
  106401. // since this is async - sanity check. Is the controller already stored?
  106402. if (_this.controllers.indexOf(webVrController_1) === -1) {
  106403. //add to the controllers array
  106404. _this.controllers.push(webVrController_1);
  106405. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  106406. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  106407. // So we're overriding setting left & right manually to be sure
  106408. var firstViveWandDetected = false;
  106409. for (var i = 0; i < _this.controllers.length; i++) {
  106410. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106411. if (!firstViveWandDetected) {
  106412. firstViveWandDetected = true;
  106413. _this.controllers[i].hand = "left";
  106414. }
  106415. else {
  106416. _this.controllers[i].hand = "right";
  106417. }
  106418. }
  106419. }
  106420. //did we find enough controllers? Great! let the developer know.
  106421. if (_this.controllers.length >= 2) {
  106422. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  106423. }
  106424. }
  106425. }
  106426. });
  106427. };
  106428. return WebVRFreeCamera;
  106429. }(BABYLON.FreeCamera));
  106430. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  106431. })(BABYLON || (BABYLON = {}));
  106432. //# sourceMappingURL=babylon.webVRCamera.js.map
  106433. var BABYLON;
  106434. (function (BABYLON) {
  106435. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  106436. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  106437. });
  106438. // We're mainly based on the logic defined into the FreeCamera code
  106439. /**
  106440. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106441. * being tilted forward or back and left or right.
  106442. */
  106443. var DeviceOrientationCamera = /** @class */ (function (_super) {
  106444. __extends(DeviceOrientationCamera, _super);
  106445. /**
  106446. * Creates a new device orientation camera
  106447. * @param name The name of the camera
  106448. * @param position The start position camera
  106449. * @param scene The scene the camera belongs to
  106450. */
  106451. function DeviceOrientationCamera(name, position, scene) {
  106452. var _this = _super.call(this, name, position, scene) || this;
  106453. _this._quaternionCache = new BABYLON.Quaternion();
  106454. _this.inputs.addDeviceOrientation();
  106455. return _this;
  106456. }
  106457. /**
  106458. * Gets the current instance class name ("DeviceOrientationCamera").
  106459. * This helps avoiding instanceof at run time.
  106460. * @returns the class name
  106461. */
  106462. DeviceOrientationCamera.prototype.getClassName = function () {
  106463. return "DeviceOrientationCamera";
  106464. };
  106465. /**
  106466. * @hidden
  106467. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106468. */
  106469. DeviceOrientationCamera.prototype._checkInputs = function () {
  106470. _super.prototype._checkInputs.call(this);
  106471. this._quaternionCache.copyFrom(this.rotationQuaternion);
  106472. if (this._initialQuaternion) {
  106473. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106474. }
  106475. };
  106476. /**
  106477. * Reset the camera to its default orientation on the specified axis only.
  106478. * @param axis The axis to reset
  106479. */
  106480. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  106481. var _this = this;
  106482. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  106483. //can only work if this camera has a rotation quaternion already.
  106484. if (!this.rotationQuaternion) {
  106485. return;
  106486. }
  106487. if (!this._initialQuaternion) {
  106488. this._initialQuaternion = new BABYLON.Quaternion();
  106489. }
  106490. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  106491. ['x', 'y', 'z'].forEach(function (axisName) {
  106492. if (!axis[axisName]) {
  106493. _this._initialQuaternion[axisName] = 0;
  106494. }
  106495. else {
  106496. _this._initialQuaternion[axisName] *= -1;
  106497. }
  106498. });
  106499. this._initialQuaternion.normalize();
  106500. //force rotation update
  106501. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106502. };
  106503. return DeviceOrientationCamera;
  106504. }(BABYLON.FreeCamera));
  106505. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  106506. })(BABYLON || (BABYLON = {}));
  106507. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  106508. var BABYLON;
  106509. (function (BABYLON) {
  106510. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106511. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106512. });
  106513. /**
  106514. * Camera used to simulate VR rendering (based on FreeCamera)
  106515. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106516. */
  106517. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  106518. __extends(VRDeviceOrientationFreeCamera, _super);
  106519. /**
  106520. * Creates a new VRDeviceOrientationFreeCamera
  106521. * @param name defines camera name
  106522. * @param position defines the start position of the camera
  106523. * @param scene defines the scene the camera belongs to
  106524. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106525. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106526. */
  106527. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106528. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106529. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106530. var _this = _super.call(this, name, position, scene) || this;
  106531. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106532. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106533. return _this;
  106534. }
  106535. /**
  106536. * Gets camera class name
  106537. * @returns VRDeviceOrientationFreeCamera
  106538. */
  106539. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106540. return "VRDeviceOrientationFreeCamera";
  106541. };
  106542. return VRDeviceOrientationFreeCamera;
  106543. }(BABYLON.DeviceOrientationCamera));
  106544. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106545. })(BABYLON || (BABYLON = {}));
  106546. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  106547. var BABYLON;
  106548. (function (BABYLON) {
  106549. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106550. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106551. });
  106552. /**
  106553. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106554. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106555. */
  106556. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106557. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106558. /**
  106559. * Creates a new VRDeviceOrientationArcRotateCamera
  106560. * @param name defines camera name
  106561. * @param alpha defines the camera rotation along the logitudinal axis
  106562. * @param beta defines the camera rotation along the latitudinal axis
  106563. * @param radius defines the camera distance from its target
  106564. * @param target defines the camera target
  106565. * @param scene defines the scene the camera belongs to
  106566. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106567. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106568. */
  106569. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106570. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106571. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106572. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106573. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106574. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106575. _this.inputs.addVRDeviceOrientation();
  106576. return _this;
  106577. }
  106578. /**
  106579. * Gets camera class name
  106580. * @returns VRDeviceOrientationArcRotateCamera
  106581. */
  106582. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106583. return "VRDeviceOrientationArcRotateCamera";
  106584. };
  106585. return VRDeviceOrientationArcRotateCamera;
  106586. }(BABYLON.ArcRotateCamera));
  106587. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106588. })(BABYLON || (BABYLON = {}));
  106589. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106590. var BABYLON;
  106591. (function (BABYLON) {
  106592. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106593. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106594. });
  106595. /**
  106596. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106597. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106598. */
  106599. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106600. __extends(VRDeviceOrientationGamepadCamera, _super);
  106601. /**
  106602. * Creates a new VRDeviceOrientationGamepadCamera
  106603. * @param name defines camera name
  106604. * @param position defines the start position of the camera
  106605. * @param scene defines the scene the camera belongs to
  106606. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106607. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106608. */
  106609. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106610. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106611. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106612. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106613. _this.inputs.addGamepad();
  106614. return _this;
  106615. }
  106616. /**
  106617. * Gets camera class name
  106618. * @returns VRDeviceOrientationGamepadCamera
  106619. */
  106620. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106621. return "VRDeviceOrientationGamepadCamera";
  106622. };
  106623. return VRDeviceOrientationGamepadCamera;
  106624. }(BABYLON.VRDeviceOrientationFreeCamera));
  106625. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106626. })(BABYLON || (BABYLON = {}));
  106627. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106628. var BABYLON;
  106629. (function (BABYLON) {
  106630. var VRExperienceHelperGazer = /** @class */ (function () {
  106631. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106632. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106633. this.scene = scene;
  106634. /** @hidden */
  106635. this._pointerDownOnMeshAsked = false;
  106636. /** @hidden */
  106637. this._isActionableMesh = false;
  106638. /** @hidden */
  106639. this._teleportationRequestInitiated = false;
  106640. /** @hidden */
  106641. this._teleportationBackRequestInitiated = false;
  106642. /** @hidden */
  106643. this._rotationRightAsked = false;
  106644. /** @hidden */
  106645. this._rotationLeftAsked = false;
  106646. /** @hidden */
  106647. this._dpadPressed = true;
  106648. /** @hidden */
  106649. this._activePointer = false;
  106650. this._id = VRExperienceHelperGazer._idCounter++;
  106651. // Gaze tracker
  106652. if (!gazeTrackerToClone) {
  106653. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106654. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106655. this._gazeTracker.isPickable = false;
  106656. this._gazeTracker.isVisible = false;
  106657. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106658. targetMat.specularColor = BABYLON.Color3.Black();
  106659. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106660. targetMat.backFaceCulling = false;
  106661. this._gazeTracker.material = targetMat;
  106662. }
  106663. else {
  106664. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106665. }
  106666. }
  106667. /** @hidden */
  106668. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106669. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106670. };
  106671. /** @hidden */
  106672. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106673. this._pointerDownOnMeshAsked = true;
  106674. if (this._currentHit) {
  106675. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106676. }
  106677. };
  106678. /** @hidden */
  106679. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106680. if (this._currentHit) {
  106681. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106682. }
  106683. this._pointerDownOnMeshAsked = false;
  106684. };
  106685. /** @hidden */
  106686. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106687. this._activePointer = true;
  106688. };
  106689. /** @hidden */
  106690. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106691. this._activePointer = false;
  106692. };
  106693. /** @hidden */
  106694. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106695. if (distance === void 0) { distance = 100; }
  106696. };
  106697. VRExperienceHelperGazer.prototype.dispose = function () {
  106698. this._interactionsEnabled = false;
  106699. this._teleportationEnabled = false;
  106700. if (this._gazeTracker) {
  106701. this._gazeTracker.dispose();
  106702. }
  106703. };
  106704. VRExperienceHelperGazer._idCounter = 0;
  106705. return VRExperienceHelperGazer;
  106706. }());
  106707. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106708. __extends(VRExperienceHelperControllerGazer, _super);
  106709. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106710. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106711. _this.webVRController = webVRController;
  106712. // Laser pointer
  106713. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106714. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106715. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106716. laserPointerMaterial.alpha = 0.6;
  106717. _this._laserPointer.material = laserPointerMaterial;
  106718. _this._laserPointer.rotation.x = Math.PI / 2;
  106719. _this._laserPointer.position.z = -0.5;
  106720. _this._laserPointer.isVisible = false;
  106721. _this._laserPointer.isPickable = false;
  106722. if (!webVRController.mesh) {
  106723. // Create an empty mesh that is used prior to loading the high quality model
  106724. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106725. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106726. preloadPointerPose.rotation.x = -0.7;
  106727. preloadMesh.addChild(preloadPointerPose);
  106728. webVRController.attachToMesh(preloadMesh);
  106729. }
  106730. _this._setLaserPointerParent(webVRController.mesh);
  106731. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106732. _this._setLaserPointerParent(mesh);
  106733. });
  106734. return _this;
  106735. }
  106736. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106737. return this.webVRController.getForwardRay(length);
  106738. };
  106739. /** @hidden */
  106740. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106741. _super.prototype._activatePointer.call(this);
  106742. this._laserPointer.isVisible = true;
  106743. };
  106744. /** @hidden */
  106745. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106746. _super.prototype._deactivatePointer.call(this);
  106747. this._laserPointer.isVisible = false;
  106748. };
  106749. /** @hidden */
  106750. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106751. this._laserPointer.material.emissiveColor = color;
  106752. };
  106753. /** @hidden */
  106754. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106755. var makeNotPick = function (root) {
  106756. root.isPickable = false;
  106757. root.getChildMeshes().forEach(function (c) {
  106758. makeNotPick(c);
  106759. });
  106760. };
  106761. makeNotPick(mesh);
  106762. var meshChildren = mesh.getChildren(undefined, false);
  106763. var laserParent = mesh;
  106764. this.webVRController._pointingPoseNode = null;
  106765. for (var i = 0; i < meshChildren.length; i++) {
  106766. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106767. laserParent = meshChildren[i];
  106768. this.webVRController._pointingPoseNode = laserParent;
  106769. break;
  106770. }
  106771. }
  106772. this._laserPointer.parent = laserParent;
  106773. };
  106774. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106775. if (distance === void 0) { distance = 100; }
  106776. this._laserPointer.scaling.y = distance;
  106777. this._laserPointer.position.z = -distance / 2;
  106778. };
  106779. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106780. _super.prototype.dispose.call(this);
  106781. this._laserPointer.dispose();
  106782. if (this._meshAttachedObserver) {
  106783. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106784. }
  106785. };
  106786. return VRExperienceHelperControllerGazer;
  106787. }(VRExperienceHelperGazer));
  106788. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106789. __extends(VRExperienceHelperCameraGazer, _super);
  106790. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106791. var _this = _super.call(this, scene) || this;
  106792. _this.getCamera = getCamera;
  106793. return _this;
  106794. }
  106795. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106796. var camera = this.getCamera();
  106797. if (camera) {
  106798. return camera.getForwardRay(length);
  106799. }
  106800. else {
  106801. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106802. }
  106803. };
  106804. return VRExperienceHelperCameraGazer;
  106805. }(VRExperienceHelperGazer));
  106806. /**
  106807. * Helps to quickly add VR support to an existing scene.
  106808. * See http://doc.babylonjs.com/how_to/webvr_helper
  106809. */
  106810. var VRExperienceHelper = /** @class */ (function () {
  106811. /**
  106812. * Instantiates a VRExperienceHelper.
  106813. * Helps to quickly add VR support to an existing scene.
  106814. * @param scene The scene the VRExperienceHelper belongs to.
  106815. * @param webVROptions Options to modify the vr experience helper's behavior.
  106816. */
  106817. function VRExperienceHelper(scene,
  106818. /** Options to modify the vr experience helper's behavior. */
  106819. webVROptions) {
  106820. if (webVROptions === void 0) { webVROptions = {}; }
  106821. var _this = this;
  106822. this.webVROptions = webVROptions;
  106823. // Can the system support WebVR, even if a headset isn't plugged in?
  106824. this._webVRsupported = false;
  106825. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106826. this._webVRready = false;
  106827. // Are we waiting for the requestPresent callback to complete?
  106828. this._webVRrequesting = false;
  106829. // Are we presenting to the headset right now? (this is the vrDevice state)
  106830. this._webVRpresenting = false;
  106831. // Are we presenting in the fullscreen fallback?
  106832. this._fullscreenVRpresenting = false;
  106833. /**
  106834. * Observable raised when entering VR.
  106835. */
  106836. this.onEnteringVRObservable = new BABYLON.Observable();
  106837. /**
  106838. * Observable raised when exiting VR.
  106839. */
  106840. this.onExitingVRObservable = new BABYLON.Observable();
  106841. /**
  106842. * Observable raised when controller mesh is loaded.
  106843. */
  106844. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106845. this._useCustomVRButton = false;
  106846. this._teleportationRequested = false;
  106847. this._teleportActive = false;
  106848. this._floorMeshesCollection = [];
  106849. this._rotationAllowed = true;
  106850. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106851. this._isDefaultTeleportationTarget = true;
  106852. this._teleportationFillColor = "#444444";
  106853. this._teleportationBorderColor = "#FFFFFF";
  106854. this._rotationAngle = 0;
  106855. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106856. this._padSensibilityUp = 0.65;
  106857. this._padSensibilityDown = 0.35;
  106858. this._leftController = null;
  106859. this._rightController = null;
  106860. /**
  106861. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106862. */
  106863. this.onNewMeshSelected = new BABYLON.Observable();
  106864. /**
  106865. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106866. */
  106867. this.onNewMeshPicked = new BABYLON.Observable();
  106868. /**
  106869. * Observable raised before camera teleportation
  106870. */
  106871. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106872. /**
  106873. * Observable raised after camera teleportation
  106874. */
  106875. this.onAfterCameraTeleport = new BABYLON.Observable();
  106876. /**
  106877. * Observable raised when current selected mesh gets unselected
  106878. */
  106879. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106880. /**
  106881. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106882. */
  106883. this.teleportationEnabled = true;
  106884. this._teleportationInitialized = false;
  106885. this._interactionsEnabled = false;
  106886. this._interactionsRequested = false;
  106887. this._displayGaze = true;
  106888. this._displayLaserPointer = true;
  106889. /**
  106890. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106891. */
  106892. this.updateGazeTrackerScale = true;
  106893. this._onResize = function () {
  106894. _this.moveButtonToBottomRight();
  106895. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106896. _this.exitVR();
  106897. }
  106898. };
  106899. this._onFullscreenChange = function () {
  106900. if (document.fullscreen !== undefined) {
  106901. _this._fullscreenVRpresenting = document.fullscreen;
  106902. }
  106903. else if (document.mozFullScreen !== undefined) {
  106904. _this._fullscreenVRpresenting = document.mozFullScreen;
  106905. }
  106906. else if (document.webkitIsFullScreen !== undefined) {
  106907. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106908. }
  106909. else if (document.msIsFullScreen !== undefined) {
  106910. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106911. }
  106912. else if (document.msFullscreenElement !== undefined) {
  106913. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106914. }
  106915. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106916. _this.exitVR();
  106917. if (!_this._useCustomVRButton) {
  106918. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106919. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106920. }
  106921. }
  106922. };
  106923. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  106924. this.beforeRender = function () {
  106925. if (_this._leftController && _this._leftController._activePointer) {
  106926. _this._castRayAndSelectObject(_this._leftController);
  106927. }
  106928. if (_this._rightController && _this._rightController._activePointer) {
  106929. _this._castRayAndSelectObject(_this._rightController);
  106930. }
  106931. if (_this._noControllerIsActive) {
  106932. _this._castRayAndSelectObject(_this._cameraGazer);
  106933. }
  106934. else {
  106935. _this._cameraGazer._gazeTracker.isVisible = false;
  106936. }
  106937. };
  106938. this._onNewGamepadConnected = function (gamepad) {
  106939. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106940. if (gamepad.leftStick) {
  106941. gamepad.onleftstickchanged(function (stickValues) {
  106942. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106943. // Listening to classic/xbox gamepad only if no VR controller is active
  106944. if ((!_this._leftController && !_this._rightController) ||
  106945. ((_this._leftController && !_this._leftController._activePointer) &&
  106946. (_this._rightController && !_this._rightController._activePointer))) {
  106947. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106948. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106949. }
  106950. }
  106951. });
  106952. }
  106953. if (gamepad.rightStick) {
  106954. gamepad.onrightstickchanged(function (stickValues) {
  106955. if (_this._teleportationInitialized) {
  106956. _this._checkRotate(stickValues, _this._cameraGazer);
  106957. }
  106958. });
  106959. }
  106960. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106961. gamepad.onbuttondown(function (buttonPressed) {
  106962. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106963. _this._cameraGazer._selectionPointerDown();
  106964. }
  106965. });
  106966. gamepad.onbuttonup(function (buttonPressed) {
  106967. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106968. _this._cameraGazer._selectionPointerUp();
  106969. }
  106970. });
  106971. }
  106972. }
  106973. else {
  106974. var webVRController = gamepad;
  106975. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106976. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106977. _this._rightController = controller;
  106978. }
  106979. else {
  106980. _this._leftController = controller;
  106981. }
  106982. _this._tryEnableInteractionOnController(controller);
  106983. }
  106984. };
  106985. // 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
  106986. this._tryEnableInteractionOnController = function (controller) {
  106987. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106988. _this._enableInteractionOnController(controller);
  106989. }
  106990. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106991. _this._enableTeleportationOnController(controller);
  106992. }
  106993. };
  106994. this._onNewGamepadDisconnected = function (gamepad) {
  106995. if (gamepad instanceof BABYLON.WebVRController) {
  106996. if (gamepad.hand === "left" && _this._leftController != null) {
  106997. _this._leftController.dispose();
  106998. _this._leftController = null;
  106999. }
  107000. if (gamepad.hand === "right" && _this._rightController != null) {
  107001. _this._rightController.dispose();
  107002. _this._rightController = null;
  107003. }
  107004. }
  107005. };
  107006. this._workingVector = BABYLON.Vector3.Zero();
  107007. this._workingQuaternion = BABYLON.Quaternion.Identity();
  107008. this._workingMatrix = BABYLON.Matrix.Identity();
  107009. this._scene = scene;
  107010. this._canvas = scene.getEngine().getRenderingCanvas();
  107011. // Parse options
  107012. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  107013. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  107014. }
  107015. if (webVROptions.createDeviceOrientationCamera === undefined) {
  107016. webVROptions.createDeviceOrientationCamera = true;
  107017. }
  107018. if (webVROptions.laserToggle === undefined) {
  107019. webVROptions.laserToggle = true;
  107020. }
  107021. if (webVROptions.defaultHeight === undefined) {
  107022. webVROptions.defaultHeight = 1.7;
  107023. }
  107024. if (webVROptions.useCustomVRButton) {
  107025. this._useCustomVRButton = true;
  107026. if (webVROptions.customVRButton) {
  107027. this._btnVR = webVROptions.customVRButton;
  107028. }
  107029. }
  107030. if (webVROptions.rayLength) {
  107031. this._rayLength = webVROptions.rayLength;
  107032. }
  107033. this._defaultHeight = webVROptions.defaultHeight;
  107034. if (webVROptions.positionScale) {
  107035. this._rayLength *= webVROptions.positionScale;
  107036. this._defaultHeight *= webVROptions.positionScale;
  107037. }
  107038. this._hasEnteredVR = false;
  107039. // Set position
  107040. if (this._scene.activeCamera) {
  107041. this._position = this._scene.activeCamera.position.clone();
  107042. }
  107043. else {
  107044. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  107045. }
  107046. // Set non-vr camera
  107047. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  107048. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  107049. // Copy data from existing camera
  107050. if (this._scene.activeCamera) {
  107051. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107052. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  107053. // Set rotation from previous camera
  107054. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  107055. var targetCamera = this._scene.activeCamera;
  107056. if (targetCamera.rotationQuaternion) {
  107057. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  107058. }
  107059. else {
  107060. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  107061. }
  107062. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  107063. }
  107064. }
  107065. this._scene.activeCamera = this._deviceOrientationCamera;
  107066. if (this._canvas) {
  107067. this._scene.activeCamera.attachControl(this._canvas);
  107068. }
  107069. }
  107070. else {
  107071. this._existingCamera = this._scene.activeCamera;
  107072. }
  107073. // Create VR cameras
  107074. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107075. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  107076. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107077. }
  107078. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  107079. this._webVRCamera.useStandingMatrix();
  107080. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  107081. // Create default button
  107082. if (!this._useCustomVRButton) {
  107083. this._btnVR = document.createElement("BUTTON");
  107084. this._btnVR.className = "babylonVRicon";
  107085. this._btnVR.id = "babylonVRiconbtn";
  107086. this._btnVR.title = "Click to switch to VR";
  107087. 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) }";
  107088. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  107089. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  107090. // css += ".babylonVRicon.vrdisplaysupported { }";
  107091. // css += ".babylonVRicon.vrdisplayready { }";
  107092. // css += ".babylonVRicon.vrdisplayrequesting { }";
  107093. var style = document.createElement('style');
  107094. style.appendChild(document.createTextNode(css));
  107095. document.getElementsByTagName('head')[0].appendChild(style);
  107096. this.moveButtonToBottomRight();
  107097. }
  107098. // VR button click event
  107099. if (this._btnVR) {
  107100. this._btnVR.addEventListener("click", function () {
  107101. if (!_this.isInVRMode) {
  107102. _this.enterVR();
  107103. }
  107104. else {
  107105. _this.exitVR();
  107106. }
  107107. });
  107108. }
  107109. // Window events
  107110. window.addEventListener("resize", this._onResize);
  107111. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  107112. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  107113. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  107114. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  107115. document.onmsfullscreenchange = this._onFullscreenChange;
  107116. // Display vr button when headset is connected
  107117. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107118. this.displayVRButton();
  107119. }
  107120. else {
  107121. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  107122. if (e.vrDisplay) {
  107123. _this.displayVRButton();
  107124. }
  107125. });
  107126. }
  107127. // Exiting VR mode using 'ESC' key on desktop
  107128. this._onKeyDown = function (event) {
  107129. if (event.keyCode === 27 && _this.isInVRMode) {
  107130. _this.exitVR();
  107131. }
  107132. };
  107133. document.addEventListener("keydown", this._onKeyDown);
  107134. // Exiting VR mode double tapping the touch screen
  107135. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  107136. if (_this.isInVRMode) {
  107137. _this.exitVR();
  107138. if (_this._fullscreenVRpresenting) {
  107139. _this._scene.getEngine().switchFullscreen(true);
  107140. }
  107141. }
  107142. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  107143. // Listen for WebVR display changes
  107144. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  107145. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  107146. this._onVRRequestPresentStart = function () {
  107147. _this._webVRrequesting = true;
  107148. _this.updateButtonVisibility();
  107149. };
  107150. this._onVRRequestPresentComplete = function (success) {
  107151. _this._webVRrequesting = false;
  107152. _this.updateButtonVisibility();
  107153. };
  107154. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  107155. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  107156. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  107157. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107158. scene.onDisposeObservable.add(function () {
  107159. _this.dispose();
  107160. });
  107161. // Gamepad connection events
  107162. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  107163. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  107164. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  107165. this.updateButtonVisibility();
  107166. //create easing functions
  107167. this._circleEase = new BABYLON.CircleEase();
  107168. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107169. if (this.webVROptions.floorMeshes) {
  107170. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  107171. }
  107172. }
  107173. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  107174. /** Return this.onEnteringVRObservable
  107175. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  107176. */
  107177. get: function () {
  107178. return this.onEnteringVRObservable;
  107179. },
  107180. enumerable: true,
  107181. configurable: true
  107182. });
  107183. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  107184. /** Return this.onExitingVRObservable
  107185. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  107186. */
  107187. get: function () {
  107188. return this.onExitingVRObservable;
  107189. },
  107190. enumerable: true,
  107191. configurable: true
  107192. });
  107193. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  107194. /** Return this.onControllerMeshLoadedObservable
  107195. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  107196. */
  107197. get: function () {
  107198. return this.onControllerMeshLoadedObservable;
  107199. },
  107200. enumerable: true,
  107201. configurable: true
  107202. });
  107203. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  107204. /**
  107205. * The mesh used to display where the user is going to teleport.
  107206. */
  107207. get: function () {
  107208. return this._teleportationTarget;
  107209. },
  107210. /**
  107211. * Sets the mesh to be used to display where the user is going to teleport.
  107212. */
  107213. set: function (value) {
  107214. if (value) {
  107215. value.name = "teleportationTarget";
  107216. this._isDefaultTeleportationTarget = false;
  107217. this._teleportationTarget = value;
  107218. }
  107219. },
  107220. enumerable: true,
  107221. configurable: true
  107222. });
  107223. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  107224. /**
  107225. * 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
  107226. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  107227. * See http://doc.babylonjs.com/resources/baking_transformations
  107228. */
  107229. get: function () {
  107230. return this._cameraGazer._gazeTracker;
  107231. },
  107232. set: function (value) {
  107233. if (value) {
  107234. // Dispose of existing meshes
  107235. if (this._cameraGazer._gazeTracker) {
  107236. this._cameraGazer._gazeTracker.dispose();
  107237. }
  107238. if (this._leftController && this._leftController._gazeTracker) {
  107239. this._leftController._gazeTracker.dispose();
  107240. }
  107241. if (this._rightController && this._rightController._gazeTracker) {
  107242. this._rightController._gazeTracker.dispose();
  107243. }
  107244. // Set and create gaze trackers on head and controllers
  107245. this._cameraGazer._gazeTracker = value;
  107246. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  107247. this._cameraGazer._gazeTracker.isPickable = false;
  107248. this._cameraGazer._gazeTracker.isVisible = false;
  107249. this._cameraGazer._gazeTracker.name = "gazeTracker";
  107250. if (this._leftController) {
  107251. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107252. }
  107253. if (this._rightController) {
  107254. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107255. }
  107256. }
  107257. },
  107258. enumerable: true,
  107259. configurable: true
  107260. });
  107261. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  107262. /**
  107263. * The gaze tracking mesh corresponding to the left controller
  107264. */
  107265. get: function () {
  107266. if (this._leftController) {
  107267. return this._leftController._gazeTracker;
  107268. }
  107269. return null;
  107270. },
  107271. enumerable: true,
  107272. configurable: true
  107273. });
  107274. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  107275. /**
  107276. * The gaze tracking mesh corresponding to the right controller
  107277. */
  107278. get: function () {
  107279. if (this._rightController) {
  107280. return this._rightController._gazeTracker;
  107281. }
  107282. return null;
  107283. },
  107284. enumerable: true,
  107285. configurable: true
  107286. });
  107287. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  107288. /**
  107289. * If the ray of the gaze should be displayed.
  107290. */
  107291. get: function () {
  107292. return this._displayGaze;
  107293. },
  107294. /**
  107295. * Sets if the ray of the gaze should be displayed.
  107296. */
  107297. set: function (value) {
  107298. this._displayGaze = value;
  107299. if (!value) {
  107300. this._cameraGazer._gazeTracker.isVisible = false;
  107301. if (this._leftController) {
  107302. this._leftController._gazeTracker.isVisible = false;
  107303. }
  107304. if (this._rightController) {
  107305. this._rightController._gazeTracker.isVisible = false;
  107306. }
  107307. }
  107308. },
  107309. enumerable: true,
  107310. configurable: true
  107311. });
  107312. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  107313. /**
  107314. * If the ray of the LaserPointer should be displayed.
  107315. */
  107316. get: function () {
  107317. return this._displayLaserPointer;
  107318. },
  107319. /**
  107320. * Sets if the ray of the LaserPointer should be displayed.
  107321. */
  107322. set: function (value) {
  107323. this._displayLaserPointer = value;
  107324. if (!value) {
  107325. if (this._rightController) {
  107326. this._rightController._deactivatePointer();
  107327. this._rightController._gazeTracker.isVisible = false;
  107328. }
  107329. if (this._leftController) {
  107330. this._leftController._deactivatePointer();
  107331. this._leftController._gazeTracker.isVisible = false;
  107332. }
  107333. }
  107334. else {
  107335. if (this._rightController) {
  107336. this._rightController._activatePointer();
  107337. }
  107338. if (this._leftController) {
  107339. this._leftController._activatePointer();
  107340. }
  107341. }
  107342. },
  107343. enumerable: true,
  107344. configurable: true
  107345. });
  107346. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  107347. /**
  107348. * The deviceOrientationCamera used as the camera when not in VR.
  107349. */
  107350. get: function () {
  107351. return this._deviceOrientationCamera;
  107352. },
  107353. enumerable: true,
  107354. configurable: true
  107355. });
  107356. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  107357. /**
  107358. * Based on the current WebVR support, returns the current VR camera used.
  107359. */
  107360. get: function () {
  107361. if (this._webVRready) {
  107362. return this._webVRCamera;
  107363. }
  107364. else {
  107365. return this._scene.activeCamera;
  107366. }
  107367. },
  107368. enumerable: true,
  107369. configurable: true
  107370. });
  107371. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  107372. /**
  107373. * The webVRCamera which is used when in VR.
  107374. */
  107375. get: function () {
  107376. return this._webVRCamera;
  107377. },
  107378. enumerable: true,
  107379. configurable: true
  107380. });
  107381. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  107382. /**
  107383. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  107384. */
  107385. get: function () {
  107386. return this._vrDeviceOrientationCamera;
  107387. },
  107388. enumerable: true,
  107389. configurable: true
  107390. });
  107391. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  107392. get: function () {
  107393. var result = this._cameraGazer._teleportationRequestInitiated
  107394. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  107395. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  107396. return result;
  107397. },
  107398. enumerable: true,
  107399. configurable: true
  107400. });
  107401. // Raised when one of the controller has loaded successfully its associated default mesh
  107402. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  107403. if (this._leftController && this._leftController.webVRController == webVRController) {
  107404. if (webVRController.mesh) {
  107405. this._leftController._setLaserPointerParent(webVRController.mesh);
  107406. }
  107407. }
  107408. if (this._rightController && this._rightController.webVRController == webVRController) {
  107409. if (webVRController.mesh) {
  107410. this._rightController._setLaserPointerParent(webVRController.mesh);
  107411. }
  107412. }
  107413. try {
  107414. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  107415. }
  107416. catch (err) {
  107417. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  107418. }
  107419. };
  107420. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  107421. /**
  107422. * Gets a value indicating if we are currently in VR mode.
  107423. */
  107424. get: function () {
  107425. return this._webVRpresenting || this._fullscreenVRpresenting;
  107426. },
  107427. enumerable: true,
  107428. configurable: true
  107429. });
  107430. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  107431. var vrDisplay = this._scene.getEngine().getVRDevice();
  107432. if (vrDisplay) {
  107433. var wasPresenting = this._webVRpresenting;
  107434. this._webVRpresenting = vrDisplay.isPresenting;
  107435. if (wasPresenting && !this._webVRpresenting) {
  107436. this.exitVR();
  107437. }
  107438. }
  107439. else {
  107440. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  107441. }
  107442. this.updateButtonVisibility();
  107443. };
  107444. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  107445. this._webVRsupported = eventArgs.vrSupported;
  107446. this._webVRready = !!eventArgs.vrDisplay;
  107447. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  107448. this.updateButtonVisibility();
  107449. };
  107450. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  107451. if (this._canvas && !this._useCustomVRButton) {
  107452. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  107453. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  107454. }
  107455. };
  107456. VRExperienceHelper.prototype.displayVRButton = function () {
  107457. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  107458. document.body.appendChild(this._btnVR);
  107459. this._btnVRDisplayed = true;
  107460. }
  107461. };
  107462. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  107463. if (!this._btnVR || this._useCustomVRButton) {
  107464. return;
  107465. }
  107466. this._btnVR.className = "babylonVRicon";
  107467. if (this.isInVRMode) {
  107468. this._btnVR.className += " vrdisplaypresenting";
  107469. }
  107470. else {
  107471. if (this._webVRready) {
  107472. this._btnVR.className += " vrdisplayready";
  107473. }
  107474. if (this._webVRsupported) {
  107475. this._btnVR.className += " vrdisplaysupported";
  107476. }
  107477. if (this._webVRrequesting) {
  107478. this._btnVR.className += " vrdisplayrequesting";
  107479. }
  107480. }
  107481. };
  107482. /**
  107483. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  107484. * Otherwise, will use the fullscreen API.
  107485. */
  107486. VRExperienceHelper.prototype.enterVR = function () {
  107487. if (this.onEnteringVRObservable) {
  107488. try {
  107489. this.onEnteringVRObservable.notifyObservers(this);
  107490. }
  107491. catch (err) {
  107492. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  107493. }
  107494. }
  107495. if (this._scene.activeCamera) {
  107496. this._position = this._scene.activeCamera.position.clone();
  107497. if (this.vrDeviceOrientationCamera) {
  107498. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  107499. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  107500. }
  107501. if (this.webVRCamera) {
  107502. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  107503. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  107504. var delta = desiredYRotation - currentYRotation;
  107505. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  107506. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  107507. }
  107508. // make sure that we return to the last active camera
  107509. this._existingCamera = this._scene.activeCamera;
  107510. // Remove and cache angular sensability to avoid camera rotation when in VR
  107511. if (this._existingCamera.angularSensibilityX) {
  107512. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  107513. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  107514. }
  107515. if (this._existingCamera.angularSensibilityY) {
  107516. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  107517. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  107518. }
  107519. if (this._existingCamera.angularSensibility) {
  107520. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  107521. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  107522. }
  107523. }
  107524. if (this._webVRrequesting) {
  107525. return;
  107526. }
  107527. // If WebVR is supported and a headset is connected
  107528. if (this._webVRready) {
  107529. if (!this._webVRpresenting) {
  107530. this._webVRCamera.position = this._position;
  107531. this._scene.activeCamera = this._webVRCamera;
  107532. }
  107533. }
  107534. else if (this._vrDeviceOrientationCamera) {
  107535. this._vrDeviceOrientationCamera.position = this._position;
  107536. if (this._scene.activeCamera) {
  107537. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107538. }
  107539. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  107540. this._scene.getEngine().switchFullscreen(true);
  107541. this.updateButtonVisibility();
  107542. }
  107543. if (this._scene.activeCamera && this._canvas) {
  107544. this._scene.activeCamera.attachControl(this._canvas);
  107545. }
  107546. if (this._interactionsEnabled) {
  107547. this._scene.registerBeforeRender(this.beforeRender);
  107548. }
  107549. this._hasEnteredVR = true;
  107550. };
  107551. /**
  107552. * Attempt to exit VR, or fullscreen.
  107553. */
  107554. VRExperienceHelper.prototype.exitVR = function () {
  107555. if (this._hasEnteredVR) {
  107556. if (this.onExitingVRObservable) {
  107557. try {
  107558. this.onExitingVRObservable.notifyObservers(this);
  107559. }
  107560. catch (err) {
  107561. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107562. }
  107563. }
  107564. if (this._webVRpresenting) {
  107565. this._scene.getEngine().disableVR();
  107566. }
  107567. if (this._scene.activeCamera) {
  107568. this._position = this._scene.activeCamera.position.clone();
  107569. }
  107570. if (this.vrDeviceOrientationCamera) {
  107571. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107572. }
  107573. if (this._deviceOrientationCamera) {
  107574. this._deviceOrientationCamera.position = this._position;
  107575. this._scene.activeCamera = this._deviceOrientationCamera;
  107576. if (this._canvas) {
  107577. this._scene.activeCamera.attachControl(this._canvas);
  107578. }
  107579. // Restore angular sensibility
  107580. if (this._cachedAngularSensibility.angularSensibilityX) {
  107581. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107582. this._cachedAngularSensibility.angularSensibilityX = null;
  107583. }
  107584. if (this._cachedAngularSensibility.angularSensibilityY) {
  107585. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107586. this._cachedAngularSensibility.angularSensibilityY = null;
  107587. }
  107588. if (this._cachedAngularSensibility.angularSensibility) {
  107589. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107590. this._cachedAngularSensibility.angularSensibility = null;
  107591. }
  107592. }
  107593. else if (this._existingCamera) {
  107594. this._existingCamera.position = this._position;
  107595. this._scene.activeCamera = this._existingCamera;
  107596. // Restore angular sensibility
  107597. if (this._cachedAngularSensibility.angularSensibilityX) {
  107598. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107599. this._cachedAngularSensibility.angularSensibilityX = null;
  107600. }
  107601. if (this._cachedAngularSensibility.angularSensibilityY) {
  107602. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107603. this._cachedAngularSensibility.angularSensibilityY = null;
  107604. }
  107605. if (this._cachedAngularSensibility.angularSensibility) {
  107606. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107607. this._cachedAngularSensibility.angularSensibility = null;
  107608. }
  107609. }
  107610. this.updateButtonVisibility();
  107611. if (this._interactionsEnabled) {
  107612. this._scene.unregisterBeforeRender(this.beforeRender);
  107613. this._cameraGazer._gazeTracker.isVisible = false;
  107614. if (this._leftController) {
  107615. this._leftController._gazeTracker.isVisible = false;
  107616. }
  107617. if (this._rightController) {
  107618. this._rightController._gazeTracker.isVisible = false;
  107619. }
  107620. }
  107621. // resize to update width and height when exiting vr exits fullscreen
  107622. this._scene.getEngine().resize();
  107623. this._hasEnteredVR = false;
  107624. }
  107625. };
  107626. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107627. /**
  107628. * The position of the vr experience helper.
  107629. */
  107630. get: function () {
  107631. return this._position;
  107632. },
  107633. /**
  107634. * Sets the position of the vr experience helper.
  107635. */
  107636. set: function (value) {
  107637. this._position = value;
  107638. if (this._scene.activeCamera) {
  107639. this._scene.activeCamera.position = value;
  107640. }
  107641. },
  107642. enumerable: true,
  107643. configurable: true
  107644. });
  107645. /**
  107646. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107647. */
  107648. VRExperienceHelper.prototype.enableInteractions = function () {
  107649. var _this = this;
  107650. if (!this._interactionsEnabled) {
  107651. this._interactionsRequested = true;
  107652. if (this._leftController) {
  107653. this._enableInteractionOnController(this._leftController);
  107654. }
  107655. if (this._rightController) {
  107656. this._enableInteractionOnController(this._rightController);
  107657. }
  107658. this.raySelectionPredicate = function (mesh) {
  107659. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107660. };
  107661. this.meshSelectionPredicate = function (mesh) {
  107662. return true;
  107663. };
  107664. this._raySelectionPredicate = function (mesh) {
  107665. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107666. && mesh.name.indexOf("teleportationTarget") === -1
  107667. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107668. return _this.raySelectionPredicate(mesh);
  107669. }
  107670. return false;
  107671. };
  107672. this._interactionsEnabled = true;
  107673. }
  107674. };
  107675. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107676. get: function () {
  107677. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107678. },
  107679. enumerable: true,
  107680. configurable: true
  107681. });
  107682. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107683. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107684. if (this._floorMeshesCollection[i].id === mesh.id) {
  107685. return true;
  107686. }
  107687. }
  107688. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107689. return true;
  107690. }
  107691. return false;
  107692. };
  107693. /**
  107694. * Adds a floor mesh to be used for teleportation.
  107695. * @param floorMesh the mesh to be used for teleportation.
  107696. */
  107697. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107698. if (!this._floorMeshesCollection) {
  107699. return;
  107700. }
  107701. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107702. return;
  107703. }
  107704. this._floorMeshesCollection.push(floorMesh);
  107705. };
  107706. /**
  107707. * Removes a floor mesh from being used for teleportation.
  107708. * @param floorMesh the mesh to be removed.
  107709. */
  107710. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107711. if (!this._floorMeshesCollection) {
  107712. return;
  107713. }
  107714. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107715. if (meshIndex !== -1) {
  107716. this._floorMeshesCollection.splice(meshIndex, 1);
  107717. }
  107718. };
  107719. /**
  107720. * Enables interactions and teleportation using the VR controllers and gaze.
  107721. * @param vrTeleportationOptions options to modify teleportation behavior.
  107722. */
  107723. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107724. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107725. if (!this._teleportationInitialized) {
  107726. this._teleportationRequested = true;
  107727. this.enableInteractions();
  107728. if (vrTeleportationOptions.floorMeshName) {
  107729. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107730. }
  107731. if (vrTeleportationOptions.floorMeshes) {
  107732. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107733. }
  107734. if (this._leftController != null) {
  107735. this._enableTeleportationOnController(this._leftController);
  107736. }
  107737. if (this._rightController != null) {
  107738. this._enableTeleportationOnController(this._rightController);
  107739. }
  107740. // Creates an image processing post process for the vignette not relying
  107741. // on the main scene configuration for image processing to reduce setup and spaces
  107742. // (gamma/linear) conflicts.
  107743. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107744. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107745. imageProcessingConfiguration.vignetteEnabled = true;
  107746. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107747. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107748. this._teleportationInitialized = true;
  107749. if (this._isDefaultTeleportationTarget) {
  107750. this._createTeleportationCircles();
  107751. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107752. }
  107753. }
  107754. };
  107755. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107756. var _this = this;
  107757. var controllerMesh = controller.webVRController.mesh;
  107758. if (controllerMesh) {
  107759. controller._interactionsEnabled = true;
  107760. controller._activatePointer();
  107761. if (this.webVROptions.laserToggle) {
  107762. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107763. // Enabling / disabling laserPointer
  107764. if (_this._displayLaserPointer && stateObject.value === 1) {
  107765. if (controller._activePointer) {
  107766. controller._deactivatePointer();
  107767. }
  107768. else {
  107769. controller._activatePointer();
  107770. }
  107771. if (_this.displayGaze) {
  107772. controller._gazeTracker.isVisible = controller._activePointer;
  107773. }
  107774. }
  107775. });
  107776. }
  107777. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107778. var gazer = controller;
  107779. if (_this._noControllerIsActive) {
  107780. gazer = _this._cameraGazer;
  107781. }
  107782. if (!gazer._pointerDownOnMeshAsked) {
  107783. if (stateObject.value > _this._padSensibilityUp) {
  107784. gazer._selectionPointerDown();
  107785. }
  107786. }
  107787. else if (stateObject.value < _this._padSensibilityDown) {
  107788. gazer._selectionPointerUp();
  107789. }
  107790. });
  107791. }
  107792. };
  107793. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107794. // Dont teleport if another gaze already requested teleportation
  107795. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107796. return;
  107797. }
  107798. if (!gazer._teleportationRequestInitiated) {
  107799. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107800. gazer._activatePointer();
  107801. gazer._teleportationRequestInitiated = true;
  107802. }
  107803. }
  107804. else {
  107805. // Listening to the proper controller values changes to confirm teleportation
  107806. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107807. if (this._teleportActive) {
  107808. this.teleportCamera(this._haloCenter);
  107809. }
  107810. gazer._teleportationRequestInitiated = false;
  107811. }
  107812. }
  107813. };
  107814. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107815. // Only rotate when user is not currently selecting a teleportation location
  107816. if (gazer._teleportationRequestInitiated) {
  107817. return;
  107818. }
  107819. if (!gazer._rotationLeftAsked) {
  107820. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107821. gazer._rotationLeftAsked = true;
  107822. if (this._rotationAllowed) {
  107823. this._rotateCamera(false);
  107824. }
  107825. }
  107826. }
  107827. else {
  107828. if (stateObject.x > -this._padSensibilityDown) {
  107829. gazer._rotationLeftAsked = false;
  107830. }
  107831. }
  107832. if (!gazer._rotationRightAsked) {
  107833. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107834. gazer._rotationRightAsked = true;
  107835. if (this._rotationAllowed) {
  107836. this._rotateCamera(true);
  107837. }
  107838. }
  107839. }
  107840. else {
  107841. if (stateObject.x < this._padSensibilityDown) {
  107842. gazer._rotationRightAsked = false;
  107843. }
  107844. }
  107845. };
  107846. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107847. // Only teleport backwards when user is not currently selecting a teleportation location
  107848. if (gazer._teleportationRequestInitiated) {
  107849. return;
  107850. }
  107851. // Teleport backwards
  107852. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107853. if (!gazer._teleportationBackRequestInitiated) {
  107854. if (!this.currentVRCamera) {
  107855. return;
  107856. }
  107857. // Get rotation and position of the current camera
  107858. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107859. var position = this.currentVRCamera.position;
  107860. // If the camera has device position, use that instead
  107861. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107862. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107863. position = this.currentVRCamera.devicePosition;
  107864. }
  107865. // Get matrix with only the y rotation of the device rotation
  107866. rotation.toEulerAnglesToRef(this._workingVector);
  107867. this._workingVector.z = 0;
  107868. this._workingVector.x = 0;
  107869. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107870. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107871. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107872. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107873. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107874. var ray = new BABYLON.Ray(position, this._workingVector);
  107875. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107876. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107877. this.teleportCamera(hit.pickedPoint);
  107878. }
  107879. gazer._teleportationBackRequestInitiated = true;
  107880. }
  107881. }
  107882. else {
  107883. gazer._teleportationBackRequestInitiated = false;
  107884. }
  107885. };
  107886. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107887. var _this = this;
  107888. var controllerMesh = controller.webVRController.mesh;
  107889. if (controllerMesh) {
  107890. if (!controller._interactionsEnabled) {
  107891. this._enableInteractionOnController(controller);
  107892. }
  107893. controller._interactionsEnabled = true;
  107894. controller._teleportationEnabled = true;
  107895. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107896. controller._dpadPressed = false;
  107897. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107898. controller._dpadPressed = stateObject.pressed;
  107899. if (!controller._dpadPressed) {
  107900. controller._rotationLeftAsked = false;
  107901. controller._rotationRightAsked = false;
  107902. controller._teleportationBackRequestInitiated = false;
  107903. }
  107904. });
  107905. }
  107906. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107907. if (_this.teleportationEnabled) {
  107908. _this._checkTeleportBackwards(stateObject, controller);
  107909. _this._checkTeleportWithRay(stateObject, controller);
  107910. }
  107911. _this._checkRotate(stateObject, controller);
  107912. });
  107913. }
  107914. };
  107915. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107916. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107917. this._teleportationTarget.isPickable = false;
  107918. var length = 512;
  107919. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107920. dynamicTexture.hasAlpha = true;
  107921. var context = dynamicTexture.getContext();
  107922. var centerX = length / 2;
  107923. var centerY = length / 2;
  107924. var radius = 200;
  107925. context.beginPath();
  107926. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107927. context.fillStyle = this._teleportationFillColor;
  107928. context.fill();
  107929. context.lineWidth = 10;
  107930. context.strokeStyle = this._teleportationBorderColor;
  107931. context.stroke();
  107932. context.closePath();
  107933. dynamicTexture.update();
  107934. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107935. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107936. this._teleportationTarget.material = teleportationCircleMaterial;
  107937. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107938. torus.isPickable = false;
  107939. torus.parent = this._teleportationTarget;
  107940. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107941. var keys = [];
  107942. keys.push({
  107943. frame: 0,
  107944. value: 0
  107945. });
  107946. keys.push({
  107947. frame: 30,
  107948. value: 0.4
  107949. });
  107950. keys.push({
  107951. frame: 60,
  107952. value: 0
  107953. });
  107954. animationInnerCircle.setKeys(keys);
  107955. var easingFunction = new BABYLON.SineEase();
  107956. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107957. animationInnerCircle.setEasingFunction(easingFunction);
  107958. torus.animations = [];
  107959. torus.animations.push(animationInnerCircle);
  107960. this._scene.beginAnimation(torus, 0, 60, true);
  107961. this._hideTeleportationTarget();
  107962. };
  107963. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107964. this._teleportActive = true;
  107965. if (this._teleportationInitialized) {
  107966. this._teleportationTarget.isVisible = true;
  107967. if (this._isDefaultTeleportationTarget) {
  107968. this._teleportationTarget.getChildren()[0].isVisible = true;
  107969. }
  107970. }
  107971. };
  107972. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107973. this._teleportActive = false;
  107974. if (this._teleportationInitialized) {
  107975. this._teleportationTarget.isVisible = false;
  107976. if (this._isDefaultTeleportationTarget) {
  107977. this._teleportationTarget.getChildren()[0].isVisible = false;
  107978. }
  107979. }
  107980. };
  107981. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107982. var _this = this;
  107983. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107984. return;
  107985. }
  107986. if (right) {
  107987. this._rotationAngle++;
  107988. }
  107989. else {
  107990. this._rotationAngle--;
  107991. }
  107992. this.currentVRCamera.animations = [];
  107993. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107994. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107995. var animationRotationKeys = [];
  107996. animationRotationKeys.push({
  107997. frame: 0,
  107998. value: this.currentVRCamera.rotationQuaternion
  107999. });
  108000. animationRotationKeys.push({
  108001. frame: 6,
  108002. value: target
  108003. });
  108004. animationRotation.setKeys(animationRotationKeys);
  108005. animationRotation.setEasingFunction(this._circleEase);
  108006. this.currentVRCamera.animations.push(animationRotation);
  108007. this._postProcessMove.animations = [];
  108008. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108009. var vignetteWeightKeys = [];
  108010. vignetteWeightKeys.push({
  108011. frame: 0,
  108012. value: 0
  108013. });
  108014. vignetteWeightKeys.push({
  108015. frame: 3,
  108016. value: 4
  108017. });
  108018. vignetteWeightKeys.push({
  108019. frame: 6,
  108020. value: 0
  108021. });
  108022. animationPP.setKeys(vignetteWeightKeys);
  108023. animationPP.setEasingFunction(this._circleEase);
  108024. this._postProcessMove.animations.push(animationPP);
  108025. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108026. var vignetteStretchKeys = [];
  108027. vignetteStretchKeys.push({
  108028. frame: 0,
  108029. value: 0
  108030. });
  108031. vignetteStretchKeys.push({
  108032. frame: 3,
  108033. value: 10
  108034. });
  108035. vignetteStretchKeys.push({
  108036. frame: 6,
  108037. value: 0
  108038. });
  108039. animationPP2.setKeys(vignetteStretchKeys);
  108040. animationPP2.setEasingFunction(this._circleEase);
  108041. this._postProcessMove.animations.push(animationPP2);
  108042. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108043. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108044. this._postProcessMove.samples = 4;
  108045. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108046. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  108047. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108048. });
  108049. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  108050. };
  108051. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  108052. if (hit.pickedPoint) {
  108053. if (gazer._teleportationRequestInitiated) {
  108054. this._displayTeleportationTarget();
  108055. this._haloCenter.copyFrom(hit.pickedPoint);
  108056. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  108057. }
  108058. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  108059. if (pickNormal) {
  108060. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108061. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108062. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  108063. }
  108064. this._teleportationTarget.position.y += 0.1;
  108065. }
  108066. };
  108067. /**
  108068. * Teleports the users feet to the desired location
  108069. * @param location The location where the user's feet should be placed
  108070. */
  108071. VRExperienceHelper.prototype.teleportCamera = function (location) {
  108072. var _this = this;
  108073. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108074. return;
  108075. }
  108076. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  108077. // offset of the headset from the anchor.
  108078. if (this.webVRCamera.leftCamera) {
  108079. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  108080. this._workingVector.subtractInPlace(this.webVRCamera.position);
  108081. location.subtractToRef(this._workingVector, this._workingVector);
  108082. }
  108083. else {
  108084. this._workingVector.copyFrom(location);
  108085. }
  108086. // Add height to account for user's height offset
  108087. if (this.isInVRMode) {
  108088. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  108089. }
  108090. else {
  108091. this._workingVector.y += this._defaultHeight;
  108092. }
  108093. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  108094. // Create animation from the camera's position to the new location
  108095. this.currentVRCamera.animations = [];
  108096. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108097. var animationCameraTeleportationKeys = [{
  108098. frame: 0,
  108099. value: this.currentVRCamera.position
  108100. },
  108101. {
  108102. frame: 11,
  108103. value: this._workingVector
  108104. }
  108105. ];
  108106. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  108107. animationCameraTeleportation.setEasingFunction(this._circleEase);
  108108. this.currentVRCamera.animations.push(animationCameraTeleportation);
  108109. this._postProcessMove.animations = [];
  108110. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108111. var vignetteWeightKeys = [];
  108112. vignetteWeightKeys.push({
  108113. frame: 0,
  108114. value: 0
  108115. });
  108116. vignetteWeightKeys.push({
  108117. frame: 5,
  108118. value: 8
  108119. });
  108120. vignetteWeightKeys.push({
  108121. frame: 11,
  108122. value: 0
  108123. });
  108124. animationPP.setKeys(vignetteWeightKeys);
  108125. this._postProcessMove.animations.push(animationPP);
  108126. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108127. var vignetteStretchKeys = [];
  108128. vignetteStretchKeys.push({
  108129. frame: 0,
  108130. value: 0
  108131. });
  108132. vignetteStretchKeys.push({
  108133. frame: 5,
  108134. value: 10
  108135. });
  108136. vignetteStretchKeys.push({
  108137. frame: 11,
  108138. value: 0
  108139. });
  108140. animationPP2.setKeys(vignetteStretchKeys);
  108141. this._postProcessMove.animations.push(animationPP2);
  108142. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108143. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108144. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108145. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  108146. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108147. });
  108148. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  108149. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  108150. });
  108151. this._hideTeleportationTarget();
  108152. };
  108153. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  108154. if (normal) {
  108155. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  108156. if (angle < Math.PI / 2) {
  108157. normal.scaleInPlace(-1);
  108158. }
  108159. }
  108160. return normal;
  108161. };
  108162. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  108163. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108164. return;
  108165. }
  108166. var ray = gazer._getForwardRay(this._rayLength);
  108167. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108168. if (hit) {
  108169. // Populate the contrllers mesh that can be used for drag/drop
  108170. if (gazer._laserPointer) {
  108171. hit.originMesh = gazer._laserPointer.parent;
  108172. }
  108173. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  108174. }
  108175. gazer._currentHit = hit;
  108176. // Moving the gazeTracker on the mesh face targetted
  108177. if (hit && hit.pickedPoint) {
  108178. if (this._displayGaze) {
  108179. var multiplier = 1;
  108180. gazer._gazeTracker.isVisible = true;
  108181. if (gazer._isActionableMesh) {
  108182. multiplier = 3;
  108183. }
  108184. if (this.updateGazeTrackerScale) {
  108185. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  108186. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  108187. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  108188. }
  108189. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  108190. // To avoid z-fighting
  108191. var deltaFighting = 0.002;
  108192. if (pickNormal) {
  108193. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108194. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108195. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  108196. }
  108197. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  108198. if (gazer._gazeTracker.position.x < 0) {
  108199. gazer._gazeTracker.position.x += deltaFighting;
  108200. }
  108201. else {
  108202. gazer._gazeTracker.position.x -= deltaFighting;
  108203. }
  108204. if (gazer._gazeTracker.position.y < 0) {
  108205. gazer._gazeTracker.position.y += deltaFighting;
  108206. }
  108207. else {
  108208. gazer._gazeTracker.position.y -= deltaFighting;
  108209. }
  108210. if (gazer._gazeTracker.position.z < 0) {
  108211. gazer._gazeTracker.position.z += deltaFighting;
  108212. }
  108213. else {
  108214. gazer._gazeTracker.position.z -= deltaFighting;
  108215. }
  108216. }
  108217. // Changing the size of the laser pointer based on the distance from the targetted point
  108218. gazer._updatePointerDistance(hit.distance);
  108219. }
  108220. else {
  108221. gazer._updatePointerDistance();
  108222. gazer._gazeTracker.isVisible = false;
  108223. }
  108224. if (hit && hit.pickedMesh) {
  108225. // The object selected is the floor, we're in a teleportation scenario
  108226. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  108227. // Moving the teleportation area to this targetted point
  108228. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  108229. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  108230. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108231. }
  108232. gazer._currentMeshSelected = null;
  108233. if (gazer._teleportationRequestInitiated) {
  108234. this._moveTeleportationSelectorTo(hit, gazer, ray);
  108235. }
  108236. return;
  108237. }
  108238. // If not, we're in a selection scenario
  108239. //this._teleportationAllowed = false;
  108240. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  108241. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  108242. this.onNewMeshPicked.notifyObservers(hit);
  108243. gazer._currentMeshSelected = hit.pickedMesh;
  108244. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  108245. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  108246. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  108247. gazer._isActionableMesh = true;
  108248. }
  108249. else {
  108250. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108251. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108252. gazer._isActionableMesh = false;
  108253. }
  108254. try {
  108255. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  108256. }
  108257. catch (err) {
  108258. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  108259. }
  108260. }
  108261. else {
  108262. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108263. gazer._currentMeshSelected = null;
  108264. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108265. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108266. }
  108267. }
  108268. }
  108269. else {
  108270. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108271. gazer._currentMeshSelected = null;
  108272. //this._teleportationAllowed = false;
  108273. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108274. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108275. }
  108276. };
  108277. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  108278. if (mesh) {
  108279. this.onSelectedMeshUnselected.notifyObservers(mesh);
  108280. }
  108281. };
  108282. /**
  108283. * Sets the color of the laser ray from the vr controllers.
  108284. * @param color new color for the ray.
  108285. */
  108286. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  108287. if (this._leftController) {
  108288. this._leftController._setLaserPointerColor(color);
  108289. }
  108290. if (this._rightController) {
  108291. this._rightController._setLaserPointerColor(color);
  108292. }
  108293. };
  108294. /**
  108295. * Sets the color of the ray from the vr headsets gaze.
  108296. * @param color new color for the ray.
  108297. */
  108298. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  108299. if (!this._cameraGazer._gazeTracker.material) {
  108300. return;
  108301. }
  108302. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  108303. if (this._leftController) {
  108304. this._leftController._gazeTracker.material.emissiveColor = color;
  108305. }
  108306. if (this._rightController) {
  108307. this._rightController._gazeTracker.material.emissiveColor = color;
  108308. }
  108309. };
  108310. /**
  108311. * Exits VR and disposes of the vr experience helper
  108312. */
  108313. VRExperienceHelper.prototype.dispose = function () {
  108314. if (this.isInVRMode) {
  108315. this.exitVR();
  108316. }
  108317. if (this._postProcessMove) {
  108318. this._postProcessMove.dispose();
  108319. }
  108320. if (this._webVRCamera) {
  108321. this._webVRCamera.dispose();
  108322. }
  108323. if (this._vrDeviceOrientationCamera) {
  108324. this._vrDeviceOrientationCamera.dispose();
  108325. }
  108326. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  108327. document.body.removeChild(this._btnVR);
  108328. }
  108329. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  108330. this._deviceOrientationCamera.dispose();
  108331. }
  108332. if (this._cameraGazer) {
  108333. this._cameraGazer.dispose();
  108334. }
  108335. if (this._leftController) {
  108336. this._leftController.dispose();
  108337. }
  108338. if (this._rightController) {
  108339. this._rightController.dispose();
  108340. }
  108341. if (this._teleportationTarget) {
  108342. this._teleportationTarget.dispose();
  108343. }
  108344. this._floorMeshesCollection = [];
  108345. document.removeEventListener("keydown", this._onKeyDown);
  108346. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108347. window.removeEventListener("resize", this._onResize);
  108348. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  108349. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  108350. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  108351. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  108352. document.onmsfullscreenchange = null;
  108353. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  108354. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  108355. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  108356. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108357. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  108358. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  108359. this._scene.unregisterBeforeRender(this.beforeRender);
  108360. };
  108361. /**
  108362. * Gets the name of the VRExperienceHelper class
  108363. * @returns "VRExperienceHelper"
  108364. */
  108365. VRExperienceHelper.prototype.getClassName = function () {
  108366. return "VRExperienceHelper";
  108367. };
  108368. return VRExperienceHelper;
  108369. }());
  108370. BABYLON.VRExperienceHelper = VRExperienceHelper;
  108371. })(BABYLON || (BABYLON = {}));
  108372. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  108373. var BABYLON;
  108374. (function (BABYLON) {
  108375. /**
  108376. * WebXR Camera which holds the views for the xrSession
  108377. * @see https://doc.babylonjs.com/how_to/webxr
  108378. */
  108379. var WebXRCamera = /** @class */ (function (_super) {
  108380. __extends(WebXRCamera, _super);
  108381. /**
  108382. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  108383. * @param name the name of the camera
  108384. * @param scene the scene to add the camera to
  108385. */
  108386. function WebXRCamera(name, scene) {
  108387. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  108388. // Initial camera configuration
  108389. _this.minZ = 0;
  108390. _this.rotationQuaternion = new BABYLON.Quaternion();
  108391. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  108392. _this.updateUpVectorFromRotation = true;
  108393. _this._updateNumberOfRigCameras(1);
  108394. return _this;
  108395. }
  108396. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  108397. if (viewCount === void 0) { viewCount = 1; }
  108398. while (this.rigCameras.length < viewCount) {
  108399. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  108400. newCamera.minZ = 0;
  108401. newCamera.parent = this;
  108402. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  108403. this.rigCameras.push(newCamera);
  108404. }
  108405. while (this.rigCameras.length > viewCount) {
  108406. var removedCamera = this.rigCameras.pop();
  108407. if (removedCamera) {
  108408. removedCamera.dispose();
  108409. }
  108410. }
  108411. };
  108412. /** @hidden */
  108413. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  108414. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  108415. // Create initial camera rigs
  108416. this._updateNumberOfRigCameras(2);
  108417. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  108418. this.rigCameras[0].position.x = -pupilDistance / 2;
  108419. this.rigCameras[0].outputRenderTarget = null;
  108420. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  108421. this.rigCameras[1].position.x = pupilDistance / 2;
  108422. this.rigCameras[1].outputRenderTarget = null;
  108423. };
  108424. /**
  108425. * Updates the cameras position from the current pose information of the XR session
  108426. * @param xrSessionManager the session containing pose information
  108427. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  108428. */
  108429. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  108430. var _this = this;
  108431. // Ensure all frame data is available
  108432. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  108433. return false;
  108434. }
  108435. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  108436. if (!pose || !pose.poseModelMatrix) {
  108437. return false;
  108438. }
  108439. // Update the parent cameras matrix
  108440. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  108441. if (!this._scene.useRightHandedSystem) {
  108442. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  108443. }
  108444. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  108445. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  108446. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  108447. this.computeWorldMatrix();
  108448. // Update camera rigs
  108449. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  108450. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  108451. // Update view/projection matrix
  108452. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  108453. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  108454. if (!_this._scene.useRightHandedSystem) {
  108455. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  108456. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  108457. }
  108458. // Update viewport
  108459. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  108460. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  108461. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  108462. _this.rigCameras[i].viewport.width = viewport.width / width;
  108463. _this.rigCameras[i].viewport.height = viewport.height / height;
  108464. _this.rigCameras[i].viewport.x = viewport.x / width;
  108465. _this.rigCameras[i].viewport.y = viewport.y / height;
  108466. // Set cameras to render to the session's render target
  108467. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  108468. });
  108469. return true;
  108470. };
  108471. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  108472. return WebXRCamera;
  108473. }(BABYLON.FreeCamera));
  108474. BABYLON.WebXRCamera = WebXRCamera;
  108475. })(BABYLON || (BABYLON = {}));
  108476. //# sourceMappingURL=babylon.webXRCamera.js.map
  108477. var BABYLON;
  108478. (function (BABYLON) {
  108479. /**
  108480. * Manages an XRSession
  108481. * @see https://doc.babylonjs.com/how_to/webxr
  108482. */
  108483. var WebXRSessionManager = /** @class */ (function () {
  108484. /**
  108485. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108486. * @param scene The scene which the session should be created for
  108487. */
  108488. function WebXRSessionManager(scene) {
  108489. this.scene = scene;
  108490. /**
  108491. * Fires every time a new xrFrame arrives which can be used to update the camera
  108492. */
  108493. this.onXRFrameObservable = new BABYLON.Observable();
  108494. /**
  108495. * Fires when the xr session is ended either by the device or manually done
  108496. */
  108497. this.onXRSessionEnded = new BABYLON.Observable();
  108498. /** @hidden */
  108499. this._sessionRenderTargetTexture = null;
  108500. this._tmpMatrix = new BABYLON.Matrix();
  108501. }
  108502. /**
  108503. * Initializes the manager
  108504. * After initialization enterXR can be called to start an XR session
  108505. * @returns Promise which resolves after it is initialized
  108506. */
  108507. WebXRSessionManager.prototype.initializeAsync = function () {
  108508. var _this = this;
  108509. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  108510. // Check if the browser supports webXR
  108511. this._xrNavigator = navigator;
  108512. if (!this._xrNavigator.xr) {
  108513. return Promise.reject("webXR not supported by this browser");
  108514. }
  108515. // Request the webXR device
  108516. return this._xrNavigator.xr.requestDevice().then(function (device) {
  108517. _this._xrDevice = device;
  108518. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  108519. });
  108520. };
  108521. /**
  108522. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  108523. * @param sessionCreationOptions xr options to create the session with
  108524. * @param frameOfReferenceType option to configure how the xr pose is expressed
  108525. * @returns Promise which resolves after it enters XR
  108526. */
  108527. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  108528. var _this = this;
  108529. // initialize session
  108530. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  108531. _this._xrSession = session;
  108532. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  108533. _this._xrSession.addEventListener("end", function () {
  108534. // Remove render target texture and notify frame obervers
  108535. _this._sessionRenderTargetTexture = null;
  108536. // Restore frame buffer to avoid clear on xr framebuffer after session end
  108537. _this.scene.getEngine().restoreDefaultFramebuffer();
  108538. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  108539. _this.scene.getEngine().customAnimationFrameRequester = null;
  108540. _this.onXRSessionEnded.notifyObservers(null);
  108541. _this.scene.getEngine()._renderLoop();
  108542. }, { once: true });
  108543. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  108544. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  108545. }).then(function (frameOfRef) {
  108546. _this._frameOfReference = frameOfRef;
  108547. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  108548. _this.scene.getEngine().customAnimationFrameRequester = {
  108549. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  108550. renderFunction: function (timestamp, xrFrame) {
  108551. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  108552. _this._currentXRFrame = xrFrame;
  108553. _this.onXRFrameObservable.notifyObservers(null);
  108554. _this.scene.getEngine()._renderLoop();
  108555. }
  108556. };
  108557. // Create render target texture from xr's webgl render target
  108558. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  108559. // Stop window's animation frame and trigger sessions animation frame
  108560. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  108561. _this.scene.getEngine()._renderLoop();
  108562. });
  108563. };
  108564. /**
  108565. * Stops the xrSession and restores the renderloop
  108566. * @returns Promise which resolves after it exits XR
  108567. */
  108568. WebXRSessionManager.prototype.exitXRAsync = function () {
  108569. return this._xrSession.end();
  108570. };
  108571. /**
  108572. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108573. * @param ray ray to cast into the environment
  108574. * @returns Promise which resolves with a collision point in the environment if it exists
  108575. */
  108576. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  108577. var _this = this;
  108578. return new Promise(function (res, rej) {
  108579. // Compute left handed inputs to request hit test
  108580. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  108581. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  108582. if (!_this.scene.useRightHandedSystem) {
  108583. origin[2] *= -1;
  108584. direction[2] *= -1;
  108585. }
  108586. // Fire hittest
  108587. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108588. .then(function (hits) {
  108589. if (hits.length > 0) {
  108590. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108591. var hitPoint = _this._tmpMatrix.getTranslation();
  108592. if (!_this.scene.useRightHandedSystem) {
  108593. hitPoint.z *= -1;
  108594. }
  108595. res(hitPoint);
  108596. }
  108597. else {
  108598. res(null);
  108599. }
  108600. }).catch(function (e) {
  108601. res(null);
  108602. });
  108603. });
  108604. };
  108605. /**
  108606. * Checks if a session would be supported for the creation options specified
  108607. * @param options creation options to check if they are supported
  108608. * @returns true if supported
  108609. */
  108610. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108611. return this._xrDevice.supportsSession(options).then(function () {
  108612. return true;
  108613. }).catch(function (e) {
  108614. return false;
  108615. });
  108616. };
  108617. /**
  108618. * @hidden
  108619. * Converts the render layer of xrSession to a render target
  108620. * @param session session to create render target for
  108621. * @param scene scene the new render target should be created for
  108622. */
  108623. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108624. // Create internal texture
  108625. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108626. internalTexture.width = session.baseLayer.framebufferWidth;
  108627. internalTexture.height = session.baseLayer.framebufferHeight;
  108628. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108629. // Create render target texture from the internal texture
  108630. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108631. renderTargetTexture._texture = internalTexture;
  108632. return renderTargetTexture;
  108633. };
  108634. /**
  108635. * Disposes of the session manager
  108636. */
  108637. WebXRSessionManager.prototype.dispose = function () {
  108638. this.onXRFrameObservable.clear();
  108639. this.onXRSessionEnded.clear();
  108640. };
  108641. return WebXRSessionManager;
  108642. }());
  108643. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108644. })(BABYLON || (BABYLON = {}));
  108645. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108646. var BABYLON;
  108647. (function (BABYLON) {
  108648. /**
  108649. * States of the webXR experience
  108650. */
  108651. var WebXRState;
  108652. (function (WebXRState) {
  108653. /**
  108654. * Transitioning to being in XR mode
  108655. */
  108656. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108657. /**
  108658. * Transitioning to non XR mode
  108659. */
  108660. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108661. /**
  108662. * In XR mode and presenting
  108663. */
  108664. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108665. /**
  108666. * Not entered XR mode
  108667. */
  108668. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108669. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108670. /**
  108671. * Helper class used to enable XR
  108672. * @see https://doc.babylonjs.com/how_to/webxr
  108673. */
  108674. var WebXRExperienceHelper = /** @class */ (function () {
  108675. /**
  108676. * Creates a WebXRExperienceHelper
  108677. * @param scene The scene the helper should be created in
  108678. */
  108679. function WebXRExperienceHelper(scene) {
  108680. this.scene = scene;
  108681. /**
  108682. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108683. */
  108684. this.state = WebXRState.NOT_IN_XR;
  108685. /**
  108686. * Fires when the state of the experience helper has changed
  108687. */
  108688. this.onStateChangedObservable = new BABYLON.Observable();
  108689. this._nonVRCamera = null;
  108690. this._originalSceneAutoClear = true;
  108691. this._supported = false;
  108692. this.camera = new BABYLON.WebXRCamera("", scene);
  108693. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108694. this.container = new BABYLON.AbstractMesh("", scene);
  108695. this.camera.parent = this.container;
  108696. }
  108697. WebXRExperienceHelper.prototype._setState = function (val) {
  108698. this.state = val;
  108699. this.onStateChangedObservable.notifyObservers(this.state);
  108700. };
  108701. /**
  108702. * Creates the experience helper
  108703. * @param scene the scene to attach the experience helper to
  108704. * @returns a promise for the experience helper
  108705. */
  108706. WebXRExperienceHelper.CreateAsync = function (scene) {
  108707. var helper = new WebXRExperienceHelper(scene);
  108708. return helper._sessionManager.initializeAsync().then(function () {
  108709. helper._supported = true;
  108710. return helper;
  108711. }).catch(function () {
  108712. return helper;
  108713. });
  108714. };
  108715. /**
  108716. * Exits XR mode and returns the scene to its original state
  108717. * @returns promise that resolves after xr mode has exited
  108718. */
  108719. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108720. this._setState(WebXRState.EXITING_XR);
  108721. return this._sessionManager.exitXRAsync();
  108722. };
  108723. /**
  108724. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108725. * @param sessionCreationOptions options for the XR session
  108726. * @param frameOfReference frame of reference of the XR session
  108727. * @returns promise that resolves after xr mode has entered
  108728. */
  108729. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108730. var _this = this;
  108731. if (!this._supported) {
  108732. throw "XR session not supported by this browser";
  108733. }
  108734. this._setState(WebXRState.ENTERING_XR);
  108735. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108736. // Cache pre xr scene settings
  108737. _this._originalSceneAutoClear = _this.scene.autoClear;
  108738. _this._nonVRCamera = _this.scene.activeCamera;
  108739. // Overwrite current scene settings
  108740. _this.scene.autoClear = false;
  108741. _this.scene.activeCamera = _this.camera;
  108742. _this._sessionManager.onXRFrameObservable.add(function () {
  108743. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108744. });
  108745. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108746. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108747. _this.camera.rigCameras.forEach(function (c) {
  108748. c.outputRenderTarget = null;
  108749. });
  108750. // Restore scene settings
  108751. _this.scene.autoClear = _this._originalSceneAutoClear;
  108752. _this.scene.activeCamera = _this._nonVRCamera;
  108753. _this._sessionManager.onXRFrameObservable.clear();
  108754. _this._setState(WebXRState.NOT_IN_XR);
  108755. });
  108756. _this._setState(WebXRState.IN_XR);
  108757. });
  108758. };
  108759. /**
  108760. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108761. * @param ray ray to cast into the environment
  108762. * @returns Promise which resolves with a collision point in the environment if it exists
  108763. */
  108764. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108765. return this._sessionManager.environmentPointHitTestAsync(ray);
  108766. };
  108767. /**
  108768. * Updates the global position of the camera by moving the camera's container
  108769. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108770. * @param position The desired global position of the camera
  108771. */
  108772. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108773. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108774. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108775. };
  108776. /**
  108777. * Rotates the xr camera by rotating the camera's container around the camera's position
  108778. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108779. * @param rotation the desired quaternion rotation to apply to the camera
  108780. */
  108781. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108782. if (!this.container.rotationQuaternion) {
  108783. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108784. }
  108785. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108786. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108787. };
  108788. /**
  108789. * Checks if the creation options are supported by the xr session
  108790. * @param options creation options
  108791. * @returns true if supported
  108792. */
  108793. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108794. if (!this._supported) {
  108795. return Promise.resolve(false);
  108796. }
  108797. return this._sessionManager.supportsSessionAsync(options);
  108798. };
  108799. /**
  108800. * Disposes of the experience helper
  108801. */
  108802. WebXRExperienceHelper.prototype.dispose = function () {
  108803. this.camera.dispose();
  108804. this.container.dispose();
  108805. this.onStateChangedObservable.clear();
  108806. this._sessionManager.dispose();
  108807. };
  108808. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108809. return WebXRExperienceHelper;
  108810. }());
  108811. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108812. })(BABYLON || (BABYLON = {}));
  108813. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108814. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108815. return new (P || (P = Promise))(function (resolve, reject) {
  108816. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108817. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108818. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108819. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108820. });
  108821. };
  108822. var __generator = (this && this.__generator) || function (thisArg, body) {
  108823. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108824. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108825. function verb(n) { return function (v) { return step([n, v]); }; }
  108826. function step(op) {
  108827. if (f) throw new TypeError("Generator is already executing.");
  108828. while (_) try {
  108829. if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
  108830. if (y = 0, t) op = [op[0] & 2, t.value];
  108831. switch (op[0]) {
  108832. case 0: case 1: t = op; break;
  108833. case 4: _.label++; return { value: op[1], done: false };
  108834. case 5: _.label++; y = op[1]; op = [0]; continue;
  108835. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108836. default:
  108837. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108838. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108839. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108840. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108841. if (t[2]) _.ops.pop();
  108842. _.trys.pop(); continue;
  108843. }
  108844. op = body.call(thisArg, _);
  108845. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108846. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108847. }
  108848. };
  108849. var BABYLON;
  108850. (function (BABYLON) {
  108851. /**
  108852. * Button which can be used to enter a different mode of XR
  108853. */
  108854. var WebXREnterExitUIButton = /** @class */ (function () {
  108855. /**
  108856. * Creates a WebXREnterExitUIButton
  108857. * @param element button element
  108858. * @param initializationOptions XR initialization options for the button
  108859. */
  108860. function WebXREnterExitUIButton(
  108861. /** button element */
  108862. element,
  108863. /** XR initialization options for the button */
  108864. initializationOptions) {
  108865. this.element = element;
  108866. this.initializationOptions = initializationOptions;
  108867. }
  108868. /**
  108869. * Overwritable function which can be used to update the button's visuals when the state changes
  108870. * @param activeButton the current active button in the UI
  108871. */
  108872. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108873. };
  108874. return WebXREnterExitUIButton;
  108875. }());
  108876. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108877. /**
  108878. * Options to create the webXR UI
  108879. */
  108880. var WebXREnterExitUIOptions = /** @class */ (function () {
  108881. function WebXREnterExitUIOptions() {
  108882. }
  108883. return WebXREnterExitUIOptions;
  108884. }());
  108885. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108886. /**
  108887. * UI to allow the user to enter/exit XR mode
  108888. */
  108889. var WebXREnterExitUI = /** @class */ (function () {
  108890. function WebXREnterExitUI(scene, options) {
  108891. var _this = this;
  108892. this.scene = scene;
  108893. this._buttons = [];
  108894. this._activeButton = null;
  108895. /**
  108896. * Fired every time the active button is changed.
  108897. *
  108898. * When xr is entered via a button that launches xr that button will be the callback parameter
  108899. *
  108900. * When exiting xr the callback parameter will be null)
  108901. */
  108902. this.activeButtonChangedObservable = new BABYLON.Observable();
  108903. this._overlay = document.createElement("div");
  108904. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108905. if (options.customButtons) {
  108906. this._buttons = options.customButtons;
  108907. }
  108908. else {
  108909. var hmdBtn = document.createElement("button");
  108910. hmdBtn.style.cssText = "color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-repeat:no-repeat; background-position: center; outline: none;";
  108911. hmdBtn.innerText = "HMD";
  108912. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108913. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108914. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108915. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108916. };
  108917. var windowBtn = document.createElement("button");
  108918. windowBtn.style.cssText = hmdBtn.style.cssText;
  108919. windowBtn.innerText = "Window";
  108920. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108921. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108922. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108923. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108924. };
  108925. this._updateButtons(null);
  108926. }
  108927. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108928. if (renderCanvas && renderCanvas.parentNode) {
  108929. renderCanvas.parentNode.appendChild(this._overlay);
  108930. scene.onDisposeObservable.addOnce(function () {
  108931. _this.dispose();
  108932. });
  108933. }
  108934. }
  108935. /**
  108936. * Creates UI to allow the user to enter/exit XR mode
  108937. * @param scene the scene to add the ui to
  108938. * @param helper the xr experience helper to enter/exit xr with
  108939. * @param options options to configure the UI
  108940. * @returns the created ui
  108941. */
  108942. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108943. var _this = this;
  108944. var ui = new WebXREnterExitUI(scene, options);
  108945. var supportedPromises = ui._buttons.map(function (btn) {
  108946. return helper.supportsSessionAsync(btn.initializationOptions);
  108947. });
  108948. helper.onStateChangedObservable.add(function (state) {
  108949. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108950. ui._updateButtons(null);
  108951. }
  108952. });
  108953. return Promise.all(supportedPromises).then(function (results) {
  108954. results.forEach(function (supported, i) {
  108955. if (supported) {
  108956. ui._overlay.appendChild(ui._buttons[i].element);
  108957. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108958. return __generator(this, function (_a) {
  108959. switch (_a.label) {
  108960. case 0:
  108961. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108962. ui._updateButtons(null);
  108963. return [4 /*yield*/, helper.exitXRAsync()];
  108964. case 1:
  108965. _a.sent();
  108966. return [2 /*return*/];
  108967. case 2:
  108968. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108969. ui._updateButtons(ui._buttons[i]);
  108970. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108971. case 3:
  108972. _a.sent();
  108973. _a.label = 4;
  108974. case 4: return [2 /*return*/];
  108975. }
  108976. });
  108977. }); };
  108978. }
  108979. });
  108980. return ui;
  108981. });
  108982. };
  108983. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108984. var _this = this;
  108985. this._activeButton = activeButton;
  108986. this._buttons.forEach(function (b) {
  108987. b.update(_this._activeButton);
  108988. });
  108989. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108990. };
  108991. /**
  108992. * Disposes of the object
  108993. */
  108994. WebXREnterExitUI.prototype.dispose = function () {
  108995. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108996. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108997. renderCanvas.parentNode.removeChild(this._overlay);
  108998. }
  108999. this.activeButtonChangedObservable.clear();
  109000. };
  109001. return WebXREnterExitUI;
  109002. }());
  109003. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  109004. })(BABYLON || (BABYLON = {}));
  109005. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  109006. var BABYLON;
  109007. (function (BABYLON) {
  109008. /**
  109009. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109010. */
  109011. var WebXRManagedOutputCanvas = /** @class */ (function () {
  109012. /**
  109013. * Initializes the canvas to be added/removed upon entering/exiting xr
  109014. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  109015. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109016. */
  109017. function WebXRManagedOutputCanvas(helper, canvas) {
  109018. var _this = this;
  109019. this._canvas = null;
  109020. /**
  109021. * xrpresent context of the canvas which can be used to display/mirror xr content
  109022. */
  109023. this.canvasContext = null;
  109024. if (!canvas) {
  109025. canvas = document.createElement('canvas');
  109026. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  109027. }
  109028. this._setManagedOutputCanvas(canvas);
  109029. helper.onStateChangedObservable.add(function (stateInfo) {
  109030. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  109031. // The canvas is added to the screen before entering XR because currently the xr session must be initialized while the canvas is added render properly
  109032. _this._addCanvas();
  109033. }
  109034. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  109035. _this._removeCanvas();
  109036. }
  109037. });
  109038. }
  109039. /**
  109040. * Disposes of the object
  109041. */
  109042. WebXRManagedOutputCanvas.prototype.dispose = function () {
  109043. this._removeCanvas();
  109044. this._setManagedOutputCanvas(null);
  109045. };
  109046. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  109047. this._removeCanvas();
  109048. if (!canvas) {
  109049. this._canvas = null;
  109050. this.canvasContext = null;
  109051. }
  109052. else {
  109053. this._canvas = canvas;
  109054. this.canvasContext = this._canvas.getContext('xrpresent');
  109055. }
  109056. };
  109057. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  109058. if (this._canvas) {
  109059. document.body.appendChild(this._canvas);
  109060. }
  109061. };
  109062. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  109063. if (this._canvas && document.body.contains(this._canvas)) {
  109064. document.body.removeChild(this._canvas);
  109065. }
  109066. };
  109067. return WebXRManagedOutputCanvas;
  109068. }());
  109069. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  109070. })(BABYLON || (BABYLON = {}));
  109071. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  109072. var BABYLON;
  109073. (function (BABYLON) {
  109074. /**
  109075. * Represents an XR input
  109076. */
  109077. var WebXRController = /** @class */ (function () {
  109078. /**
  109079. * Creates the controller
  109080. * @see https://doc.babylonjs.com/how_to/webxr
  109081. * @param scene the scene which the controller should be associated to
  109082. */
  109083. function WebXRController(scene) {
  109084. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  109085. }
  109086. /**
  109087. * Disposes of the object
  109088. */
  109089. WebXRController.prototype.dispose = function () {
  109090. if (this.grip) {
  109091. this.grip.dispose();
  109092. }
  109093. this.pointer.dispose();
  109094. };
  109095. return WebXRController;
  109096. }());
  109097. BABYLON.WebXRController = WebXRController;
  109098. /**
  109099. * XR input used to track XR inputs such as controllers/rays
  109100. */
  109101. var WebXRInput = /** @class */ (function () {
  109102. /**
  109103. * Initializes the WebXRInput
  109104. * @param helper experience helper which the input should be created for
  109105. */
  109106. function WebXRInput(helper) {
  109107. var _this = this;
  109108. this.helper = helper;
  109109. /**
  109110. * XR controllers being tracked
  109111. */
  109112. this.controllers = [];
  109113. this._tmpMatrix = new BABYLON.Matrix();
  109114. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  109115. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  109116. return;
  109117. }
  109118. var xrFrame = helper._sessionManager._currentXRFrame;
  109119. var inputSources = helper._sessionManager._xrSession.getInputSources();
  109120. inputSources.forEach(function (input, i) {
  109121. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  109122. if (inputPose) {
  109123. if (_this.controllers.length <= i) {
  109124. _this.controllers.push(new WebXRController(helper.container.getScene()));
  109125. }
  109126. var controller = _this.controllers[i];
  109127. // Manage the grip if it exists
  109128. if (inputPose.gripMatrix) {
  109129. if (!controller.grip) {
  109130. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  109131. }
  109132. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  109133. if (!controller.grip.getScene().useRightHandedSystem) {
  109134. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109135. }
  109136. if (!controller.grip.rotationQuaternion) {
  109137. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  109138. }
  109139. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  109140. }
  109141. // Manager pointer of controller
  109142. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  109143. if (!controller.pointer.getScene().useRightHandedSystem) {
  109144. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109145. }
  109146. if (!controller.pointer.rotationQuaternion) {
  109147. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  109148. }
  109149. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  109150. }
  109151. });
  109152. });
  109153. }
  109154. /**
  109155. * Disposes of the object
  109156. */
  109157. WebXRInput.prototype.dispose = function () {
  109158. this.controllers.forEach(function (c) {
  109159. c.dispose();
  109160. });
  109161. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  109162. };
  109163. return WebXRInput;
  109164. }());
  109165. BABYLON.WebXRInput = WebXRInput;
  109166. })(BABYLON || (BABYLON = {}));
  109167. //# sourceMappingURL=babylon.webXRInput.js.map
  109168. // Mainly based on these 2 articles :
  109169. // 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
  109170. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  109171. var BABYLON;
  109172. (function (BABYLON) {
  109173. /**
  109174. * Defines the potential axis of a Joystick
  109175. */
  109176. var JoystickAxis;
  109177. (function (JoystickAxis) {
  109178. /** X axis */
  109179. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  109180. /** Y axis */
  109181. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  109182. /** Z axis */
  109183. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  109184. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  109185. /**
  109186. * Class used to define virtual joystick (used in touch mode)
  109187. */
  109188. var VirtualJoystick = /** @class */ (function () {
  109189. /**
  109190. * Creates a new virtual joystick
  109191. * @param leftJoystick defines that the joystick is for left hand (false by default)
  109192. */
  109193. function VirtualJoystick(leftJoystick) {
  109194. var _this = this;
  109195. if (leftJoystick) {
  109196. this._leftJoystick = true;
  109197. }
  109198. else {
  109199. this._leftJoystick = false;
  109200. }
  109201. VirtualJoystick._globalJoystickIndex++;
  109202. // By default left & right arrow keys are moving the X
  109203. // and up & down keys are moving the Y
  109204. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109205. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109206. this.reverseLeftRight = false;
  109207. this.reverseUpDown = false;
  109208. // collections of pointers
  109209. this._touches = new BABYLON.StringDictionary();
  109210. this.deltaPosition = BABYLON.Vector3.Zero();
  109211. this._joystickSensibility = 25;
  109212. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109213. this._onResize = function (evt) {
  109214. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109215. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109216. if (VirtualJoystick.Canvas) {
  109217. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  109218. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  109219. }
  109220. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  109221. };
  109222. // injecting a canvas element on top of the canvas 3D game
  109223. if (!VirtualJoystick.Canvas) {
  109224. window.addEventListener("resize", this._onResize, false);
  109225. VirtualJoystick.Canvas = document.createElement("canvas");
  109226. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109227. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109228. VirtualJoystick.Canvas.width = window.innerWidth;
  109229. VirtualJoystick.Canvas.height = window.innerHeight;
  109230. VirtualJoystick.Canvas.style.width = "100%";
  109231. VirtualJoystick.Canvas.style.height = "100%";
  109232. VirtualJoystick.Canvas.style.position = "absolute";
  109233. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  109234. VirtualJoystick.Canvas.style.top = "0px";
  109235. VirtualJoystick.Canvas.style.left = "0px";
  109236. VirtualJoystick.Canvas.style.zIndex = "5";
  109237. VirtualJoystick.Canvas.style.msTouchAction = "none";
  109238. // Support for jQuery PEP polyfill
  109239. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  109240. var context = VirtualJoystick.Canvas.getContext('2d');
  109241. if (!context) {
  109242. throw new Error("Unable to create canvas for virtual joystick");
  109243. }
  109244. VirtualJoystick.vjCanvasContext = context;
  109245. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  109246. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109247. document.body.appendChild(VirtualJoystick.Canvas);
  109248. }
  109249. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  109250. this.pressed = false;
  109251. // default joystick color
  109252. this._joystickColor = "cyan";
  109253. this._joystickPointerID = -1;
  109254. // current joystick position
  109255. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  109256. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  109257. // origin joystick position
  109258. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  109259. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  109260. this._onPointerDownHandlerRef = function (evt) {
  109261. _this._onPointerDown(evt);
  109262. };
  109263. this._onPointerMoveHandlerRef = function (evt) {
  109264. _this._onPointerMove(evt);
  109265. };
  109266. this._onPointerUpHandlerRef = function (evt) {
  109267. _this._onPointerUp(evt);
  109268. };
  109269. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  109270. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  109271. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  109272. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  109273. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  109274. evt.preventDefault(); // Disables system menu
  109275. }, false);
  109276. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109277. }
  109278. /**
  109279. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  109280. * @param newJoystickSensibility defines the new sensibility
  109281. */
  109282. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  109283. this._joystickSensibility = newJoystickSensibility;
  109284. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109285. };
  109286. VirtualJoystick.prototype._onPointerDown = function (e) {
  109287. var positionOnScreenCondition;
  109288. e.preventDefault();
  109289. if (this._leftJoystick === true) {
  109290. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  109291. }
  109292. else {
  109293. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  109294. }
  109295. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  109296. // First contact will be dedicated to the virtual joystick
  109297. this._joystickPointerID = e.pointerId;
  109298. this._joystickPointerStartPos.x = e.clientX;
  109299. this._joystickPointerStartPos.y = e.clientY;
  109300. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  109301. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  109302. this._deltaJoystickVector.x = 0;
  109303. this._deltaJoystickVector.y = 0;
  109304. this.pressed = true;
  109305. this._touches.add(e.pointerId.toString(), e);
  109306. }
  109307. else {
  109308. // You can only trigger the action buttons with a joystick declared
  109309. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  109310. this._action();
  109311. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  109312. }
  109313. }
  109314. };
  109315. VirtualJoystick.prototype._onPointerMove = function (e) {
  109316. // If the current pointer is the one associated to the joystick (first touch contact)
  109317. if (this._joystickPointerID == e.pointerId) {
  109318. this._joystickPointerPos.x = e.clientX;
  109319. this._joystickPointerPos.y = e.clientY;
  109320. this._deltaJoystickVector = this._joystickPointerPos.clone();
  109321. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  109322. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  109323. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  109324. switch (this._axisTargetedByLeftAndRight) {
  109325. case JoystickAxis.X:
  109326. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  109327. break;
  109328. case JoystickAxis.Y:
  109329. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  109330. break;
  109331. case JoystickAxis.Z:
  109332. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  109333. break;
  109334. }
  109335. var directionUpDown = this.reverseUpDown ? 1 : -1;
  109336. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  109337. switch (this._axisTargetedByUpAndDown) {
  109338. case JoystickAxis.X:
  109339. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  109340. break;
  109341. case JoystickAxis.Y:
  109342. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  109343. break;
  109344. case JoystickAxis.Z:
  109345. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  109346. break;
  109347. }
  109348. }
  109349. else {
  109350. var data = this._touches.get(e.pointerId.toString());
  109351. if (data) {
  109352. data.x = e.clientX;
  109353. data.y = e.clientY;
  109354. }
  109355. }
  109356. };
  109357. VirtualJoystick.prototype._onPointerUp = function (e) {
  109358. if (this._joystickPointerID == e.pointerId) {
  109359. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  109360. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  109361. this._joystickPointerID = -1;
  109362. this.pressed = false;
  109363. }
  109364. else {
  109365. var touch = this._touches.get(e.pointerId.toString());
  109366. if (touch) {
  109367. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109368. }
  109369. }
  109370. this._deltaJoystickVector.x = 0;
  109371. this._deltaJoystickVector.y = 0;
  109372. this._touches.remove(e.pointerId.toString());
  109373. };
  109374. /**
  109375. * Change the color of the virtual joystick
  109376. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  109377. */
  109378. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  109379. this._joystickColor = newColor;
  109380. };
  109381. /**
  109382. * Defines a callback to call when the joystick is touched
  109383. * @param action defines the callback
  109384. */
  109385. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  109386. this._action = action;
  109387. };
  109388. /**
  109389. * Defines which axis you'd like to control for left & right
  109390. * @param axis defines the axis to use
  109391. */
  109392. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  109393. switch (axis) {
  109394. case JoystickAxis.X:
  109395. case JoystickAxis.Y:
  109396. case JoystickAxis.Z:
  109397. this._axisTargetedByLeftAndRight = axis;
  109398. break;
  109399. default:
  109400. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109401. break;
  109402. }
  109403. };
  109404. /**
  109405. * Defines which axis you'd like to control for up & down
  109406. * @param axis defines the axis to use
  109407. */
  109408. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  109409. switch (axis) {
  109410. case JoystickAxis.X:
  109411. case JoystickAxis.Y:
  109412. case JoystickAxis.Z:
  109413. this._axisTargetedByUpAndDown = axis;
  109414. break;
  109415. default:
  109416. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109417. break;
  109418. }
  109419. };
  109420. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  109421. var _this = this;
  109422. if (this.pressed) {
  109423. this._touches.forEach(function (key, touch) {
  109424. if (touch.pointerId === _this._joystickPointerID) {
  109425. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  109426. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  109427. VirtualJoystick.vjCanvasContext.beginPath();
  109428. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109429. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109430. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  109431. VirtualJoystick.vjCanvasContext.stroke();
  109432. VirtualJoystick.vjCanvasContext.closePath();
  109433. VirtualJoystick.vjCanvasContext.beginPath();
  109434. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109435. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109436. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  109437. VirtualJoystick.vjCanvasContext.stroke();
  109438. VirtualJoystick.vjCanvasContext.closePath();
  109439. VirtualJoystick.vjCanvasContext.beginPath();
  109440. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109441. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  109442. VirtualJoystick.vjCanvasContext.stroke();
  109443. VirtualJoystick.vjCanvasContext.closePath();
  109444. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  109445. }
  109446. else {
  109447. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109448. VirtualJoystick.vjCanvasContext.beginPath();
  109449. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  109450. VirtualJoystick.vjCanvasContext.beginPath();
  109451. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  109452. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109453. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  109454. VirtualJoystick.vjCanvasContext.stroke();
  109455. VirtualJoystick.vjCanvasContext.closePath();
  109456. touch.prevX = touch.x;
  109457. touch.prevY = touch.y;
  109458. }
  109459. });
  109460. }
  109461. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109462. };
  109463. /**
  109464. * Release internal HTML canvas
  109465. */
  109466. VirtualJoystick.prototype.releaseCanvas = function () {
  109467. if (VirtualJoystick.Canvas) {
  109468. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  109469. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  109470. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  109471. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  109472. window.removeEventListener("resize", this._onResize);
  109473. document.body.removeChild(VirtualJoystick.Canvas);
  109474. VirtualJoystick.Canvas = null;
  109475. }
  109476. };
  109477. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  109478. VirtualJoystick._globalJoystickIndex = 0;
  109479. return VirtualJoystick;
  109480. }());
  109481. BABYLON.VirtualJoystick = VirtualJoystick;
  109482. })(BABYLON || (BABYLON = {}));
  109483. //# sourceMappingURL=babylon.virtualJoystick.js.map
  109484. var BABYLON;
  109485. (function (BABYLON) {
  109486. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  109487. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  109488. });
  109489. /**
  109490. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  109491. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109492. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109493. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109494. */
  109495. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  109496. __extends(VirtualJoysticksCamera, _super);
  109497. /**
  109498. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  109499. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109500. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109501. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109502. * @param name Define the name of the camera in the scene
  109503. * @param position Define the start position of the camera in the scene
  109504. * @param scene Define the scene the camera belongs to
  109505. */
  109506. function VirtualJoysticksCamera(name, position, scene) {
  109507. var _this = _super.call(this, name, position, scene) || this;
  109508. _this.inputs.addVirtualJoystick();
  109509. return _this;
  109510. }
  109511. /**
  109512. * Gets the current object class name.
  109513. * @return the class name
  109514. */
  109515. VirtualJoysticksCamera.prototype.getClassName = function () {
  109516. return "VirtualJoysticksCamera";
  109517. };
  109518. return VirtualJoysticksCamera;
  109519. }(BABYLON.FreeCamera));
  109520. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  109521. })(BABYLON || (BABYLON = {}));
  109522. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  109523. var BABYLON;
  109524. (function (BABYLON) {
  109525. /**
  109526. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  109527. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  109528. */
  109529. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  109530. function FreeCameraVirtualJoystickInput() {
  109531. }
  109532. /**
  109533. * Gets the left stick of the virtual joystick.
  109534. * @returns The virtual Joystick
  109535. */
  109536. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  109537. return this._leftjoystick;
  109538. };
  109539. /**
  109540. * Gets the right stick of the virtual joystick.
  109541. * @returns The virtual Joystick
  109542. */
  109543. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  109544. return this._rightjoystick;
  109545. };
  109546. /**
  109547. * Update the current camera state depending on the inputs that have been used this frame.
  109548. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  109549. */
  109550. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  109551. if (this._leftjoystick) {
  109552. var camera = this.camera;
  109553. var speed = camera._computeLocalCameraSpeed() * 50;
  109554. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  109555. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  109556. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  109557. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  109558. if (!this._leftjoystick.pressed) {
  109559. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  109560. }
  109561. if (!this._rightjoystick.pressed) {
  109562. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  109563. }
  109564. }
  109565. };
  109566. /**
  109567. * Attach the input controls to a specific dom element to get the input from.
  109568. * @param element Defines the element the controls should be listened from
  109569. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  109570. */
  109571. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  109572. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  109573. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  109574. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  109575. this._leftjoystick.setJoystickSensibility(0.15);
  109576. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  109577. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  109578. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  109579. this._rightjoystick.reverseUpDown = true;
  109580. this._rightjoystick.setJoystickSensibility(0.05);
  109581. this._rightjoystick.setJoystickColor("yellow");
  109582. };
  109583. /**
  109584. * Detach the current controls from the specified dom element.
  109585. * @param element Defines the element to stop listening the inputs from
  109586. */
  109587. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109588. this._leftjoystick.releaseCanvas();
  109589. this._rightjoystick.releaseCanvas();
  109590. };
  109591. /**
  109592. * Gets the class name of the current intput.
  109593. * @returns the class name
  109594. */
  109595. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109596. return "FreeCameraVirtualJoystickInput";
  109597. };
  109598. /**
  109599. * Get the friendly name associated with the input class.
  109600. * @returns the input friendly name
  109601. */
  109602. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109603. return "virtualJoystick";
  109604. };
  109605. return FreeCameraVirtualJoystickInput;
  109606. }());
  109607. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109608. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109609. })(BABYLON || (BABYLON = {}));
  109610. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  109611. var BABYLON;
  109612. (function (BABYLON) {
  109613. /**
  109614. * Class used to specify simplification options
  109615. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109616. */
  109617. var SimplificationSettings = /** @class */ (function () {
  109618. /**
  109619. * Creates a SimplificationSettings
  109620. * @param quality expected quality
  109621. * @param distance distance when this optimized version should be used
  109622. * @param optimizeMesh already optimized mesh
  109623. */
  109624. function SimplificationSettings(
  109625. /** expected quality */
  109626. quality,
  109627. /** distance when this optimized version should be used */
  109628. distance,
  109629. /** already optimized mesh */
  109630. optimizeMesh) {
  109631. this.quality = quality;
  109632. this.distance = distance;
  109633. this.optimizeMesh = optimizeMesh;
  109634. }
  109635. return SimplificationSettings;
  109636. }());
  109637. BABYLON.SimplificationSettings = SimplificationSettings;
  109638. /**
  109639. * Queue used to order the simplification tasks
  109640. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109641. */
  109642. var SimplificationQueue = /** @class */ (function () {
  109643. /**
  109644. * Creates a new queue
  109645. */
  109646. function SimplificationQueue() {
  109647. this.running = false;
  109648. this._simplificationArray = [];
  109649. }
  109650. /**
  109651. * Adds a new simplification task
  109652. * @param task defines a task to add
  109653. */
  109654. SimplificationQueue.prototype.addTask = function (task) {
  109655. this._simplificationArray.push(task);
  109656. };
  109657. /**
  109658. * Execute next task
  109659. */
  109660. SimplificationQueue.prototype.executeNext = function () {
  109661. var task = this._simplificationArray.pop();
  109662. if (task) {
  109663. this.running = true;
  109664. this.runSimplification(task);
  109665. }
  109666. else {
  109667. this.running = false;
  109668. }
  109669. };
  109670. /**
  109671. * Execute a simplification task
  109672. * @param task defines the task to run
  109673. */
  109674. SimplificationQueue.prototype.runSimplification = function (task) {
  109675. var _this = this;
  109676. if (task.parallelProcessing) {
  109677. //parallel simplifier
  109678. task.settings.forEach(function (setting) {
  109679. var simplifier = _this.getSimplifier(task);
  109680. simplifier.simplify(setting, function (newMesh) {
  109681. task.mesh.addLODLevel(setting.distance, newMesh);
  109682. newMesh.isVisible = true;
  109683. //check if it is the last
  109684. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109685. //all done, run the success callback.
  109686. task.successCallback();
  109687. }
  109688. _this.executeNext();
  109689. });
  109690. });
  109691. }
  109692. else {
  109693. //single simplifier.
  109694. var simplifier = this.getSimplifier(task);
  109695. var runDecimation = function (setting, callback) {
  109696. simplifier.simplify(setting, function (newMesh) {
  109697. task.mesh.addLODLevel(setting.distance, newMesh);
  109698. newMesh.isVisible = true;
  109699. //run the next quality level
  109700. callback();
  109701. });
  109702. };
  109703. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109704. runDecimation(task.settings[loop.index], function () {
  109705. loop.executeNext();
  109706. });
  109707. }, function () {
  109708. //execution ended, run the success callback.
  109709. if (task.successCallback) {
  109710. task.successCallback();
  109711. }
  109712. _this.executeNext();
  109713. });
  109714. }
  109715. };
  109716. SimplificationQueue.prototype.getSimplifier = function (task) {
  109717. switch (task.simplificationType) {
  109718. case SimplificationType.QUADRATIC:
  109719. default:
  109720. return new QuadraticErrorSimplification(task.mesh);
  109721. }
  109722. };
  109723. return SimplificationQueue;
  109724. }());
  109725. BABYLON.SimplificationQueue = SimplificationQueue;
  109726. /**
  109727. * The implemented types of simplification
  109728. * At the moment only Quadratic Error Decimation is implemented
  109729. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109730. */
  109731. var SimplificationType;
  109732. (function (SimplificationType) {
  109733. /** Quadratic error decimation */
  109734. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109735. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109736. var DecimationTriangle = /** @class */ (function () {
  109737. function DecimationTriangle(vertices) {
  109738. this.vertices = vertices;
  109739. this.error = new Array(4);
  109740. this.deleted = false;
  109741. this.isDirty = false;
  109742. this.deletePending = false;
  109743. this.borderFactor = 0;
  109744. }
  109745. return DecimationTriangle;
  109746. }());
  109747. var DecimationVertex = /** @class */ (function () {
  109748. function DecimationVertex(position, id) {
  109749. this.position = position;
  109750. this.id = id;
  109751. this.isBorder = true;
  109752. this.q = new QuadraticMatrix();
  109753. this.triangleCount = 0;
  109754. this.triangleStart = 0;
  109755. this.originalOffsets = [];
  109756. }
  109757. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109758. this.position.copyFrom(newPosition);
  109759. };
  109760. return DecimationVertex;
  109761. }());
  109762. var QuadraticMatrix = /** @class */ (function () {
  109763. function QuadraticMatrix(data) {
  109764. this.data = new Array(10);
  109765. for (var i = 0; i < 10; ++i) {
  109766. if (data && data[i]) {
  109767. this.data[i] = data[i];
  109768. }
  109769. else {
  109770. this.data[i] = 0;
  109771. }
  109772. }
  109773. }
  109774. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109775. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109776. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109777. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109778. return det;
  109779. };
  109780. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109781. for (var i = 0; i < 10; ++i) {
  109782. this.data[i] += matrix.data[i];
  109783. }
  109784. };
  109785. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109786. for (var i = 0; i < 10; ++i) {
  109787. this.data[i] += data[i];
  109788. }
  109789. };
  109790. QuadraticMatrix.prototype.add = function (matrix) {
  109791. var m = new QuadraticMatrix();
  109792. for (var i = 0; i < 10; ++i) {
  109793. m.data[i] = this.data[i] + matrix.data[i];
  109794. }
  109795. return m;
  109796. };
  109797. QuadraticMatrix.FromData = function (a, b, c, d) {
  109798. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109799. };
  109800. //returning an array to avoid garbage collection
  109801. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109802. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109803. };
  109804. return QuadraticMatrix;
  109805. }());
  109806. var Reference = /** @class */ (function () {
  109807. function Reference(vertexId, triangleId) {
  109808. this.vertexId = vertexId;
  109809. this.triangleId = triangleId;
  109810. }
  109811. return Reference;
  109812. }());
  109813. /**
  109814. * An implementation of the Quadratic Error simplification algorithm.
  109815. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109816. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109817. * @author RaananW
  109818. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109819. */
  109820. var QuadraticErrorSimplification = /** @class */ (function () {
  109821. function QuadraticErrorSimplification(_mesh) {
  109822. this._mesh = _mesh;
  109823. this.syncIterations = 5000;
  109824. this.aggressiveness = 7;
  109825. this.decimationIterations = 100;
  109826. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109827. }
  109828. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109829. var _this = this;
  109830. this.initDecimatedMesh();
  109831. //iterating through the submeshes array, one after the other.
  109832. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109833. _this.initWithMesh(loop.index, function () {
  109834. _this.runDecimation(settings, loop.index, function () {
  109835. loop.executeNext();
  109836. });
  109837. }, settings.optimizeMesh);
  109838. }, function () {
  109839. setTimeout(function () {
  109840. successCallback(_this._reconstructedMesh);
  109841. }, 0);
  109842. });
  109843. };
  109844. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109845. var _this = this;
  109846. var targetCount = ~~(this.triangles.length * settings.quality);
  109847. var deletedTriangles = 0;
  109848. var triangleCount = this.triangles.length;
  109849. var iterationFunction = function (iteration, callback) {
  109850. setTimeout(function () {
  109851. if (iteration % 5 === 0) {
  109852. _this.updateMesh(iteration === 0);
  109853. }
  109854. for (var i = 0; i < _this.triangles.length; ++i) {
  109855. _this.triangles[i].isDirty = false;
  109856. }
  109857. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109858. var trianglesIterator = function (i) {
  109859. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109860. var t = _this.triangles[tIdx];
  109861. if (!t) {
  109862. return;
  109863. }
  109864. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109865. return;
  109866. }
  109867. for (var j = 0; j < 3; ++j) {
  109868. if (t.error[j] < threshold) {
  109869. var deleted0 = [];
  109870. var deleted1 = [];
  109871. var v0 = t.vertices[j];
  109872. var v1 = t.vertices[(j + 1) % 3];
  109873. if (v0.isBorder || v1.isBorder) {
  109874. continue;
  109875. }
  109876. var p = BABYLON.Vector3.Zero();
  109877. var n = BABYLON.Vector3.Zero();
  109878. var uv = BABYLON.Vector2.Zero();
  109879. var color = new BABYLON.Color4(0, 0, 0, 1);
  109880. _this.calculateError(v0, v1, p, n, uv, color);
  109881. var delTr = new Array();
  109882. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109883. continue;
  109884. }
  109885. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109886. continue;
  109887. }
  109888. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109889. continue;
  109890. }
  109891. var uniqueArray = new Array();
  109892. delTr.forEach(function (deletedT) {
  109893. if (uniqueArray.indexOf(deletedT) === -1) {
  109894. deletedT.deletePending = true;
  109895. uniqueArray.push(deletedT);
  109896. }
  109897. });
  109898. if (uniqueArray.length % 2 !== 0) {
  109899. continue;
  109900. }
  109901. v0.q = v1.q.add(v0.q);
  109902. v0.updatePosition(p);
  109903. var tStart = _this.references.length;
  109904. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109905. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109906. var tCount = _this.references.length - tStart;
  109907. if (tCount <= v0.triangleCount) {
  109908. if (tCount) {
  109909. for (var c = 0; c < tCount; c++) {
  109910. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109911. }
  109912. }
  109913. }
  109914. else {
  109915. v0.triangleStart = tStart;
  109916. }
  109917. v0.triangleCount = tCount;
  109918. break;
  109919. }
  109920. }
  109921. };
  109922. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109923. }, 0);
  109924. };
  109925. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109926. if (triangleCount - deletedTriangles <= targetCount) {
  109927. loop.breakLoop();
  109928. }
  109929. else {
  109930. iterationFunction(loop.index, function () {
  109931. loop.executeNext();
  109932. });
  109933. }
  109934. }, function () {
  109935. setTimeout(function () {
  109936. //reconstruct this part of the mesh
  109937. _this.reconstructMesh(submeshIndex);
  109938. successCallback();
  109939. }, 0);
  109940. });
  109941. };
  109942. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109943. var _this = this;
  109944. this.vertices = [];
  109945. this.triangles = [];
  109946. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109947. var indices = this._mesh.getIndices();
  109948. var submesh = this._mesh.subMeshes[submeshIndex];
  109949. var findInVertices = function (positionToSearch) {
  109950. if (optimizeMesh) {
  109951. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109952. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109953. return _this.vertices[ii];
  109954. }
  109955. }
  109956. }
  109957. return null;
  109958. };
  109959. var vertexReferences = [];
  109960. var vertexInit = function (i) {
  109961. if (!positionData) {
  109962. return;
  109963. }
  109964. var offset = i + submesh.verticesStart;
  109965. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109966. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109967. vertex.originalOffsets.push(offset);
  109968. if (vertex.id === _this.vertices.length) {
  109969. _this.vertices.push(vertex);
  109970. }
  109971. vertexReferences.push(vertex.id);
  109972. };
  109973. //var totalVertices = mesh.getTotalVertices();
  109974. var totalVertices = submesh.verticesCount;
  109975. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109976. var indicesInit = function (i) {
  109977. if (!indices) {
  109978. return;
  109979. }
  109980. var offset = (submesh.indexStart / 3) + i;
  109981. var pos = (offset * 3);
  109982. var i0 = indices[pos + 0];
  109983. var i1 = indices[pos + 1];
  109984. var i2 = indices[pos + 2];
  109985. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109986. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109987. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109988. var triangle = new DecimationTriangle([v0, v1, v2]);
  109989. triangle.originalOffset = pos;
  109990. _this.triangles.push(triangle);
  109991. };
  109992. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109993. _this.init(callback);
  109994. });
  109995. });
  109996. };
  109997. QuadraticErrorSimplification.prototype.init = function (callback) {
  109998. var _this = this;
  109999. var triangleInit1 = function (i) {
  110000. var t = _this.triangles[i];
  110001. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  110002. for (var j = 0; j < 3; j++) {
  110003. 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))));
  110004. }
  110005. };
  110006. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  110007. var triangleInit2 = function (i) {
  110008. var t = _this.triangles[i];
  110009. for (var j = 0; j < 3; ++j) {
  110010. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  110011. }
  110012. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110013. };
  110014. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  110015. callback();
  110016. });
  110017. });
  110018. };
  110019. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  110020. var newTriangles = [];
  110021. var i;
  110022. for (i = 0; i < this.vertices.length; ++i) {
  110023. this.vertices[i].triangleCount = 0;
  110024. }
  110025. var t;
  110026. var j;
  110027. for (i = 0; i < this.triangles.length; ++i) {
  110028. if (!this.triangles[i].deleted) {
  110029. t = this.triangles[i];
  110030. for (j = 0; j < 3; ++j) {
  110031. t.vertices[j].triangleCount = 1;
  110032. }
  110033. newTriangles.push(t);
  110034. }
  110035. }
  110036. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  110037. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  110038. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  110039. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  110040. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  110041. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  110042. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  110043. var vertexCount = 0;
  110044. for (i = 0; i < this.vertices.length; ++i) {
  110045. var vertex = this.vertices[i];
  110046. vertex.id = vertexCount;
  110047. if (vertex.triangleCount) {
  110048. vertex.originalOffsets.forEach(function (originalOffset) {
  110049. if (!normalData) {
  110050. return;
  110051. }
  110052. newPositionData.push(vertex.position.x);
  110053. newPositionData.push(vertex.position.y);
  110054. newPositionData.push(vertex.position.z);
  110055. newNormalData.push(normalData[originalOffset * 3]);
  110056. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  110057. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  110058. if (uvs && uvs.length) {
  110059. newUVsData.push(uvs[(originalOffset * 2)]);
  110060. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  110061. }
  110062. else if (colorsData && colorsData.length) {
  110063. newColorsData.push(colorsData[(originalOffset * 4)]);
  110064. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  110065. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  110066. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  110067. }
  110068. ++vertexCount;
  110069. });
  110070. }
  110071. }
  110072. var startingIndex = this._reconstructedMesh.getTotalIndices();
  110073. var startingVertex = this._reconstructedMesh.getTotalVertices();
  110074. var submeshesArray = this._reconstructedMesh.subMeshes;
  110075. this._reconstructedMesh.subMeshes = [];
  110076. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  110077. var originalIndices = this._mesh.getIndices();
  110078. for (i = 0; i < newTriangles.length; ++i) {
  110079. t = newTriangles[i]; //now get the new referencing point for each vertex
  110080. [0, 1, 2].forEach(function (idx) {
  110081. var id = originalIndices[t.originalOffset + idx];
  110082. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  110083. if (offset < 0) {
  110084. offset = 0;
  110085. }
  110086. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  110087. });
  110088. }
  110089. //overwriting the old vertex buffers and indices.
  110090. this._reconstructedMesh.setIndices(newIndicesArray);
  110091. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  110092. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  110093. if (newUVsData.length > 0) {
  110094. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  110095. }
  110096. if (newColorsData.length > 0) {
  110097. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  110098. }
  110099. //create submesh
  110100. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  110101. if (submeshIndex > 0) {
  110102. this._reconstructedMesh.subMeshes = [];
  110103. submeshesArray.forEach(function (submesh) {
  110104. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  110105. });
  110106. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  110107. }
  110108. };
  110109. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  110110. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  110111. this._reconstructedMesh.material = this._mesh.material;
  110112. this._reconstructedMesh.parent = this._mesh.parent;
  110113. this._reconstructedMesh.isVisible = false;
  110114. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  110115. };
  110116. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  110117. for (var i = 0; i < vertex1.triangleCount; ++i) {
  110118. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  110119. if (t.deleted) {
  110120. continue;
  110121. }
  110122. var s = this.references[vertex1.triangleStart + i].vertexId;
  110123. var v1 = t.vertices[(s + 1) % 3];
  110124. var v2 = t.vertices[(s + 2) % 3];
  110125. if ((v1 === vertex2 || v2 === vertex2)) {
  110126. deletedArray[i] = true;
  110127. delTr.push(t);
  110128. continue;
  110129. }
  110130. var d1 = v1.position.subtract(point);
  110131. d1 = d1.normalize();
  110132. var d2 = v2.position.subtract(point);
  110133. d2 = d2.normalize();
  110134. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  110135. return true;
  110136. }
  110137. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  110138. deletedArray[i] = false;
  110139. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  110140. return true;
  110141. }
  110142. }
  110143. return false;
  110144. };
  110145. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  110146. var newDeleted = deletedTriangles;
  110147. for (var i = 0; i < vertex.triangleCount; ++i) {
  110148. var ref = this.references[vertex.triangleStart + i];
  110149. var t = this.triangles[ref.triangleId];
  110150. if (t.deleted) {
  110151. continue;
  110152. }
  110153. if (deletedArray[i] && t.deletePending) {
  110154. t.deleted = true;
  110155. newDeleted++;
  110156. continue;
  110157. }
  110158. t.vertices[ref.vertexId] = origVertex;
  110159. t.isDirty = true;
  110160. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  110161. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  110162. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  110163. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110164. this.references.push(ref);
  110165. }
  110166. return newDeleted;
  110167. };
  110168. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  110169. for (var i = 0; i < this.vertices.length; ++i) {
  110170. var vCount = [];
  110171. var vId = [];
  110172. var v = this.vertices[i];
  110173. var j;
  110174. for (j = 0; j < v.triangleCount; ++j) {
  110175. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  110176. for (var ii = 0; ii < 3; ii++) {
  110177. var ofs = 0;
  110178. var vv = triangle.vertices[ii];
  110179. while (ofs < vCount.length) {
  110180. if (vId[ofs] === vv.id) {
  110181. break;
  110182. }
  110183. ++ofs;
  110184. }
  110185. if (ofs === vCount.length) {
  110186. vCount.push(1);
  110187. vId.push(vv.id);
  110188. }
  110189. else {
  110190. vCount[ofs]++;
  110191. }
  110192. }
  110193. }
  110194. for (j = 0; j < vCount.length; ++j) {
  110195. if (vCount[j] === 1) {
  110196. this.vertices[vId[j]].isBorder = true;
  110197. }
  110198. else {
  110199. this.vertices[vId[j]].isBorder = false;
  110200. }
  110201. }
  110202. }
  110203. };
  110204. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  110205. if (identifyBorders === void 0) { identifyBorders = false; }
  110206. var i;
  110207. if (!identifyBorders) {
  110208. var newTrianglesVector = [];
  110209. for (i = 0; i < this.triangles.length; ++i) {
  110210. if (!this.triangles[i].deleted) {
  110211. newTrianglesVector.push(this.triangles[i]);
  110212. }
  110213. }
  110214. this.triangles = newTrianglesVector;
  110215. }
  110216. for (i = 0; i < this.vertices.length; ++i) {
  110217. this.vertices[i].triangleCount = 0;
  110218. this.vertices[i].triangleStart = 0;
  110219. }
  110220. var t;
  110221. var j;
  110222. var v;
  110223. for (i = 0; i < this.triangles.length; ++i) {
  110224. t = this.triangles[i];
  110225. for (j = 0; j < 3; ++j) {
  110226. v = t.vertices[j];
  110227. v.triangleCount++;
  110228. }
  110229. }
  110230. var tStart = 0;
  110231. for (i = 0; i < this.vertices.length; ++i) {
  110232. this.vertices[i].triangleStart = tStart;
  110233. tStart += this.vertices[i].triangleCount;
  110234. this.vertices[i].triangleCount = 0;
  110235. }
  110236. var newReferences = new Array(this.triangles.length * 3);
  110237. for (i = 0; i < this.triangles.length; ++i) {
  110238. t = this.triangles[i];
  110239. for (j = 0; j < 3; ++j) {
  110240. v = t.vertices[j];
  110241. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  110242. v.triangleCount++;
  110243. }
  110244. }
  110245. this.references = newReferences;
  110246. if (identifyBorders) {
  110247. this.identifyBorder();
  110248. }
  110249. };
  110250. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  110251. var x = point.x;
  110252. var y = point.y;
  110253. var z = point.z;
  110254. 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
  110255. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  110256. };
  110257. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  110258. var q = vertex1.q.add(vertex2.q);
  110259. var border = vertex1.isBorder && vertex2.isBorder;
  110260. var error = 0;
  110261. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  110262. if (qDet !== 0 && !border) {
  110263. if (!pointResult) {
  110264. pointResult = BABYLON.Vector3.Zero();
  110265. }
  110266. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  110267. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  110268. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  110269. error = this.vertexError(q, pointResult);
  110270. }
  110271. else {
  110272. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  110273. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  110274. var error1 = this.vertexError(q, vertex1.position);
  110275. var error2 = this.vertexError(q, vertex2.position);
  110276. var error3 = this.vertexError(q, p3);
  110277. error = Math.min(error1, error2, error3);
  110278. if (error === error1) {
  110279. if (pointResult) {
  110280. pointResult.copyFrom(vertex1.position);
  110281. }
  110282. }
  110283. else if (error === error2) {
  110284. if (pointResult) {
  110285. pointResult.copyFrom(vertex2.position);
  110286. }
  110287. }
  110288. else {
  110289. if (pointResult) {
  110290. pointResult.copyFrom(p3);
  110291. }
  110292. }
  110293. }
  110294. return error;
  110295. };
  110296. return QuadraticErrorSimplification;
  110297. }());
  110298. })(BABYLON || (BABYLON = {}));
  110299. //# sourceMappingURL=babylon.meshSimplification.js.map
  110300. var BABYLON;
  110301. (function (BABYLON) {
  110302. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  110303. get: function () {
  110304. if (!this._simplificationQueue) {
  110305. this._simplificationQueue = new BABYLON.SimplificationQueue();
  110306. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  110307. if (!component) {
  110308. component = new SimplicationQueueSceneComponent(this);
  110309. this._addComponent(component);
  110310. }
  110311. }
  110312. return this._simplificationQueue;
  110313. },
  110314. set: function (value) {
  110315. this._simplificationQueue = value;
  110316. },
  110317. enumerable: true,
  110318. configurable: true
  110319. });
  110320. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  110321. if (parallelProcessing === void 0) { parallelProcessing = true; }
  110322. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  110323. this.getScene().simplificationQueue.addTask({
  110324. settings: settings,
  110325. parallelProcessing: parallelProcessing,
  110326. mesh: this,
  110327. simplificationType: simplificationType,
  110328. successCallback: successCallback
  110329. });
  110330. return this;
  110331. };
  110332. /**
  110333. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  110334. * created in a scene
  110335. */
  110336. var SimplicationQueueSceneComponent = /** @class */ (function () {
  110337. /**
  110338. * Creates a new instance of the component for the given scene
  110339. * @param scene Defines the scene to register the component in
  110340. */
  110341. function SimplicationQueueSceneComponent(scene) {
  110342. /**
  110343. * The component name helpfull to identify the component in the list of scene components.
  110344. */
  110345. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  110346. this.scene = scene;
  110347. }
  110348. /**
  110349. * Registers the component in a given scene
  110350. */
  110351. SimplicationQueueSceneComponent.prototype.register = function () {
  110352. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  110353. };
  110354. /**
  110355. * Rebuilds the elements related to this component in case of
  110356. * context lost for instance.
  110357. */
  110358. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  110359. // Nothing to do for this component
  110360. };
  110361. /**
  110362. * Disposes the component and the associated ressources
  110363. */
  110364. SimplicationQueueSceneComponent.prototype.dispose = function () {
  110365. // Nothing to do for this component
  110366. };
  110367. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  110368. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  110369. this.scene._simplificationQueue.executeNext();
  110370. }
  110371. };
  110372. return SimplicationQueueSceneComponent;
  110373. }());
  110374. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  110375. })(BABYLON || (BABYLON = {}));
  110376. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  110377. var BABYLON;
  110378. (function (BABYLON) {
  110379. /**
  110380. * Class used to represent a specific level of detail of a mesh
  110381. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  110382. */
  110383. var MeshLODLevel = /** @class */ (function () {
  110384. /**
  110385. * Creates a new LOD level
  110386. * @param distance defines the distance where this level should star being displayed
  110387. * @param mesh defines the mesh to use to render this level
  110388. */
  110389. function MeshLODLevel(
  110390. /** Defines the distance where this level should star being displayed */
  110391. distance,
  110392. /** Defines the mesh to use to render this level */
  110393. mesh) {
  110394. this.distance = distance;
  110395. this.mesh = mesh;
  110396. }
  110397. return MeshLODLevel;
  110398. }());
  110399. BABYLON.MeshLODLevel = MeshLODLevel;
  110400. })(BABYLON || (BABYLON = {}));
  110401. //# sourceMappingURL=babylon.meshLODLevel.js.map
  110402. var BABYLON;
  110403. (function (BABYLON) {
  110404. /**
  110405. * Defines the root class used to create scene optimization to use with SceneOptimizer
  110406. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110407. */
  110408. var SceneOptimization = /** @class */ (function () {
  110409. /**
  110410. * Creates the SceneOptimization object
  110411. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110412. * @param desc defines the description associated with the optimization
  110413. */
  110414. function SceneOptimization(
  110415. /**
  110416. * Defines the priority of this optimization (0 by default which means first in the list)
  110417. */
  110418. priority) {
  110419. if (priority === void 0) { priority = 0; }
  110420. this.priority = priority;
  110421. }
  110422. /**
  110423. * Gets a string describing the action executed by the current optimization
  110424. * @returns description string
  110425. */
  110426. SceneOptimization.prototype.getDescription = function () {
  110427. return "";
  110428. };
  110429. /**
  110430. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110431. * @param scene defines the current scene where to apply this optimization
  110432. * @param optimizer defines the current optimizer
  110433. * @returns true if everything that can be done was applied
  110434. */
  110435. SceneOptimization.prototype.apply = function (scene, optimizer) {
  110436. return true;
  110437. };
  110438. return SceneOptimization;
  110439. }());
  110440. BABYLON.SceneOptimization = SceneOptimization;
  110441. /**
  110442. * Defines an optimization used to reduce the size of render target textures
  110443. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110444. */
  110445. var TextureOptimization = /** @class */ (function (_super) {
  110446. __extends(TextureOptimization, _super);
  110447. /**
  110448. * Creates the TextureOptimization object
  110449. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110450. * @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
  110451. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110452. */
  110453. function TextureOptimization(
  110454. /**
  110455. * Defines the priority of this optimization (0 by default which means first in the list)
  110456. */
  110457. priority,
  110458. /**
  110459. * 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
  110460. */
  110461. maximumSize,
  110462. /**
  110463. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110464. */
  110465. step) {
  110466. if (priority === void 0) { priority = 0; }
  110467. if (maximumSize === void 0) { maximumSize = 1024; }
  110468. if (step === void 0) { step = 0.5; }
  110469. var _this = _super.call(this, priority) || this;
  110470. _this.priority = priority;
  110471. _this.maximumSize = maximumSize;
  110472. _this.step = step;
  110473. return _this;
  110474. }
  110475. /**
  110476. * Gets a string describing the action executed by the current optimization
  110477. * @returns description string
  110478. */
  110479. TextureOptimization.prototype.getDescription = function () {
  110480. return "Reducing render target texture size to " + this.maximumSize;
  110481. };
  110482. /**
  110483. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110484. * @param scene defines the current scene where to apply this optimization
  110485. * @param optimizer defines the current optimizer
  110486. * @returns true if everything that can be done was applied
  110487. */
  110488. TextureOptimization.prototype.apply = function (scene, optimizer) {
  110489. var allDone = true;
  110490. for (var index = 0; index < scene.textures.length; index++) {
  110491. var texture = scene.textures[index];
  110492. if (!texture.canRescale || texture.getContext) {
  110493. continue;
  110494. }
  110495. var currentSize = texture.getSize();
  110496. var maxDimension = Math.max(currentSize.width, currentSize.height);
  110497. if (maxDimension > this.maximumSize) {
  110498. texture.scale(this.step);
  110499. allDone = false;
  110500. }
  110501. }
  110502. return allDone;
  110503. };
  110504. return TextureOptimization;
  110505. }(SceneOptimization));
  110506. BABYLON.TextureOptimization = TextureOptimization;
  110507. /**
  110508. * Defines an optimization used to increase or decrease the rendering resolution
  110509. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110510. */
  110511. var HardwareScalingOptimization = /** @class */ (function (_super) {
  110512. __extends(HardwareScalingOptimization, _super);
  110513. /**
  110514. * Creates the HardwareScalingOptimization object
  110515. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110516. * @param maximumScale defines the maximum scale to use (2 by default)
  110517. * @param step defines the step to use between two passes (0.5 by default)
  110518. */
  110519. function HardwareScalingOptimization(
  110520. /**
  110521. * Defines the priority of this optimization (0 by default which means first in the list)
  110522. */
  110523. priority,
  110524. /**
  110525. * Defines the maximum scale to use (2 by default)
  110526. */
  110527. maximumScale,
  110528. /**
  110529. * Defines the step to use between two passes (0.5 by default)
  110530. */
  110531. step) {
  110532. if (priority === void 0) { priority = 0; }
  110533. if (maximumScale === void 0) { maximumScale = 2; }
  110534. if (step === void 0) { step = 0.25; }
  110535. var _this = _super.call(this, priority) || this;
  110536. _this.priority = priority;
  110537. _this.maximumScale = maximumScale;
  110538. _this.step = step;
  110539. _this._currentScale = -1;
  110540. _this._directionOffset = 1;
  110541. return _this;
  110542. }
  110543. /**
  110544. * Gets a string describing the action executed by the current optimization
  110545. * @return description string
  110546. */
  110547. HardwareScalingOptimization.prototype.getDescription = function () {
  110548. return "Setting hardware scaling level to " + this._currentScale;
  110549. };
  110550. /**
  110551. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110552. * @param scene defines the current scene where to apply this optimization
  110553. * @param optimizer defines the current optimizer
  110554. * @returns true if everything that can be done was applied
  110555. */
  110556. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  110557. if (this._currentScale === -1) {
  110558. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  110559. if (this._currentScale > this.maximumScale) {
  110560. this._directionOffset = -1;
  110561. }
  110562. }
  110563. this._currentScale += this._directionOffset * this.step;
  110564. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  110565. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  110566. };
  110567. return HardwareScalingOptimization;
  110568. }(SceneOptimization));
  110569. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  110570. /**
  110571. * Defines an optimization used to remove shadows
  110572. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110573. */
  110574. var ShadowsOptimization = /** @class */ (function (_super) {
  110575. __extends(ShadowsOptimization, _super);
  110576. function ShadowsOptimization() {
  110577. return _super !== null && _super.apply(this, arguments) || this;
  110578. }
  110579. /**
  110580. * Gets a string describing the action executed by the current optimization
  110581. * @return description string
  110582. */
  110583. ShadowsOptimization.prototype.getDescription = function () {
  110584. return "Turning shadows on/off";
  110585. };
  110586. /**
  110587. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110588. * @param scene defines the current scene where to apply this optimization
  110589. * @param optimizer defines the current optimizer
  110590. * @returns true if everything that can be done was applied
  110591. */
  110592. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110593. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110594. return true;
  110595. };
  110596. return ShadowsOptimization;
  110597. }(SceneOptimization));
  110598. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110599. /**
  110600. * Defines an optimization used to turn post-processes off
  110601. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110602. */
  110603. var PostProcessesOptimization = /** @class */ (function (_super) {
  110604. __extends(PostProcessesOptimization, _super);
  110605. function PostProcessesOptimization() {
  110606. return _super !== null && _super.apply(this, arguments) || this;
  110607. }
  110608. /**
  110609. * Gets a string describing the action executed by the current optimization
  110610. * @return description string
  110611. */
  110612. PostProcessesOptimization.prototype.getDescription = function () {
  110613. return "Turning post-processes on/off";
  110614. };
  110615. /**
  110616. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110617. * @param scene defines the current scene where to apply this optimization
  110618. * @param optimizer defines the current optimizer
  110619. * @returns true if everything that can be done was applied
  110620. */
  110621. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110622. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110623. return true;
  110624. };
  110625. return PostProcessesOptimization;
  110626. }(SceneOptimization));
  110627. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110628. /**
  110629. * Defines an optimization used to turn lens flares off
  110630. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110631. */
  110632. var LensFlaresOptimization = /** @class */ (function (_super) {
  110633. __extends(LensFlaresOptimization, _super);
  110634. function LensFlaresOptimization() {
  110635. return _super !== null && _super.apply(this, arguments) || this;
  110636. }
  110637. /**
  110638. * Gets a string describing the action executed by the current optimization
  110639. * @return description string
  110640. */
  110641. LensFlaresOptimization.prototype.getDescription = function () {
  110642. return "Turning lens flares on/off";
  110643. };
  110644. /**
  110645. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110646. * @param scene defines the current scene where to apply this optimization
  110647. * @param optimizer defines the current optimizer
  110648. * @returns true if everything that can be done was applied
  110649. */
  110650. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110651. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110652. return true;
  110653. };
  110654. return LensFlaresOptimization;
  110655. }(SceneOptimization));
  110656. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110657. /**
  110658. * Defines an optimization based on user defined callback.
  110659. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110660. */
  110661. var CustomOptimization = /** @class */ (function (_super) {
  110662. __extends(CustomOptimization, _super);
  110663. function CustomOptimization() {
  110664. return _super !== null && _super.apply(this, arguments) || this;
  110665. }
  110666. /**
  110667. * Gets a string describing the action executed by the current optimization
  110668. * @returns description string
  110669. */
  110670. CustomOptimization.prototype.getDescription = function () {
  110671. if (this.onGetDescription) {
  110672. return this.onGetDescription();
  110673. }
  110674. return "Running user defined callback";
  110675. };
  110676. /**
  110677. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110678. * @param scene defines the current scene where to apply this optimization
  110679. * @param optimizer defines the current optimizer
  110680. * @returns true if everything that can be done was applied
  110681. */
  110682. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110683. if (this.onApply) {
  110684. return this.onApply(scene, optimizer);
  110685. }
  110686. return true;
  110687. };
  110688. return CustomOptimization;
  110689. }(SceneOptimization));
  110690. BABYLON.CustomOptimization = CustomOptimization;
  110691. /**
  110692. * Defines an optimization used to turn particles off
  110693. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110694. */
  110695. var ParticlesOptimization = /** @class */ (function (_super) {
  110696. __extends(ParticlesOptimization, _super);
  110697. function ParticlesOptimization() {
  110698. return _super !== null && _super.apply(this, arguments) || this;
  110699. }
  110700. /**
  110701. * Gets a string describing the action executed by the current optimization
  110702. * @return description string
  110703. */
  110704. ParticlesOptimization.prototype.getDescription = function () {
  110705. return "Turning particles on/off";
  110706. };
  110707. /**
  110708. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110709. * @param scene defines the current scene where to apply this optimization
  110710. * @param optimizer defines the current optimizer
  110711. * @returns true if everything that can be done was applied
  110712. */
  110713. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110714. scene.particlesEnabled = optimizer.isInImprovementMode;
  110715. return true;
  110716. };
  110717. return ParticlesOptimization;
  110718. }(SceneOptimization));
  110719. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110720. /**
  110721. * Defines an optimization used to turn render targets off
  110722. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110723. */
  110724. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110725. __extends(RenderTargetsOptimization, _super);
  110726. function RenderTargetsOptimization() {
  110727. return _super !== null && _super.apply(this, arguments) || this;
  110728. }
  110729. /**
  110730. * Gets a string describing the action executed by the current optimization
  110731. * @return description string
  110732. */
  110733. RenderTargetsOptimization.prototype.getDescription = function () {
  110734. return "Turning render targets off";
  110735. };
  110736. /**
  110737. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110738. * @param scene defines the current scene where to apply this optimization
  110739. * @param optimizer defines the current optimizer
  110740. * @returns true if everything that can be done was applied
  110741. */
  110742. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110743. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110744. return true;
  110745. };
  110746. return RenderTargetsOptimization;
  110747. }(SceneOptimization));
  110748. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110749. /**
  110750. * Defines an optimization used to merge meshes with compatible materials
  110751. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110752. */
  110753. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110754. __extends(MergeMeshesOptimization, _super);
  110755. function MergeMeshesOptimization() {
  110756. var _this = _super !== null && _super.apply(this, arguments) || this;
  110757. _this._canBeMerged = function (abstractMesh) {
  110758. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110759. return false;
  110760. }
  110761. var mesh = abstractMesh;
  110762. if (mesh.isDisposed()) {
  110763. return false;
  110764. }
  110765. if (!mesh.isVisible || !mesh.isEnabled()) {
  110766. return false;
  110767. }
  110768. if (mesh.instances.length > 0) {
  110769. return false;
  110770. }
  110771. if (mesh.skeleton || mesh.hasLODLevels) {
  110772. return false;
  110773. }
  110774. return true;
  110775. };
  110776. return _this;
  110777. }
  110778. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110779. /**
  110780. * Gets or sets a boolean which defines if optimization octree has to be updated
  110781. */
  110782. get: function () {
  110783. return MergeMeshesOptimization._UpdateSelectionTree;
  110784. },
  110785. /**
  110786. * Gets or sets a boolean which defines if optimization octree has to be updated
  110787. */
  110788. set: function (value) {
  110789. MergeMeshesOptimization._UpdateSelectionTree = value;
  110790. },
  110791. enumerable: true,
  110792. configurable: true
  110793. });
  110794. /**
  110795. * Gets a string describing the action executed by the current optimization
  110796. * @return description string
  110797. */
  110798. MergeMeshesOptimization.prototype.getDescription = function () {
  110799. return "Merging similar meshes together";
  110800. };
  110801. /**
  110802. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110803. * @param scene defines the current scene where to apply this optimization
  110804. * @param optimizer defines the current optimizer
  110805. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110806. * @returns true if everything that can be done was applied
  110807. */
  110808. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110809. var globalPool = scene.meshes.slice(0);
  110810. var globalLength = globalPool.length;
  110811. for (var index = 0; index < globalLength; index++) {
  110812. var currentPool = new Array();
  110813. var current = globalPool[index];
  110814. // Checks
  110815. if (!this._canBeMerged(current)) {
  110816. continue;
  110817. }
  110818. currentPool.push(current);
  110819. // Find compatible meshes
  110820. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110821. var otherMesh = globalPool[subIndex];
  110822. if (!this._canBeMerged(otherMesh)) {
  110823. continue;
  110824. }
  110825. if (otherMesh.material !== current.material) {
  110826. continue;
  110827. }
  110828. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110829. continue;
  110830. }
  110831. currentPool.push(otherMesh);
  110832. globalLength--;
  110833. globalPool.splice(subIndex, 1);
  110834. subIndex--;
  110835. }
  110836. if (currentPool.length < 2) {
  110837. continue;
  110838. }
  110839. // Merge meshes
  110840. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110841. }
  110842. // Call the octree system optimization if it is defined.
  110843. var sceneAsAny = scene;
  110844. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110845. if (updateSelectionTree != undefined) {
  110846. if (updateSelectionTree) {
  110847. sceneAsAny.createOrUpdateSelectionOctree();
  110848. }
  110849. }
  110850. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110851. sceneAsAny.createOrUpdateSelectionOctree();
  110852. }
  110853. }
  110854. return true;
  110855. };
  110856. MergeMeshesOptimization._UpdateSelectionTree = false;
  110857. return MergeMeshesOptimization;
  110858. }(SceneOptimization));
  110859. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110860. /**
  110861. * Defines a list of options used by SceneOptimizer
  110862. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110863. */
  110864. var SceneOptimizerOptions = /** @class */ (function () {
  110865. /**
  110866. * Creates a new list of options used by SceneOptimizer
  110867. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110868. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110869. */
  110870. function SceneOptimizerOptions(
  110871. /**
  110872. * Defines the target frame rate to reach (60 by default)
  110873. */
  110874. targetFrameRate,
  110875. /**
  110876. * Defines the interval between two checkes (2000ms by default)
  110877. */
  110878. trackerDuration) {
  110879. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110880. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110881. this.targetFrameRate = targetFrameRate;
  110882. this.trackerDuration = trackerDuration;
  110883. /**
  110884. * Gets the list of optimizations to apply
  110885. */
  110886. this.optimizations = new Array();
  110887. }
  110888. /**
  110889. * Add a new optimization
  110890. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110891. * @returns the current SceneOptimizerOptions
  110892. */
  110893. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110894. this.optimizations.push(optimization);
  110895. return this;
  110896. };
  110897. /**
  110898. * Add a new custom optimization
  110899. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110900. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110901. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110902. * @returns the current SceneOptimizerOptions
  110903. */
  110904. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110905. if (priority === void 0) { priority = 0; }
  110906. var optimization = new CustomOptimization(priority);
  110907. optimization.onApply = onApply;
  110908. optimization.onGetDescription = onGetDescription;
  110909. this.optimizations.push(optimization);
  110910. return this;
  110911. };
  110912. /**
  110913. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110914. * @param targetFrameRate defines the target frame rate (60 by default)
  110915. * @returns a SceneOptimizerOptions object
  110916. */
  110917. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110918. var result = new SceneOptimizerOptions(targetFrameRate);
  110919. var priority = 0;
  110920. result.addOptimization(new MergeMeshesOptimization(priority));
  110921. result.addOptimization(new ShadowsOptimization(priority));
  110922. result.addOptimization(new LensFlaresOptimization(priority));
  110923. // Next priority
  110924. priority++;
  110925. result.addOptimization(new PostProcessesOptimization(priority));
  110926. result.addOptimization(new ParticlesOptimization(priority));
  110927. // Next priority
  110928. priority++;
  110929. result.addOptimization(new TextureOptimization(priority, 1024));
  110930. return result;
  110931. };
  110932. /**
  110933. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110934. * @param targetFrameRate defines the target frame rate (60 by default)
  110935. * @returns a SceneOptimizerOptions object
  110936. */
  110937. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110938. var result = new SceneOptimizerOptions(targetFrameRate);
  110939. var priority = 0;
  110940. result.addOptimization(new MergeMeshesOptimization(priority));
  110941. result.addOptimization(new ShadowsOptimization(priority));
  110942. result.addOptimization(new LensFlaresOptimization(priority));
  110943. // Next priority
  110944. priority++;
  110945. result.addOptimization(new PostProcessesOptimization(priority));
  110946. result.addOptimization(new ParticlesOptimization(priority));
  110947. // Next priority
  110948. priority++;
  110949. result.addOptimization(new TextureOptimization(priority, 512));
  110950. // Next priority
  110951. priority++;
  110952. result.addOptimization(new RenderTargetsOptimization(priority));
  110953. // Next priority
  110954. priority++;
  110955. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110956. return result;
  110957. };
  110958. /**
  110959. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110960. * @param targetFrameRate defines the target frame rate (60 by default)
  110961. * @returns a SceneOptimizerOptions object
  110962. */
  110963. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110964. var result = new SceneOptimizerOptions(targetFrameRate);
  110965. var priority = 0;
  110966. result.addOptimization(new MergeMeshesOptimization(priority));
  110967. result.addOptimization(new ShadowsOptimization(priority));
  110968. result.addOptimization(new LensFlaresOptimization(priority));
  110969. // Next priority
  110970. priority++;
  110971. result.addOptimization(new PostProcessesOptimization(priority));
  110972. result.addOptimization(new ParticlesOptimization(priority));
  110973. // Next priority
  110974. priority++;
  110975. result.addOptimization(new TextureOptimization(priority, 256));
  110976. // Next priority
  110977. priority++;
  110978. result.addOptimization(new RenderTargetsOptimization(priority));
  110979. // Next priority
  110980. priority++;
  110981. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110982. return result;
  110983. };
  110984. return SceneOptimizerOptions;
  110985. }());
  110986. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110987. /**
  110988. * Class used to run optimizations in order to reach a target frame rate
  110989. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110990. */
  110991. var SceneOptimizer = /** @class */ (function () {
  110992. /**
  110993. * Creates a new SceneOptimizer
  110994. * @param scene defines the scene to work on
  110995. * @param options defines the options to use with the SceneOptimizer
  110996. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110997. * @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)
  110998. */
  110999. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  111000. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  111001. if (improvementMode === void 0) { improvementMode = false; }
  111002. var _this = this;
  111003. this._isRunning = false;
  111004. this._currentPriorityLevel = 0;
  111005. this._targetFrameRate = 60;
  111006. this._trackerDuration = 2000;
  111007. this._currentFrameRate = 0;
  111008. this._improvementMode = false;
  111009. /**
  111010. * Defines an observable called when the optimizer reaches the target frame rate
  111011. */
  111012. this.onSuccessObservable = new BABYLON.Observable();
  111013. /**
  111014. * Defines an observable called when the optimizer enables an optimization
  111015. */
  111016. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  111017. /**
  111018. * Defines an observable called when the optimizer is not able to reach the target frame rate
  111019. */
  111020. this.onFailureObservable = new BABYLON.Observable();
  111021. if (!options) {
  111022. this._options = new SceneOptimizerOptions();
  111023. }
  111024. else {
  111025. this._options = options;
  111026. }
  111027. if (this._options.targetFrameRate) {
  111028. this._targetFrameRate = this._options.targetFrameRate;
  111029. }
  111030. if (this._options.trackerDuration) {
  111031. this._trackerDuration = this._options.trackerDuration;
  111032. }
  111033. if (autoGeneratePriorities) {
  111034. var priority = 0;
  111035. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  111036. var optim = _a[_i];
  111037. optim.priority = priority++;
  111038. }
  111039. }
  111040. this._improvementMode = improvementMode;
  111041. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111042. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  111043. _this._sceneDisposeObserver = null;
  111044. _this.dispose();
  111045. });
  111046. }
  111047. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  111048. /**
  111049. * Gets a boolean indicating if the optimizer is in improvement mode
  111050. */
  111051. get: function () {
  111052. return this._improvementMode;
  111053. },
  111054. enumerable: true,
  111055. configurable: true
  111056. });
  111057. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  111058. /**
  111059. * Gets the current priority level (0 at start)
  111060. */
  111061. get: function () {
  111062. return this._currentPriorityLevel;
  111063. },
  111064. enumerable: true,
  111065. configurable: true
  111066. });
  111067. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  111068. /**
  111069. * Gets the current frame rate checked by the SceneOptimizer
  111070. */
  111071. get: function () {
  111072. return this._currentFrameRate;
  111073. },
  111074. enumerable: true,
  111075. configurable: true
  111076. });
  111077. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  111078. /**
  111079. * Gets or sets the current target frame rate (60 by default)
  111080. */
  111081. get: function () {
  111082. return this._targetFrameRate;
  111083. },
  111084. /**
  111085. * Gets or sets the current target frame rate (60 by default)
  111086. */
  111087. set: function (value) {
  111088. this._targetFrameRate = value;
  111089. },
  111090. enumerable: true,
  111091. configurable: true
  111092. });
  111093. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  111094. /**
  111095. * Gets or sets the current interval between two checks (every 2000ms by default)
  111096. */
  111097. get: function () {
  111098. return this._trackerDuration;
  111099. },
  111100. /**
  111101. * Gets or sets the current interval between two checks (every 2000ms by default)
  111102. */
  111103. set: function (value) {
  111104. this._trackerDuration = value;
  111105. },
  111106. enumerable: true,
  111107. configurable: true
  111108. });
  111109. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  111110. /**
  111111. * Gets the list of active optimizations
  111112. */
  111113. get: function () {
  111114. return this._options.optimizations;
  111115. },
  111116. enumerable: true,
  111117. configurable: true
  111118. });
  111119. /**
  111120. * Stops the current optimizer
  111121. */
  111122. SceneOptimizer.prototype.stop = function () {
  111123. this._isRunning = false;
  111124. };
  111125. /**
  111126. * Reset the optimizer to initial step (current priority level = 0)
  111127. */
  111128. SceneOptimizer.prototype.reset = function () {
  111129. this._currentPriorityLevel = 0;
  111130. };
  111131. /**
  111132. * Start the optimizer. By default it will try to reach a specific framerate
  111133. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  111134. */
  111135. SceneOptimizer.prototype.start = function () {
  111136. var _this = this;
  111137. if (this._isRunning) {
  111138. return;
  111139. }
  111140. this._isRunning = true;
  111141. // Let's wait for the scene to be ready before running our check
  111142. this._scene.executeWhenReady(function () {
  111143. setTimeout(function () {
  111144. _this._checkCurrentState();
  111145. }, _this._trackerDuration);
  111146. });
  111147. };
  111148. SceneOptimizer.prototype._checkCurrentState = function () {
  111149. var _this = this;
  111150. if (!this._isRunning) {
  111151. return;
  111152. }
  111153. var scene = this._scene;
  111154. var options = this._options;
  111155. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  111156. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  111157. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  111158. this._isRunning = false;
  111159. this.onSuccessObservable.notifyObservers(this);
  111160. return;
  111161. }
  111162. // Apply current level of optimizations
  111163. var allDone = true;
  111164. var noOptimizationApplied = true;
  111165. for (var index = 0; index < options.optimizations.length; index++) {
  111166. var optimization = options.optimizations[index];
  111167. if (optimization.priority === this._currentPriorityLevel) {
  111168. noOptimizationApplied = false;
  111169. allDone = allDone && optimization.apply(scene, this);
  111170. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  111171. }
  111172. }
  111173. // If no optimization was applied, this is a failure :(
  111174. if (noOptimizationApplied) {
  111175. this._isRunning = false;
  111176. this.onFailureObservable.notifyObservers(this);
  111177. return;
  111178. }
  111179. // If all optimizations were done, move to next level
  111180. if (allDone) {
  111181. this._currentPriorityLevel++;
  111182. }
  111183. // Let's the system running for a specific amount of time before checking FPS
  111184. scene.executeWhenReady(function () {
  111185. setTimeout(function () {
  111186. _this._checkCurrentState();
  111187. }, _this._trackerDuration);
  111188. });
  111189. };
  111190. /**
  111191. * Release all resources
  111192. */
  111193. SceneOptimizer.prototype.dispose = function () {
  111194. this.stop();
  111195. this.onSuccessObservable.clear();
  111196. this.onFailureObservable.clear();
  111197. this.onNewOptimizationAppliedObservable.clear();
  111198. if (this._sceneDisposeObserver) {
  111199. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  111200. }
  111201. };
  111202. /**
  111203. * Helper function to create a SceneOptimizer with one single line of code
  111204. * @param scene defines the scene to work on
  111205. * @param options defines the options to use with the SceneOptimizer
  111206. * @param onSuccess defines a callback to call on success
  111207. * @param onFailure defines a callback to call on failure
  111208. * @returns the new SceneOptimizer object
  111209. */
  111210. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  111211. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  111212. if (onSuccess) {
  111213. optimizer.onSuccessObservable.add(function () {
  111214. onSuccess();
  111215. });
  111216. }
  111217. if (onFailure) {
  111218. optimizer.onFailureObservable.add(function () {
  111219. onFailure();
  111220. });
  111221. }
  111222. optimizer.start();
  111223. return optimizer;
  111224. };
  111225. return SceneOptimizer;
  111226. }());
  111227. BABYLON.SceneOptimizer = SceneOptimizer;
  111228. })(BABYLON || (BABYLON = {}));
  111229. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  111230. var BABYLON;
  111231. (function (BABYLON) {
  111232. /**
  111233. * Gets the outline renderer associated with the scene
  111234. * @returns a OutlineRenderer
  111235. */
  111236. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  111237. if (!this._outlineRenderer) {
  111238. this._outlineRenderer = new OutlineRenderer(this);
  111239. }
  111240. return this._outlineRenderer;
  111241. };
  111242. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  111243. get: function () {
  111244. return this._renderOutline;
  111245. },
  111246. set: function (value) {
  111247. if (value) {
  111248. // Lazy Load the component.
  111249. this.getScene().getOutlineRenderer();
  111250. }
  111251. this._renderOutline = value;
  111252. },
  111253. enumerable: true,
  111254. configurable: true
  111255. });
  111256. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  111257. get: function () {
  111258. return this._renderOverlay;
  111259. },
  111260. set: function (value) {
  111261. if (value) {
  111262. // Lazy Load the component.
  111263. this.getScene().getOutlineRenderer();
  111264. }
  111265. this._renderOverlay = value;
  111266. },
  111267. enumerable: true,
  111268. configurable: true
  111269. });
  111270. /**
  111271. * This class is responsible to draw bothe outline/overlay of meshes.
  111272. * It should not be used directly but through the available method on mesh.
  111273. */
  111274. var OutlineRenderer = /** @class */ (function () {
  111275. /**
  111276. * Instantiates a new outline renderer. (There could be only one per scene).
  111277. * @param scene Defines the scene it belongs to
  111278. */
  111279. function OutlineRenderer(scene) {
  111280. /**
  111281. * The name of the component. Each component must have a unique name.
  111282. */
  111283. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  111284. /**
  111285. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  111286. */
  111287. this.zOffset = 1;
  111288. this.scene = scene;
  111289. this._engine = scene.getEngine();
  111290. this.scene._addComponent(this);
  111291. }
  111292. /**
  111293. * Register the component to one instance of a scene.
  111294. */
  111295. OutlineRenderer.prototype.register = function () {
  111296. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  111297. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  111298. };
  111299. /**
  111300. * Rebuilds the elements related to this component in case of
  111301. * context lost for instance.
  111302. */
  111303. OutlineRenderer.prototype.rebuild = function () {
  111304. // Nothing to do here.
  111305. };
  111306. /**
  111307. * Disposes the component and the associated ressources.
  111308. */
  111309. OutlineRenderer.prototype.dispose = function () {
  111310. // Nothing to do here.
  111311. };
  111312. /**
  111313. * Renders the outline in the canvas.
  111314. * @param subMesh Defines the sumesh to render
  111315. * @param batch Defines the batch of meshes in case of instances
  111316. * @param useOverlay Defines if the rendering is for the overlay or the outline
  111317. */
  111318. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  111319. var _this = this;
  111320. if (useOverlay === void 0) { useOverlay = false; }
  111321. var scene = this.scene;
  111322. var engine = scene.getEngine();
  111323. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111324. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  111325. return;
  111326. }
  111327. var mesh = subMesh.getRenderingMesh();
  111328. var material = subMesh.getMaterial();
  111329. if (!material || !scene.activeCamera) {
  111330. return;
  111331. }
  111332. engine.enableEffect(this._effect);
  111333. // Logarithmic depth
  111334. if (material.useLogarithmicDepth) {
  111335. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  111336. }
  111337. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  111338. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  111339. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  111340. // Bones
  111341. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111342. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111343. }
  111344. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  111345. // Alpha test
  111346. if (material && material.needAlphaTesting()) {
  111347. var alphaTexture = material.getAlphaTestTexture();
  111348. if (alphaTexture) {
  111349. this._effect.setTexture("diffuseSampler", alphaTexture);
  111350. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  111351. }
  111352. }
  111353. engine.setZOffset(-this.zOffset);
  111354. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  111355. engine.setZOffset(0);
  111356. };
  111357. /**
  111358. * Returns whether or not the outline renderer is ready for a given submesh.
  111359. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  111360. * @param subMesh Defines the submesh to check readyness for
  111361. * @param useInstances Defines wheter wee are trying to render instances or not
  111362. * @returns true if ready otherwise false
  111363. */
  111364. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  111365. var defines = [];
  111366. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  111367. var mesh = subMesh.getMesh();
  111368. var material = subMesh.getMaterial();
  111369. if (material) {
  111370. // Alpha test
  111371. if (material.needAlphaTesting()) {
  111372. defines.push("#define ALPHATEST");
  111373. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111374. attribs.push(BABYLON.VertexBuffer.UVKind);
  111375. defines.push("#define UV1");
  111376. }
  111377. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  111378. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111379. defines.push("#define UV2");
  111380. }
  111381. }
  111382. //Logarithmic depth
  111383. if (material.useLogarithmicDepth) {
  111384. defines.push("#define LOGARITHMICDEPTH");
  111385. }
  111386. }
  111387. // Bones
  111388. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111389. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111390. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111391. if (mesh.numBoneInfluencers > 4) {
  111392. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111393. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111394. }
  111395. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111396. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  111397. }
  111398. else {
  111399. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111400. }
  111401. // Instances
  111402. if (useInstances) {
  111403. defines.push("#define INSTANCES");
  111404. attribs.push("world0");
  111405. attribs.push("world1");
  111406. attribs.push("world2");
  111407. attribs.push("world3");
  111408. }
  111409. // Get correct effect
  111410. var join = defines.join("\n");
  111411. if (this._cachedDefines !== join) {
  111412. this._cachedDefines = join;
  111413. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  111414. }
  111415. return this._effect.isReady();
  111416. };
  111417. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  111418. // Outline - step 1
  111419. this._savedDepthWrite = this._engine.getDepthWrite();
  111420. if (mesh.renderOutline) {
  111421. this._engine.setDepthWrite(false);
  111422. this.render(subMesh, batch);
  111423. this._engine.setDepthWrite(this._savedDepthWrite);
  111424. }
  111425. };
  111426. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  111427. // Outline - step 2
  111428. if (mesh.renderOutline && this._savedDepthWrite) {
  111429. this._engine.setDepthWrite(true);
  111430. this._engine.setColorWrite(false);
  111431. this.render(subMesh, batch);
  111432. this._engine.setColorWrite(true);
  111433. }
  111434. // Overlay
  111435. if (mesh.renderOverlay) {
  111436. var currentMode = this._engine.getAlphaMode();
  111437. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111438. this.render(subMesh, batch, true);
  111439. this._engine.setAlphaMode(currentMode);
  111440. }
  111441. };
  111442. return OutlineRenderer;
  111443. }());
  111444. BABYLON.OutlineRenderer = OutlineRenderer;
  111445. })(BABYLON || (BABYLON = {}));
  111446. //# sourceMappingURL=babylon.outlineRenderer.js.map
  111447. var BABYLON;
  111448. (function (BABYLON) {
  111449. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  111450. if (this._edgesRenderer) {
  111451. this._edgesRenderer.dispose();
  111452. this._edgesRenderer = null;
  111453. }
  111454. return this;
  111455. };
  111456. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111457. if (epsilon === void 0) { epsilon = 0.95; }
  111458. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111459. this.disableEdgesRendering();
  111460. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111461. return this;
  111462. };
  111463. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  111464. get: function () {
  111465. return this._edgesRenderer;
  111466. },
  111467. enumerable: true,
  111468. configurable: true
  111469. });
  111470. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111471. if (epsilon === void 0) { epsilon = 0.95; }
  111472. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111473. this.disableEdgesRendering();
  111474. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111475. return this;
  111476. };
  111477. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111478. if (epsilon === void 0) { epsilon = 0.95; }
  111479. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111480. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  111481. return this;
  111482. };
  111483. /**
  111484. * FaceAdjacencies Helper class to generate edges
  111485. */
  111486. var FaceAdjacencies = /** @class */ (function () {
  111487. function FaceAdjacencies() {
  111488. this.edges = new Array();
  111489. this.edgesConnectedCount = 0;
  111490. }
  111491. return FaceAdjacencies;
  111492. }());
  111493. /**
  111494. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  111495. */
  111496. var EdgesRenderer = /** @class */ (function () {
  111497. /**
  111498. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  111499. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  111500. * @param source Mesh used to create edges
  111501. * @param epsilon sum of angles in adjacency to check for edge
  111502. * @param checkVerticesInsteadOfIndices
  111503. * @param generateEdgesLines - should generate Lines or only prepare resources.
  111504. */
  111505. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  111506. if (epsilon === void 0) { epsilon = 0.95; }
  111507. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111508. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  111509. var _this = this;
  111510. /**
  111511. * Define the size of the edges with an orthographic camera
  111512. */
  111513. this.edgesWidthScalerForOrthographic = 1000.0;
  111514. /**
  111515. * Define the size of the edges with a perspective camera
  111516. */
  111517. this.edgesWidthScalerForPerspective = 50.0;
  111518. this._linesPositions = new Array();
  111519. this._linesNormals = new Array();
  111520. this._linesIndices = new Array();
  111521. this._buffers = {};
  111522. this._checkVerticesInsteadOfIndices = false;
  111523. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  111524. this.isEnabled = true;
  111525. this._source = source;
  111526. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  111527. this._epsilon = epsilon;
  111528. this._prepareRessources();
  111529. if (generateEdgesLines) {
  111530. this._generateEdgesLines();
  111531. }
  111532. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  111533. _this._rebuild();
  111534. });
  111535. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  111536. _this.dispose();
  111537. });
  111538. }
  111539. EdgesRenderer.prototype._prepareRessources = function () {
  111540. if (this._lineShader) {
  111541. return;
  111542. }
  111543. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  111544. attributes: ["position", "normal"],
  111545. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  111546. });
  111547. this._lineShader.disableDepthWrite = true;
  111548. this._lineShader.backFaceCulling = false;
  111549. };
  111550. /** @hidden */
  111551. EdgesRenderer.prototype._rebuild = function () {
  111552. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111553. if (buffer) {
  111554. buffer._rebuild();
  111555. }
  111556. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111557. if (buffer) {
  111558. buffer._rebuild();
  111559. }
  111560. var scene = this._source.getScene();
  111561. var engine = scene.getEngine();
  111562. this._ib = engine.createIndexBuffer(this._linesIndices);
  111563. };
  111564. /**
  111565. * Releases the required resources for the edges renderer
  111566. */
  111567. EdgesRenderer.prototype.dispose = function () {
  111568. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  111569. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  111570. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111571. if (buffer) {
  111572. buffer.dispose();
  111573. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  111574. }
  111575. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111576. if (buffer) {
  111577. buffer.dispose();
  111578. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  111579. }
  111580. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  111581. this._lineShader.dispose();
  111582. };
  111583. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  111584. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111585. return 0;
  111586. }
  111587. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111588. return 1;
  111589. }
  111590. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111591. return 2;
  111592. }
  111593. return -1;
  111594. };
  111595. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111596. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111597. return 0;
  111598. }
  111599. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111600. return 1;
  111601. }
  111602. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111603. return 2;
  111604. }
  111605. return -1;
  111606. };
  111607. /**
  111608. * Checks if the pair of p0 and p1 is en edge
  111609. * @param faceIndex
  111610. * @param edge
  111611. * @param faceNormals
  111612. * @param p0
  111613. * @param p1
  111614. * @private
  111615. */
  111616. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111617. var needToCreateLine;
  111618. if (edge === undefined) {
  111619. needToCreateLine = true;
  111620. }
  111621. else {
  111622. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111623. needToCreateLine = dotProduct < this._epsilon;
  111624. }
  111625. if (needToCreateLine) {
  111626. this.createLine(p0, p1, this._linesPositions.length / 3);
  111627. }
  111628. };
  111629. /**
  111630. * push line into the position, normal and index buffer
  111631. * @protected
  111632. */
  111633. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111634. // Positions
  111635. this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);
  111636. // Normals
  111637. this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);
  111638. // Indices
  111639. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111640. };
  111641. /**
  111642. * Generates lines edges from adjacencjes
  111643. * @private
  111644. */
  111645. EdgesRenderer.prototype._generateEdgesLines = function () {
  111646. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111647. var indices = this._source.getIndices();
  111648. if (!indices || !positions) {
  111649. return;
  111650. }
  111651. // First let's find adjacencies
  111652. var adjacencies = new Array();
  111653. var faceNormals = new Array();
  111654. var index;
  111655. var faceAdjacencies;
  111656. // Prepare faces
  111657. for (index = 0; index < indices.length; index += 3) {
  111658. faceAdjacencies = new FaceAdjacencies();
  111659. var p0Index = indices[index];
  111660. var p1Index = indices[index + 1];
  111661. var p2Index = indices[index + 2];
  111662. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111663. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111664. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111665. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111666. faceNormal.normalize();
  111667. faceNormals.push(faceNormal);
  111668. adjacencies.push(faceAdjacencies);
  111669. }
  111670. // Scan
  111671. for (index = 0; index < adjacencies.length; index++) {
  111672. faceAdjacencies = adjacencies[index];
  111673. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111674. var otherFaceAdjacencies = adjacencies[otherIndex];
  111675. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111676. break;
  111677. }
  111678. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111679. continue;
  111680. }
  111681. var otherP0 = indices[otherIndex * 3];
  111682. var otherP1 = indices[otherIndex * 3 + 1];
  111683. var otherP2 = indices[otherIndex * 3 + 2];
  111684. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111685. var otherEdgeIndex = 0;
  111686. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111687. continue;
  111688. }
  111689. switch (edgeIndex) {
  111690. case 0:
  111691. if (this._checkVerticesInsteadOfIndices) {
  111692. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111693. }
  111694. else {
  111695. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111696. }
  111697. break;
  111698. case 1:
  111699. if (this._checkVerticesInsteadOfIndices) {
  111700. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111701. }
  111702. else {
  111703. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111704. }
  111705. break;
  111706. case 2:
  111707. if (this._checkVerticesInsteadOfIndices) {
  111708. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111709. }
  111710. else {
  111711. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111712. }
  111713. break;
  111714. }
  111715. if (otherEdgeIndex === -1) {
  111716. continue;
  111717. }
  111718. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111719. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111720. faceAdjacencies.edgesConnectedCount++;
  111721. otherFaceAdjacencies.edgesConnectedCount++;
  111722. if (faceAdjacencies.edgesConnectedCount === 3) {
  111723. break;
  111724. }
  111725. }
  111726. }
  111727. }
  111728. // Create lines
  111729. for (index = 0; index < adjacencies.length; index++) {
  111730. // 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
  111731. var current = adjacencies[index];
  111732. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111733. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111734. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111735. }
  111736. // Merge into a single mesh
  111737. var engine = this._source.getScene().getEngine();
  111738. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111739. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111740. this._ib = engine.createIndexBuffer(this._linesIndices);
  111741. this._indicesCount = this._linesIndices.length;
  111742. };
  111743. /**
  111744. * Checks wether or not the edges renderer is ready to render.
  111745. * @return true if ready, otherwise false.
  111746. */
  111747. EdgesRenderer.prototype.isReady = function () {
  111748. return this._lineShader.isReady();
  111749. };
  111750. /**
  111751. * Renders the edges of the attached mesh,
  111752. */
  111753. EdgesRenderer.prototype.render = function () {
  111754. var scene = this._source.getScene();
  111755. if (!this.isReady() || !scene.activeCamera) {
  111756. return;
  111757. }
  111758. var engine = scene.getEngine();
  111759. this._lineShader._preBind();
  111760. if (this._source.edgesColor.a !== 1) {
  111761. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111762. }
  111763. else {
  111764. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111765. }
  111766. // VBOs
  111767. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111768. scene.resetCachedMaterial();
  111769. this._lineShader.setColor4("color", this._source.edgesColor);
  111770. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111771. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111772. }
  111773. else {
  111774. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111775. }
  111776. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111777. this._lineShader.bind(this._source.getWorldMatrix());
  111778. // Draw order
  111779. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111780. this._lineShader.unbind();
  111781. };
  111782. return EdgesRenderer;
  111783. }());
  111784. BABYLON.EdgesRenderer = EdgesRenderer;
  111785. })(BABYLON || (BABYLON = {}));
  111786. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111787. var BABYLON;
  111788. (function (BABYLON) {
  111789. /**
  111790. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111791. */
  111792. var LineEdgesRenderer = /** @class */ (function (_super) {
  111793. __extends(LineEdgesRenderer, _super);
  111794. /**
  111795. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111796. * @param source LineMesh used to generate edges
  111797. * @param epsilon not important (specified angle for edge detection)
  111798. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111799. */
  111800. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111801. if (epsilon === void 0) { epsilon = 0.95; }
  111802. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111803. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111804. _this._generateEdgesLines();
  111805. return _this;
  111806. }
  111807. /**
  111808. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111809. */
  111810. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111811. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111812. var indices = this._source.getIndices();
  111813. if (!indices || !positions) {
  111814. return;
  111815. }
  111816. var p0 = BABYLON.Tmp.Vector3[0];
  111817. var p1 = BABYLON.Tmp.Vector3[1];
  111818. var len = indices.length - 1;
  111819. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111820. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111821. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111822. this.createLine(p0, p1, offset);
  111823. }
  111824. // Merge into a single mesh
  111825. var engine = this._source.getScene().getEngine();
  111826. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111827. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111828. this._ib = engine.createIndexBuffer(this._linesIndices);
  111829. this._indicesCount = this._linesIndices.length;
  111830. };
  111831. return LineEdgesRenderer;
  111832. }(BABYLON.EdgesRenderer));
  111833. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111834. })(BABYLON || (BABYLON = {}));
  111835. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111836. var BABYLON;
  111837. (function (BABYLON) {
  111838. // Adds the parser to the scene parsers.
  111839. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111840. if (parsedData.effectLayers) {
  111841. if (!container.effectLayers) {
  111842. container.effectLayers = new Array();
  111843. }
  111844. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111845. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111846. container.effectLayers.push(effectLayer);
  111847. }
  111848. }
  111849. });
  111850. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111851. var index = this.effectLayers.indexOf(toRemove);
  111852. if (index !== -1) {
  111853. this.effectLayers.splice(index, 1);
  111854. }
  111855. return index;
  111856. };
  111857. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111858. this.effectLayers.push(newEffectLayer);
  111859. };
  111860. /**
  111861. * Defines the layer scene component responsible to manage any effect layers
  111862. * in a given scene.
  111863. */
  111864. var EffectLayerSceneComponent = /** @class */ (function () {
  111865. /**
  111866. * Creates a new instance of the component for the given scene
  111867. * @param scene Defines the scene to register the component in
  111868. */
  111869. function EffectLayerSceneComponent(scene) {
  111870. /**
  111871. * The component name helpfull to identify the component in the list of scene components.
  111872. */
  111873. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111874. this._renderEffects = false;
  111875. this._needStencil = false;
  111876. this._previousStencilState = false;
  111877. this.scene = scene;
  111878. this._engine = scene.getEngine();
  111879. scene.effectLayers = new Array();
  111880. }
  111881. /**
  111882. * Registers the component in a given scene
  111883. */
  111884. EffectLayerSceneComponent.prototype.register = function () {
  111885. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111886. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111887. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111888. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111889. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111890. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111891. };
  111892. /**
  111893. * Rebuilds the elements related to this component in case of
  111894. * context lost for instance.
  111895. */
  111896. EffectLayerSceneComponent.prototype.rebuild = function () {
  111897. var layers = this.scene.effectLayers;
  111898. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111899. var effectLayer = layers_1[_i];
  111900. effectLayer._rebuild();
  111901. }
  111902. };
  111903. /**
  111904. * Serializes the component data to the specified json object
  111905. * @param serializationObject The object to serialize to
  111906. */
  111907. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111908. // Effect layers
  111909. serializationObject.effectLayers = [];
  111910. var layers = this.scene.effectLayers;
  111911. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111912. var effectLayer = layers_2[_i];
  111913. if (effectLayer.serialize) {
  111914. serializationObject.effectLayers.push(effectLayer.serialize());
  111915. }
  111916. }
  111917. };
  111918. /**
  111919. * Adds all the element from the container to the scene
  111920. * @param container the container holding the elements
  111921. */
  111922. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111923. var _this = this;
  111924. if (!container.effectLayers) {
  111925. return;
  111926. }
  111927. container.effectLayers.forEach(function (o) {
  111928. _this.scene.addEffectLayer(o);
  111929. });
  111930. };
  111931. /**
  111932. * Removes all the elements in the container from the scene
  111933. * @param container contains the elements to remove
  111934. */
  111935. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111936. var _this = this;
  111937. if (!container.effectLayers) {
  111938. return;
  111939. }
  111940. container.effectLayers.forEach(function (o) {
  111941. _this.scene.removeEffectLayer(o);
  111942. });
  111943. };
  111944. /**
  111945. * Disposes the component and the associated ressources.
  111946. */
  111947. EffectLayerSceneComponent.prototype.dispose = function () {
  111948. var layers = this.scene.effectLayers;
  111949. while (layers.length) {
  111950. layers[0].dispose();
  111951. }
  111952. };
  111953. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111954. var layers = this.scene.effectLayers;
  111955. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111956. var layer = layers_3[_i];
  111957. if (!layer.hasMesh(mesh)) {
  111958. continue;
  111959. }
  111960. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111961. var subMesh = _b[_a];
  111962. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111963. return false;
  111964. }
  111965. }
  111966. }
  111967. return true;
  111968. };
  111969. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111970. this._renderEffects = false;
  111971. this._needStencil = false;
  111972. var layers = this.scene.effectLayers;
  111973. if (layers && layers.length > 0) {
  111974. this._previousStencilState = this._engine.getStencilBuffer();
  111975. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111976. var effectLayer = layers_4[_i];
  111977. if (effectLayer.shouldRender() &&
  111978. (!effectLayer.camera ||
  111979. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111980. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111981. this._renderEffects = true;
  111982. this._needStencil = this._needStencil || effectLayer.needStencil();
  111983. var renderTarget = effectLayer._mainTexture;
  111984. if (renderTarget._shouldRender()) {
  111985. this.scene.incrementRenderId();
  111986. renderTarget.render(false, false);
  111987. }
  111988. }
  111989. }
  111990. this.scene.incrementRenderId();
  111991. }
  111992. };
  111993. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111994. // Activate effect Layer stencil
  111995. if (this._needStencil) {
  111996. this._engine.setStencilBuffer(true);
  111997. }
  111998. };
  111999. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  112000. // Restore effect Layer stencil
  112001. if (this._needStencil) {
  112002. this._engine.setStencilBuffer(this._previousStencilState);
  112003. }
  112004. };
  112005. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  112006. if (this._renderEffects) {
  112007. this._engine.setDepthBuffer(false);
  112008. var layers = this.scene.effectLayers;
  112009. for (var i = 0; i < layers.length; i++) {
  112010. var effectLayer = layers[i];
  112011. if (effectLayer.renderingGroupId === renderingGroupId) {
  112012. if (effectLayer.shouldRender()) {
  112013. effectLayer.render();
  112014. }
  112015. }
  112016. }
  112017. this._engine.setDepthBuffer(true);
  112018. }
  112019. };
  112020. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  112021. if (this._renderEffects) {
  112022. this._draw(-1);
  112023. }
  112024. };
  112025. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  112026. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  112027. this._draw(index);
  112028. }
  112029. };
  112030. return EffectLayerSceneComponent;
  112031. }());
  112032. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  112033. })(BABYLON || (BABYLON = {}));
  112034. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  112035. var __assign = (this && this.__assign) || function () {
  112036. __assign = Object.assign || function(t) {
  112037. for (var s, i = 1, n = arguments.length; i < n; i++) {
  112038. s = arguments[i];
  112039. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  112040. t[p] = s[p];
  112041. }
  112042. return t;
  112043. };
  112044. return __assign.apply(this, arguments);
  112045. };
  112046. var BABYLON;
  112047. (function (BABYLON) {
  112048. /**
  112049. * The effect layer Helps adding post process effect blended with the main pass.
  112050. *
  112051. * This can be for instance use to generate glow or higlight effects on the scene.
  112052. *
  112053. * The effect layer class can not be used directly and is intented to inherited from to be
  112054. * customized per effects.
  112055. */
  112056. var EffectLayer = /** @class */ (function () {
  112057. /**
  112058. * Instantiates a new effect Layer and references it in the scene.
  112059. * @param name The name of the layer
  112060. * @param scene The scene to use the layer in
  112061. */
  112062. function EffectLayer(
  112063. /** The Friendly of the effect in the scene */
  112064. name, scene) {
  112065. this._vertexBuffers = {};
  112066. this._maxSize = 0;
  112067. this._mainTextureDesiredSize = { width: 0, height: 0 };
  112068. this._shouldRender = true;
  112069. this._postProcesses = [];
  112070. this._textures = [];
  112071. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  112072. /**
  112073. * The clear color of the texture used to generate the glow map.
  112074. */
  112075. this.neutralColor = new BABYLON.Color4();
  112076. /**
  112077. * Specifies wether the highlight layer is enabled or not.
  112078. */
  112079. this.isEnabled = true;
  112080. /**
  112081. * An event triggered when the effect layer has been disposed.
  112082. */
  112083. this.onDisposeObservable = new BABYLON.Observable();
  112084. /**
  112085. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112086. */
  112087. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  112088. /**
  112089. * An event triggered when the generated texture is being merged in the scene.
  112090. */
  112091. this.onBeforeComposeObservable = new BABYLON.Observable();
  112092. /**
  112093. * An event triggered when the generated texture has been merged in the scene.
  112094. */
  112095. this.onAfterComposeObservable = new BABYLON.Observable();
  112096. /**
  112097. * An event triggered when the efffect layer changes its size.
  112098. */
  112099. this.onSizeChangedObservable = new BABYLON.Observable();
  112100. this.name = name;
  112101. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  112102. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  112103. if (!component) {
  112104. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  112105. this._scene._addComponent(component);
  112106. }
  112107. this._engine = this._scene.getEngine();
  112108. this._maxSize = this._engine.getCaps().maxTextureSize;
  112109. this._scene.effectLayers.push(this);
  112110. // Generate Buffers
  112111. this._generateIndexBuffer();
  112112. this._genrateVertexBuffer();
  112113. }
  112114. Object.defineProperty(EffectLayer.prototype, "camera", {
  112115. /**
  112116. * Gets the camera attached to the layer.
  112117. */
  112118. get: function () {
  112119. return this._effectLayerOptions.camera;
  112120. },
  112121. enumerable: true,
  112122. configurable: true
  112123. });
  112124. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  112125. /**
  112126. * Gets the rendering group id the layer should render in.
  112127. */
  112128. get: function () {
  112129. return this._effectLayerOptions.renderingGroupId;
  112130. },
  112131. enumerable: true,
  112132. configurable: true
  112133. });
  112134. /**
  112135. * Initializes the effect layer with the required options.
  112136. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112137. */
  112138. EffectLayer.prototype._init = function (options) {
  112139. // Adapt options
  112140. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  112141. this._setMainTextureSize();
  112142. this._createMainTexture();
  112143. this._createTextureAndPostProcesses();
  112144. this._mergeEffect = this._createMergeEffect();
  112145. };
  112146. /**
  112147. * Generates the index buffer of the full screen quad blending to the main canvas.
  112148. */
  112149. EffectLayer.prototype._generateIndexBuffer = function () {
  112150. // Indices
  112151. var indices = [];
  112152. indices.push(0);
  112153. indices.push(1);
  112154. indices.push(2);
  112155. indices.push(0);
  112156. indices.push(2);
  112157. indices.push(3);
  112158. this._indexBuffer = this._engine.createIndexBuffer(indices);
  112159. };
  112160. /**
  112161. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112162. */
  112163. EffectLayer.prototype._genrateVertexBuffer = function () {
  112164. // VBO
  112165. var vertices = [];
  112166. vertices.push(1, 1);
  112167. vertices.push(-1, 1);
  112168. vertices.push(-1, -1);
  112169. vertices.push(1, -1);
  112170. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  112171. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  112172. };
  112173. /**
  112174. * Sets the main texture desired size which is the closest power of two
  112175. * of the engine canvas size.
  112176. */
  112177. EffectLayer.prototype._setMainTextureSize = function () {
  112178. if (this._effectLayerOptions.mainTextureFixedSize) {
  112179. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  112180. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  112181. }
  112182. else {
  112183. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  112184. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  112185. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  112186. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  112187. }
  112188. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  112189. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  112190. };
  112191. /**
  112192. * Creates the main texture for the effect layer.
  112193. */
  112194. EffectLayer.prototype._createMainTexture = function () {
  112195. var _this = this;
  112196. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  112197. width: this._mainTextureDesiredSize.width,
  112198. height: this._mainTextureDesiredSize.height
  112199. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  112200. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  112201. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112202. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112203. this._mainTexture.anisotropicFilteringLevel = 1;
  112204. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112205. this._mainTexture.renderParticles = false;
  112206. this._mainTexture.renderList = null;
  112207. this._mainTexture.ignoreCameraViewport = true;
  112208. // Custom render function
  112209. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  112210. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  112211. var index;
  112212. var engine = _this._scene.getEngine();
  112213. if (depthOnlySubMeshes.length) {
  112214. engine.setColorWrite(false);
  112215. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  112216. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  112217. }
  112218. engine.setColorWrite(true);
  112219. }
  112220. for (index = 0; index < opaqueSubMeshes.length; index++) {
  112221. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  112222. }
  112223. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  112224. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  112225. }
  112226. for (index = 0; index < transparentSubMeshes.length; index++) {
  112227. _this._renderSubMesh(transparentSubMeshes.data[index]);
  112228. }
  112229. };
  112230. this._mainTexture.onClearObservable.add(function (engine) {
  112231. engine.clear(_this.neutralColor, true, true, true);
  112232. });
  112233. };
  112234. /**
  112235. * Checks for the readiness of the element composing the layer.
  112236. * @param subMesh the mesh to check for
  112237. * @param useInstances specify wether or not to use instances to render the mesh
  112238. * @param emissiveTexture the associated emissive texture used to generate the glow
  112239. * @return true if ready otherwise, false
  112240. */
  112241. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  112242. var material = subMesh.getMaterial();
  112243. if (!material) {
  112244. return false;
  112245. }
  112246. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  112247. return false;
  112248. }
  112249. var defines = [];
  112250. var attribs = [BABYLON.VertexBuffer.PositionKind];
  112251. var mesh = subMesh.getMesh();
  112252. var uv1 = false;
  112253. var uv2 = false;
  112254. // Alpha test
  112255. if (material && material.needAlphaTesting()) {
  112256. var alphaTexture = material.getAlphaTestTexture();
  112257. if (alphaTexture) {
  112258. defines.push("#define ALPHATEST");
  112259. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112260. alphaTexture.coordinatesIndex === 1) {
  112261. defines.push("#define DIFFUSEUV2");
  112262. uv2 = true;
  112263. }
  112264. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112265. defines.push("#define DIFFUSEUV1");
  112266. uv1 = true;
  112267. }
  112268. }
  112269. }
  112270. // Emissive
  112271. if (emissiveTexture) {
  112272. defines.push("#define EMISSIVE");
  112273. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112274. emissiveTexture.coordinatesIndex === 1) {
  112275. defines.push("#define EMISSIVEUV2");
  112276. uv2 = true;
  112277. }
  112278. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112279. defines.push("#define EMISSIVEUV1");
  112280. uv1 = true;
  112281. }
  112282. }
  112283. if (uv1) {
  112284. attribs.push(BABYLON.VertexBuffer.UVKind);
  112285. defines.push("#define UV1");
  112286. }
  112287. if (uv2) {
  112288. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112289. defines.push("#define UV2");
  112290. }
  112291. // Bones
  112292. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112293. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112294. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112295. if (mesh.numBoneInfluencers > 4) {
  112296. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112297. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112298. }
  112299. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112300. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  112301. }
  112302. else {
  112303. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112304. }
  112305. // Morph targets
  112306. var manager = mesh.morphTargetManager;
  112307. var morphInfluencers = 0;
  112308. if (manager) {
  112309. if (manager.numInfluencers > 0) {
  112310. defines.push("#define MORPHTARGETS");
  112311. morphInfluencers = manager.numInfluencers;
  112312. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  112313. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  112314. }
  112315. }
  112316. // Instances
  112317. if (useInstances) {
  112318. defines.push("#define INSTANCES");
  112319. attribs.push("world0");
  112320. attribs.push("world1");
  112321. attribs.push("world2");
  112322. attribs.push("world3");
  112323. }
  112324. // Get correct effect
  112325. var join = defines.join("\n");
  112326. if (this._cachedDefines !== join) {
  112327. this._cachedDefines = join;
  112328. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  112329. }
  112330. return this._effectLayerMapGenerationEffect.isReady();
  112331. };
  112332. /**
  112333. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112334. */
  112335. EffectLayer.prototype.render = function () {
  112336. var currentEffect = this._mergeEffect;
  112337. // Check
  112338. if (!currentEffect.isReady()) {
  112339. return;
  112340. }
  112341. for (var i = 0; i < this._postProcesses.length; i++) {
  112342. if (!this._postProcesses[i].isReady()) {
  112343. return;
  112344. }
  112345. }
  112346. var engine = this._scene.getEngine();
  112347. this.onBeforeComposeObservable.notifyObservers(this);
  112348. // Render
  112349. engine.enableEffect(currentEffect);
  112350. engine.setState(false);
  112351. // VBOs
  112352. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  112353. // Cache
  112354. var previousAlphaMode = engine.getAlphaMode();
  112355. // Go Blend.
  112356. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  112357. // Blends the map on the main canvas.
  112358. this._internalRender(currentEffect);
  112359. // Restore Alpha
  112360. engine.setAlphaMode(previousAlphaMode);
  112361. this.onAfterComposeObservable.notifyObservers(this);
  112362. // Handle size changes.
  112363. var size = this._mainTexture.getSize();
  112364. this._setMainTextureSize();
  112365. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  112366. // Recreate RTT and post processes on size change.
  112367. this.onSizeChangedObservable.notifyObservers(this);
  112368. this._disposeTextureAndPostProcesses();
  112369. this._createMainTexture();
  112370. this._createTextureAndPostProcesses();
  112371. }
  112372. };
  112373. /**
  112374. * Determine if a given mesh will be used in the current effect.
  112375. * @param mesh mesh to test
  112376. * @returns true if the mesh will be used
  112377. */
  112378. EffectLayer.prototype.hasMesh = function (mesh) {
  112379. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  112380. return true;
  112381. }
  112382. return false;
  112383. };
  112384. /**
  112385. * Returns true if the layer contains information to display, otherwise false.
  112386. * @returns true if the glow layer should be rendered
  112387. */
  112388. EffectLayer.prototype.shouldRender = function () {
  112389. return this.isEnabled && this._shouldRender;
  112390. };
  112391. /**
  112392. * Returns true if the mesh should render, otherwise false.
  112393. * @param mesh The mesh to render
  112394. * @returns true if it should render otherwise false
  112395. */
  112396. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  112397. return true;
  112398. };
  112399. /**
  112400. * Returns true if the mesh should render, otherwise false.
  112401. * @param mesh The mesh to render
  112402. * @returns true if it should render otherwise false
  112403. */
  112404. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  112405. return true;
  112406. };
  112407. /**
  112408. * Renders the submesh passed in parameter to the generation map.
  112409. */
  112410. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  112411. var _this = this;
  112412. if (!this.shouldRender()) {
  112413. return;
  112414. }
  112415. var material = subMesh.getMaterial();
  112416. var mesh = subMesh.getRenderingMesh();
  112417. var scene = this._scene;
  112418. var engine = scene.getEngine();
  112419. if (!material) {
  112420. return;
  112421. }
  112422. // Do not block in blend mode.
  112423. if (material.needAlphaBlendingForMesh(mesh)) {
  112424. return;
  112425. }
  112426. // Culling
  112427. engine.setState(material.backFaceCulling);
  112428. // Managing instances
  112429. var batch = mesh._getInstancesRenderList(subMesh._id);
  112430. if (batch.mustReturn) {
  112431. return;
  112432. }
  112433. // Early Exit per mesh
  112434. if (!this._shouldRenderMesh(mesh)) {
  112435. return;
  112436. }
  112437. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112438. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  112439. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  112440. engine.enableEffect(this._effectLayerMapGenerationEffect);
  112441. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  112442. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  112443. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  112444. // Alpha test
  112445. if (material && material.needAlphaTesting()) {
  112446. var alphaTexture = material.getAlphaTestTexture();
  112447. if (alphaTexture) {
  112448. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  112449. var textureMatrix = alphaTexture.getTextureMatrix();
  112450. if (textureMatrix) {
  112451. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  112452. }
  112453. }
  112454. }
  112455. // Glow emissive only
  112456. if (this._emissiveTextureAndColor.texture) {
  112457. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  112458. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  112459. }
  112460. // Bones
  112461. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112462. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112463. }
  112464. // Morph targets
  112465. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  112466. // Draw
  112467. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  112468. }
  112469. else {
  112470. // Need to reset refresh rate of the main map
  112471. this._mainTexture.resetRefreshCounter();
  112472. }
  112473. };
  112474. /**
  112475. * Rebuild the required buffers.
  112476. * @hidden Internal use only.
  112477. */
  112478. EffectLayer.prototype._rebuild = function () {
  112479. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112480. if (vb) {
  112481. vb._rebuild();
  112482. }
  112483. this._generateIndexBuffer();
  112484. };
  112485. /**
  112486. * Dispose only the render target textures and post process.
  112487. */
  112488. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  112489. this._mainTexture.dispose();
  112490. for (var i = 0; i < this._postProcesses.length; i++) {
  112491. if (this._postProcesses[i]) {
  112492. this._postProcesses[i].dispose();
  112493. }
  112494. }
  112495. this._postProcesses = [];
  112496. for (var i = 0; i < this._textures.length; i++) {
  112497. if (this._textures[i]) {
  112498. this._textures[i].dispose();
  112499. }
  112500. }
  112501. this._textures = [];
  112502. };
  112503. /**
  112504. * Dispose the highlight layer and free resources.
  112505. */
  112506. EffectLayer.prototype.dispose = function () {
  112507. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112508. if (vertexBuffer) {
  112509. vertexBuffer.dispose();
  112510. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  112511. }
  112512. if (this._indexBuffer) {
  112513. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  112514. this._indexBuffer = null;
  112515. }
  112516. // Clean textures and post processes
  112517. this._disposeTextureAndPostProcesses();
  112518. // Remove from scene
  112519. var index = this._scene.effectLayers.indexOf(this, 0);
  112520. if (index > -1) {
  112521. this._scene.effectLayers.splice(index, 1);
  112522. }
  112523. // Callback
  112524. this.onDisposeObservable.notifyObservers(this);
  112525. this.onDisposeObservable.clear();
  112526. this.onBeforeRenderMainTextureObservable.clear();
  112527. this.onBeforeComposeObservable.clear();
  112528. this.onAfterComposeObservable.clear();
  112529. this.onSizeChangedObservable.clear();
  112530. };
  112531. /**
  112532. * Gets the class name of the effect layer
  112533. * @returns the string with the class name of the effect layer
  112534. */
  112535. EffectLayer.prototype.getClassName = function () {
  112536. return "EffectLayer";
  112537. };
  112538. /**
  112539. * Creates an effect layer from parsed effect layer data
  112540. * @param parsedEffectLayer defines effect layer data
  112541. * @param scene defines the current scene
  112542. * @param rootUrl defines the root URL containing the effect layer information
  112543. * @returns a parsed effect Layer
  112544. */
  112545. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  112546. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  112547. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  112548. };
  112549. __decorate([
  112550. BABYLON.serialize()
  112551. ], EffectLayer.prototype, "name", void 0);
  112552. __decorate([
  112553. BABYLON.serializeAsColor4()
  112554. ], EffectLayer.prototype, "neutralColor", void 0);
  112555. __decorate([
  112556. BABYLON.serialize()
  112557. ], EffectLayer.prototype, "isEnabled", void 0);
  112558. __decorate([
  112559. BABYLON.serializeAsCameraReference()
  112560. ], EffectLayer.prototype, "camera", null);
  112561. __decorate([
  112562. BABYLON.serialize()
  112563. ], EffectLayer.prototype, "renderingGroupId", null);
  112564. return EffectLayer;
  112565. }());
  112566. BABYLON.EffectLayer = EffectLayer;
  112567. })(BABYLON || (BABYLON = {}));
  112568. //# sourceMappingURL=babylon.effectLayer.js.map
  112569. var BABYLON;
  112570. (function (BABYLON) {
  112571. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  112572. for (var index = 0; index < this.effectLayers.length; index++) {
  112573. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  112574. return this.effectLayers[index];
  112575. }
  112576. }
  112577. return null;
  112578. };
  112579. /**
  112580. * Special Glow Blur post process only blurring the alpha channel
  112581. * It enforces keeping the most luminous color in the color channel.
  112582. */
  112583. var GlowBlurPostProcess = /** @class */ (function (_super) {
  112584. __extends(GlowBlurPostProcess, _super);
  112585. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112586. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112587. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112588. _this.direction = direction;
  112589. _this.kernel = kernel;
  112590. _this.onApplyObservable.add(function (effect) {
  112591. effect.setFloat2("screenSize", _this.width, _this.height);
  112592. effect.setVector2("direction", _this.direction);
  112593. effect.setFloat("blurWidth", _this.kernel);
  112594. });
  112595. return _this;
  112596. }
  112597. return GlowBlurPostProcess;
  112598. }(BABYLON.PostProcess));
  112599. /**
  112600. * The highlight layer Helps adding a glow effect around a mesh.
  112601. *
  112602. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112603. * glowy meshes to your scene.
  112604. *
  112605. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112606. */
  112607. var HighlightLayer = /** @class */ (function (_super) {
  112608. __extends(HighlightLayer, _super);
  112609. /**
  112610. * Instantiates a new highlight Layer and references it to the scene..
  112611. * @param name The name of the layer
  112612. * @param scene The scene to use the layer in
  112613. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112614. */
  112615. function HighlightLayer(name, scene, options) {
  112616. var _this = _super.call(this, name, scene) || this;
  112617. _this.name = name;
  112618. /**
  112619. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112620. */
  112621. _this.innerGlow = true;
  112622. /**
  112623. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112624. */
  112625. _this.outerGlow = true;
  112626. /**
  112627. * An event triggered when the highlight layer is being blurred.
  112628. */
  112629. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112630. /**
  112631. * An event triggered when the highlight layer has been blurred.
  112632. */
  112633. _this.onAfterBlurObservable = new BABYLON.Observable();
  112634. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112635. _this._meshes = {};
  112636. _this._excludedMeshes = {};
  112637. _this.neutralColor = HighlightLayer.NeutralColor;
  112638. // Warn on stencil
  112639. if (!_this._engine.isStencilEnable) {
  112640. 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 }");
  112641. }
  112642. // Adapt options
  112643. _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);
  112644. // Initialize the layer
  112645. _this._init({
  112646. alphaBlendingMode: _this._options.alphaBlendingMode,
  112647. camera: _this._options.camera,
  112648. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112649. mainTextureRatio: _this._options.mainTextureRatio,
  112650. renderingGroupId: _this._options.renderingGroupId
  112651. });
  112652. // Do not render as long as no meshes have been added
  112653. _this._shouldRender = false;
  112654. return _this;
  112655. }
  112656. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112657. /**
  112658. * Gets the horizontal size of the blur.
  112659. */
  112660. get: function () {
  112661. return this._horizontalBlurPostprocess.kernel;
  112662. },
  112663. /**
  112664. * Specifies the horizontal size of the blur.
  112665. */
  112666. set: function (value) {
  112667. this._horizontalBlurPostprocess.kernel = value;
  112668. },
  112669. enumerable: true,
  112670. configurable: true
  112671. });
  112672. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112673. /**
  112674. * Gets the vertical size of the blur.
  112675. */
  112676. get: function () {
  112677. return this._verticalBlurPostprocess.kernel;
  112678. },
  112679. /**
  112680. * Specifies the vertical size of the blur.
  112681. */
  112682. set: function (value) {
  112683. this._verticalBlurPostprocess.kernel = value;
  112684. },
  112685. enumerable: true,
  112686. configurable: true
  112687. });
  112688. /**
  112689. * Get the effect name of the layer.
  112690. * @return The effect name
  112691. */
  112692. HighlightLayer.prototype.getEffectName = function () {
  112693. return HighlightLayer.EffectName;
  112694. };
  112695. /**
  112696. * Create the merge effect. This is the shader use to blit the information back
  112697. * to the main canvas at the end of the scene rendering.
  112698. */
  112699. HighlightLayer.prototype._createMergeEffect = function () {
  112700. // Effect
  112701. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112702. };
  112703. /**
  112704. * Creates the render target textures and post processes used in the highlight layer.
  112705. */
  112706. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112707. var _this = this;
  112708. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112709. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112710. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112711. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112712. var textureType = 0;
  112713. if (this._engine.getCaps().textureHalfFloatRender) {
  112714. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112715. }
  112716. else {
  112717. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112718. }
  112719. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112720. width: blurTextureWidth,
  112721. height: blurTextureHeight
  112722. }, this._scene, false, true, textureType);
  112723. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112724. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112725. this._blurTexture.anisotropicFilteringLevel = 16;
  112726. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112727. this._blurTexture.renderParticles = false;
  112728. this._blurTexture.ignoreCameraViewport = true;
  112729. this._textures = [this._blurTexture];
  112730. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112731. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112732. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112733. effect.setTexture("textureSampler", _this._mainTexture);
  112734. });
  112735. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112736. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112737. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112738. });
  112739. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112740. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112741. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112742. });
  112743. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112744. }
  112745. else {
  112746. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112747. width: blurTextureWidth,
  112748. height: blurTextureHeight
  112749. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112750. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112751. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112752. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112753. effect.setTexture("textureSampler", _this._mainTexture);
  112754. });
  112755. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112756. width: blurTextureWidth,
  112757. height: blurTextureHeight
  112758. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112759. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112760. }
  112761. this._mainTexture.onAfterUnbindObservable.add(function () {
  112762. _this.onBeforeBlurObservable.notifyObservers(_this);
  112763. var internalTexture = _this._blurTexture.getInternalTexture();
  112764. if (internalTexture) {
  112765. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112766. }
  112767. _this.onAfterBlurObservable.notifyObservers(_this);
  112768. });
  112769. // Prevent autoClear.
  112770. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112771. };
  112772. /**
  112773. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112774. */
  112775. HighlightLayer.prototype.needStencil = function () {
  112776. return true;
  112777. };
  112778. /**
  112779. * Checks for the readiness of the element composing the layer.
  112780. * @param subMesh the mesh to check for
  112781. * @param useInstances specify wether or not to use instances to render the mesh
  112782. * @param emissiveTexture the associated emissive texture used to generate the glow
  112783. * @return true if ready otherwise, false
  112784. */
  112785. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112786. var material = subMesh.getMaterial();
  112787. var mesh = subMesh.getRenderingMesh();
  112788. if (!material || !mesh || !this._meshes) {
  112789. return false;
  112790. }
  112791. var emissiveTexture = null;
  112792. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112793. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112794. emissiveTexture = material.emissiveTexture;
  112795. }
  112796. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112797. };
  112798. /**
  112799. * Implementation specific of rendering the generating effect on the main canvas.
  112800. * @param effect The effect used to render through
  112801. */
  112802. HighlightLayer.prototype._internalRender = function (effect) {
  112803. // Texture
  112804. effect.setTexture("textureSampler", this._blurTexture);
  112805. // Cache
  112806. var engine = this._engine;
  112807. var previousStencilBuffer = engine.getStencilBuffer();
  112808. var previousStencilFunction = engine.getStencilFunction();
  112809. var previousStencilMask = engine.getStencilMask();
  112810. var previousStencilOperationPass = engine.getStencilOperationPass();
  112811. var previousStencilOperationFail = engine.getStencilOperationFail();
  112812. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112813. var previousStencilReference = engine.getStencilFunctionReference();
  112814. // Stencil operations
  112815. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112816. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112817. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112818. // Draw order
  112819. engine.setStencilMask(0x00);
  112820. engine.setStencilBuffer(true);
  112821. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112822. // 2 passes inner outer
  112823. if (this.outerGlow) {
  112824. effect.setFloat("offset", 0);
  112825. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112826. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112827. }
  112828. if (this.innerGlow) {
  112829. effect.setFloat("offset", 1);
  112830. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112831. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112832. }
  112833. // Restore Cache
  112834. engine.setStencilFunction(previousStencilFunction);
  112835. engine.setStencilMask(previousStencilMask);
  112836. engine.setStencilBuffer(previousStencilBuffer);
  112837. engine.setStencilOperationPass(previousStencilOperationPass);
  112838. engine.setStencilOperationFail(previousStencilOperationFail);
  112839. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112840. engine.setStencilFunctionReference(previousStencilReference);
  112841. };
  112842. /**
  112843. * Returns true if the layer contains information to display, otherwise false.
  112844. */
  112845. HighlightLayer.prototype.shouldRender = function () {
  112846. if (_super.prototype.shouldRender.call(this)) {
  112847. return this._meshes ? true : false;
  112848. }
  112849. return false;
  112850. };
  112851. /**
  112852. * Returns true if the mesh should render, otherwise false.
  112853. * @param mesh The mesh to render
  112854. * @returns true if it should render otherwise false
  112855. */
  112856. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112857. // Excluded Mesh
  112858. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112859. return false;
  112860. }
  112861. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112862. return false;
  112863. }
  112864. return true;
  112865. };
  112866. /**
  112867. * Sets the required values for both the emissive texture and and the main color.
  112868. */
  112869. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112870. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112871. if (highlightLayerMesh) {
  112872. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112873. }
  112874. else {
  112875. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112876. }
  112877. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112878. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112879. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112880. }
  112881. else {
  112882. this._emissiveTextureAndColor.texture = null;
  112883. }
  112884. };
  112885. /**
  112886. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112887. * @param mesh The mesh to exclude from the highlight layer
  112888. */
  112889. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112890. if (!this._excludedMeshes) {
  112891. return;
  112892. }
  112893. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112894. if (!meshExcluded) {
  112895. this._excludedMeshes[mesh.uniqueId] = {
  112896. mesh: mesh,
  112897. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112898. mesh.getEngine().setStencilBuffer(false);
  112899. }),
  112900. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112901. mesh.getEngine().setStencilBuffer(true);
  112902. }),
  112903. };
  112904. }
  112905. };
  112906. /**
  112907. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112908. * @param mesh The mesh to highlight
  112909. */
  112910. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112911. if (!this._excludedMeshes) {
  112912. return;
  112913. }
  112914. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112915. if (meshExcluded) {
  112916. if (meshExcluded.beforeRender) {
  112917. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112918. }
  112919. if (meshExcluded.afterRender) {
  112920. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112921. }
  112922. }
  112923. this._excludedMeshes[mesh.uniqueId] = null;
  112924. };
  112925. /**
  112926. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112927. * @param mesh mesh to test
  112928. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112929. */
  112930. HighlightLayer.prototype.hasMesh = function (mesh) {
  112931. if (!this._meshes) {
  112932. return false;
  112933. }
  112934. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112935. return false;
  112936. }
  112937. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112938. };
  112939. /**
  112940. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112941. * @param mesh The mesh to highlight
  112942. * @param color The color of the highlight
  112943. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112944. */
  112945. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112946. var _this = this;
  112947. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112948. if (!this._meshes) {
  112949. return;
  112950. }
  112951. var meshHighlight = this._meshes[mesh.uniqueId];
  112952. if (meshHighlight) {
  112953. meshHighlight.color = color;
  112954. }
  112955. else {
  112956. this._meshes[mesh.uniqueId] = {
  112957. mesh: mesh,
  112958. color: color,
  112959. // Lambda required for capture due to Observable this context
  112960. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112961. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112962. _this._defaultStencilReference(mesh);
  112963. }
  112964. else {
  112965. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112966. }
  112967. }),
  112968. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112969. glowEmissiveOnly: glowEmissiveOnly
  112970. };
  112971. mesh.onDisposeObservable.add(function () {
  112972. _this._disposeMesh(mesh);
  112973. });
  112974. }
  112975. this._shouldRender = true;
  112976. };
  112977. /**
  112978. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112979. * @param mesh The mesh to highlight
  112980. */
  112981. HighlightLayer.prototype.removeMesh = function (mesh) {
  112982. if (!this._meshes) {
  112983. return;
  112984. }
  112985. var meshHighlight = this._meshes[mesh.uniqueId];
  112986. if (meshHighlight) {
  112987. if (meshHighlight.observerHighlight) {
  112988. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112989. }
  112990. if (meshHighlight.observerDefault) {
  112991. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112992. }
  112993. delete this._meshes[mesh.uniqueId];
  112994. }
  112995. this._shouldRender = false;
  112996. for (var meshHighlightToCheck in this._meshes) {
  112997. if (this._meshes[meshHighlightToCheck]) {
  112998. this._shouldRender = true;
  112999. break;
  113000. }
  113001. }
  113002. };
  113003. /**
  113004. * Force the stencil to the normal expected value for none glowing parts
  113005. */
  113006. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  113007. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  113008. };
  113009. /**
  113010. * Free any resources and references associated to a mesh.
  113011. * Internal use
  113012. * @param mesh The mesh to free.
  113013. * @hidden
  113014. */
  113015. HighlightLayer.prototype._disposeMesh = function (mesh) {
  113016. this.removeMesh(mesh);
  113017. this.removeExcludedMesh(mesh);
  113018. };
  113019. /**
  113020. * Dispose the highlight layer and free resources.
  113021. */
  113022. HighlightLayer.prototype.dispose = function () {
  113023. if (this._meshes) {
  113024. // Clean mesh references
  113025. for (var id in this._meshes) {
  113026. var meshHighlight = this._meshes[id];
  113027. if (meshHighlight && meshHighlight.mesh) {
  113028. if (meshHighlight.observerHighlight) {
  113029. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113030. }
  113031. if (meshHighlight.observerDefault) {
  113032. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113033. }
  113034. }
  113035. }
  113036. this._meshes = null;
  113037. }
  113038. if (this._excludedMeshes) {
  113039. for (var id in this._excludedMeshes) {
  113040. var meshHighlight = this._excludedMeshes[id];
  113041. if (meshHighlight) {
  113042. if (meshHighlight.beforeRender) {
  113043. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  113044. }
  113045. if (meshHighlight.afterRender) {
  113046. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  113047. }
  113048. }
  113049. }
  113050. this._excludedMeshes = null;
  113051. }
  113052. _super.prototype.dispose.call(this);
  113053. };
  113054. /**
  113055. * Gets the class name of the effect layer
  113056. * @returns the string with the class name of the effect layer
  113057. */
  113058. HighlightLayer.prototype.getClassName = function () {
  113059. return "HighlightLayer";
  113060. };
  113061. /**
  113062. * Serializes this Highlight layer
  113063. * @returns a serialized Highlight layer object
  113064. */
  113065. HighlightLayer.prototype.serialize = function () {
  113066. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113067. serializationObject.customType = "BABYLON.HighlightLayer";
  113068. // Highlighted meshes
  113069. serializationObject.meshes = [];
  113070. if (this._meshes) {
  113071. for (var m in this._meshes) {
  113072. var mesh = this._meshes[m];
  113073. if (mesh) {
  113074. serializationObject.meshes.push({
  113075. glowEmissiveOnly: mesh.glowEmissiveOnly,
  113076. color: mesh.color.asArray(),
  113077. meshId: mesh.mesh.id
  113078. });
  113079. }
  113080. }
  113081. }
  113082. // Excluded meshes
  113083. serializationObject.excludedMeshes = [];
  113084. if (this._excludedMeshes) {
  113085. for (var e in this._excludedMeshes) {
  113086. var excludedMesh = this._excludedMeshes[e];
  113087. if (excludedMesh) {
  113088. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  113089. }
  113090. }
  113091. }
  113092. return serializationObject;
  113093. };
  113094. /**
  113095. * Creates a Highlight layer from parsed Highlight layer data
  113096. * @param parsedHightlightLayer defines the Highlight layer data
  113097. * @param scene defines the current scene
  113098. * @param rootUrl defines the root URL containing the Highlight layer information
  113099. * @returns a parsed Highlight layer
  113100. */
  113101. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  113102. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  113103. var index;
  113104. // Excluded meshes
  113105. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  113106. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  113107. if (mesh) {
  113108. hl.addExcludedMesh(mesh);
  113109. }
  113110. }
  113111. // Included meshes
  113112. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  113113. var highlightedMesh = parsedHightlightLayer.meshes[index];
  113114. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  113115. if (mesh) {
  113116. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  113117. }
  113118. }
  113119. return hl;
  113120. };
  113121. /**
  113122. * Effect Name of the highlight layer.
  113123. */
  113124. HighlightLayer.EffectName = "HighlightLayer";
  113125. /**
  113126. * The neutral color used during the preparation of the glow effect.
  113127. * This is black by default as the blend operation is a blend operation.
  113128. */
  113129. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  113130. /**
  113131. * Stencil value used for glowing meshes.
  113132. */
  113133. HighlightLayer.GlowingMeshStencilReference = 0x02;
  113134. /**
  113135. * Stencil value used for the other meshes in the scene.
  113136. */
  113137. HighlightLayer.NormalMeshStencilReference = 0x01;
  113138. __decorate([
  113139. BABYLON.serialize()
  113140. ], HighlightLayer.prototype, "innerGlow", void 0);
  113141. __decorate([
  113142. BABYLON.serialize()
  113143. ], HighlightLayer.prototype, "outerGlow", void 0);
  113144. __decorate([
  113145. BABYLON.serialize()
  113146. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  113147. __decorate([
  113148. BABYLON.serialize()
  113149. ], HighlightLayer.prototype, "blurVerticalSize", null);
  113150. __decorate([
  113151. BABYLON.serialize("options")
  113152. ], HighlightLayer.prototype, "_options", void 0);
  113153. return HighlightLayer;
  113154. }(BABYLON.EffectLayer));
  113155. BABYLON.HighlightLayer = HighlightLayer;
  113156. })(BABYLON || (BABYLON = {}));
  113157. //# sourceMappingURL=babylon.highlightLayer.js.map
  113158. var BABYLON;
  113159. (function (BABYLON) {
  113160. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  113161. for (var index = 0; index < this.effectLayers.length; index++) {
  113162. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  113163. return this.effectLayers[index];
  113164. }
  113165. }
  113166. return null;
  113167. };
  113168. /**
  113169. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113170. *
  113171. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113172. * glowy meshes to your scene.
  113173. *
  113174. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113175. */
  113176. var GlowLayer = /** @class */ (function (_super) {
  113177. __extends(GlowLayer, _super);
  113178. /**
  113179. * Instantiates a new glow Layer and references it to the scene.
  113180. * @param name The name of the layer
  113181. * @param scene The scene to use the layer in
  113182. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113183. */
  113184. function GlowLayer(name, scene, options) {
  113185. var _this = _super.call(this, name, scene) || this;
  113186. _this._intensity = 1.0;
  113187. _this._includedOnlyMeshes = [];
  113188. _this._excludedMeshes = [];
  113189. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  113190. // Adapt options
  113191. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  113192. // Initialize the layer
  113193. _this._init({
  113194. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  113195. camera: _this._options.camera,
  113196. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113197. mainTextureRatio: _this._options.mainTextureRatio,
  113198. renderingGroupId: _this._options.renderingGroupId
  113199. });
  113200. return _this;
  113201. }
  113202. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  113203. /**
  113204. * Gets the kernel size of the blur.
  113205. */
  113206. get: function () {
  113207. return this._horizontalBlurPostprocess1.kernel;
  113208. },
  113209. /**
  113210. * Sets the kernel size of the blur.
  113211. */
  113212. set: function (value) {
  113213. this._horizontalBlurPostprocess1.kernel = value;
  113214. this._verticalBlurPostprocess1.kernel = value;
  113215. this._horizontalBlurPostprocess2.kernel = value;
  113216. this._verticalBlurPostprocess2.kernel = value;
  113217. },
  113218. enumerable: true,
  113219. configurable: true
  113220. });
  113221. Object.defineProperty(GlowLayer.prototype, "intensity", {
  113222. /**
  113223. * Gets the glow intensity.
  113224. */
  113225. get: function () {
  113226. return this._intensity;
  113227. },
  113228. /**
  113229. * Sets the glow intensity.
  113230. */
  113231. set: function (value) {
  113232. this._intensity = value;
  113233. },
  113234. enumerable: true,
  113235. configurable: true
  113236. });
  113237. /**
  113238. * Get the effect name of the layer.
  113239. * @return The effect name
  113240. */
  113241. GlowLayer.prototype.getEffectName = function () {
  113242. return GlowLayer.EffectName;
  113243. };
  113244. /**
  113245. * Create the merge effect. This is the shader use to blit the information back
  113246. * to the main canvas at the end of the scene rendering.
  113247. */
  113248. GlowLayer.prototype._createMergeEffect = function () {
  113249. // Effect
  113250. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  113251. };
  113252. /**
  113253. * Creates the render target textures and post processes used in the glow layer.
  113254. */
  113255. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  113256. var _this = this;
  113257. var blurTextureWidth = this._mainTextureDesiredSize.width;
  113258. var blurTextureHeight = this._mainTextureDesiredSize.height;
  113259. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113260. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113261. var textureType = 0;
  113262. if (this._engine.getCaps().textureHalfFloatRender) {
  113263. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113264. }
  113265. else {
  113266. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113267. }
  113268. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  113269. width: blurTextureWidth,
  113270. height: blurTextureHeight
  113271. }, this._scene, false, true, textureType);
  113272. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113273. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113274. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113275. this._blurTexture1.renderParticles = false;
  113276. this._blurTexture1.ignoreCameraViewport = true;
  113277. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  113278. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  113279. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  113280. width: blurTextureWidth2,
  113281. height: blurTextureHeight2
  113282. }, this._scene, false, true, textureType);
  113283. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113284. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113285. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113286. this._blurTexture2.renderParticles = false;
  113287. this._blurTexture2.ignoreCameraViewport = true;
  113288. this._textures = [this._blurTexture1, this._blurTexture2];
  113289. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113290. width: blurTextureWidth,
  113291. height: blurTextureHeight
  113292. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113293. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  113294. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  113295. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  113296. effect.setTexture("textureSampler", _this._mainTexture);
  113297. });
  113298. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113299. width: blurTextureWidth,
  113300. height: blurTextureHeight
  113301. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113302. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113303. width: blurTextureWidth2,
  113304. height: blurTextureHeight2
  113305. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113306. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  113307. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  113308. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  113309. effect.setTexture("textureSampler", _this._blurTexture1);
  113310. });
  113311. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113312. width: blurTextureWidth2,
  113313. height: blurTextureHeight2
  113314. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113315. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113316. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  113317. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113318. this._mainTexture.samples = this._options.mainTextureSamples;
  113319. this._mainTexture.onAfterUnbindObservable.add(function () {
  113320. var internalTexture = _this._blurTexture1.getInternalTexture();
  113321. if (internalTexture) {
  113322. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  113323. internalTexture = _this._blurTexture2.getInternalTexture();
  113324. if (internalTexture) {
  113325. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  113326. }
  113327. }
  113328. });
  113329. // Prevent autoClear.
  113330. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113331. };
  113332. /**
  113333. * Checks for the readiness of the element composing the layer.
  113334. * @param subMesh the mesh to check for
  113335. * @param useInstances specify wether or not to use instances to render the mesh
  113336. * @param emissiveTexture the associated emissive texture used to generate the glow
  113337. * @return true if ready otherwise, false
  113338. */
  113339. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  113340. var material = subMesh.getMaterial();
  113341. var mesh = subMesh.getRenderingMesh();
  113342. if (!material || !mesh) {
  113343. return false;
  113344. }
  113345. var emissiveTexture = material.emissiveTexture;
  113346. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113347. };
  113348. /**
  113349. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113350. */
  113351. GlowLayer.prototype.needStencil = function () {
  113352. return false;
  113353. };
  113354. /**
  113355. * Implementation specific of rendering the generating effect on the main canvas.
  113356. * @param effect The effect used to render through
  113357. */
  113358. GlowLayer.prototype._internalRender = function (effect) {
  113359. // Texture
  113360. effect.setTexture("textureSampler", this._blurTexture1);
  113361. effect.setTexture("textureSampler2", this._blurTexture2);
  113362. effect.setFloat("offset", this._intensity);
  113363. // Cache
  113364. var engine = this._engine;
  113365. var previousStencilBuffer = engine.getStencilBuffer();
  113366. // Draw order
  113367. engine.setStencilBuffer(false);
  113368. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113369. // Draw order
  113370. engine.setStencilBuffer(previousStencilBuffer);
  113371. };
  113372. /**
  113373. * Sets the required values for both the emissive texture and and the main color.
  113374. */
  113375. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113376. var textureLevel = 1.0;
  113377. if (this.customEmissiveTextureSelector) {
  113378. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  113379. }
  113380. else {
  113381. if (material) {
  113382. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113383. if (this._emissiveTextureAndColor.texture) {
  113384. textureLevel = this._emissiveTextureAndColor.texture.level;
  113385. }
  113386. }
  113387. else {
  113388. this._emissiveTextureAndColor.texture = null;
  113389. }
  113390. }
  113391. if (this.customEmissiveColorSelector) {
  113392. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  113393. }
  113394. else {
  113395. if (material.emissiveColor) {
  113396. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  113397. }
  113398. else {
  113399. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113400. }
  113401. }
  113402. };
  113403. /**
  113404. * Returns true if the mesh should render, otherwise false.
  113405. * @param mesh The mesh to render
  113406. * @returns true if it should render otherwise false
  113407. */
  113408. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  113409. return this.hasMesh(mesh);
  113410. };
  113411. /**
  113412. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113413. * @param mesh The mesh to exclude from the glow layer
  113414. */
  113415. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  113416. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  113417. this._excludedMeshes.push(mesh.uniqueId);
  113418. }
  113419. };
  113420. /**
  113421. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113422. * @param mesh The mesh to remove
  113423. */
  113424. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  113425. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  113426. if (index !== -1) {
  113427. this._excludedMeshes.splice(index, 1);
  113428. }
  113429. };
  113430. /**
  113431. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113432. * @param mesh The mesh to include in the glow layer
  113433. */
  113434. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  113435. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  113436. this._includedOnlyMeshes.push(mesh.uniqueId);
  113437. }
  113438. };
  113439. /**
  113440. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113441. * @param mesh The mesh to remove
  113442. */
  113443. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  113444. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  113445. if (index !== -1) {
  113446. this._includedOnlyMeshes.splice(index, 1);
  113447. }
  113448. };
  113449. /**
  113450. * Determine if a given mesh will be used in the glow layer
  113451. * @param mesh The mesh to test
  113452. * @returns true if the mesh will be highlighted by the current glow layer
  113453. */
  113454. GlowLayer.prototype.hasMesh = function (mesh) {
  113455. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113456. return false;
  113457. }
  113458. // Included Mesh
  113459. if (this._includedOnlyMeshes.length) {
  113460. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  113461. }
  113462. // Excluded Mesh
  113463. if (this._excludedMeshes.length) {
  113464. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  113465. }
  113466. return true;
  113467. };
  113468. /**
  113469. * Free any resources and references associated to a mesh.
  113470. * Internal use
  113471. * @param mesh The mesh to free.
  113472. * @hidden
  113473. */
  113474. GlowLayer.prototype._disposeMesh = function (mesh) {
  113475. this.removeIncludedOnlyMesh(mesh);
  113476. this.removeExcludedMesh(mesh);
  113477. };
  113478. /**
  113479. * Gets the class name of the effect layer
  113480. * @returns the string with the class name of the effect layer
  113481. */
  113482. GlowLayer.prototype.getClassName = function () {
  113483. return "GlowLayer";
  113484. };
  113485. /**
  113486. * Serializes this glow layer
  113487. * @returns a serialized glow layer object
  113488. */
  113489. GlowLayer.prototype.serialize = function () {
  113490. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113491. serializationObject.customType = "BABYLON.GlowLayer";
  113492. var index;
  113493. // Included meshes
  113494. serializationObject.includedMeshes = [];
  113495. if (this._includedOnlyMeshes.length) {
  113496. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  113497. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  113498. if (mesh) {
  113499. serializationObject.includedMeshes.push(mesh.id);
  113500. }
  113501. }
  113502. }
  113503. // Excluded meshes
  113504. serializationObject.excludedMeshes = [];
  113505. if (this._excludedMeshes.length) {
  113506. for (index = 0; index < this._excludedMeshes.length; index++) {
  113507. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  113508. if (mesh) {
  113509. serializationObject.excludedMeshes.push(mesh.id);
  113510. }
  113511. }
  113512. }
  113513. return serializationObject;
  113514. };
  113515. /**
  113516. * Creates a Glow Layer from parsed glow layer data
  113517. * @param parsedGlowLayer defines glow layer data
  113518. * @param scene defines the current scene
  113519. * @param rootUrl defines the root URL containing the glow layer information
  113520. * @returns a parsed Glow Layer
  113521. */
  113522. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  113523. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  113524. var index;
  113525. // Excluded meshes
  113526. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  113527. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  113528. if (mesh) {
  113529. gl.addExcludedMesh(mesh);
  113530. }
  113531. }
  113532. // Included meshes
  113533. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  113534. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  113535. if (mesh) {
  113536. gl.addIncludedOnlyMesh(mesh);
  113537. }
  113538. }
  113539. return gl;
  113540. };
  113541. /**
  113542. * Effect Name of the layer.
  113543. */
  113544. GlowLayer.EffectName = "GlowLayer";
  113545. /**
  113546. * The default blur kernel size used for the glow.
  113547. */
  113548. GlowLayer.DefaultBlurKernelSize = 32;
  113549. /**
  113550. * The default texture size ratio used for the glow.
  113551. */
  113552. GlowLayer.DefaultTextureRatio = 0.5;
  113553. __decorate([
  113554. BABYLON.serialize()
  113555. ], GlowLayer.prototype, "blurKernelSize", null);
  113556. __decorate([
  113557. BABYLON.serialize()
  113558. ], GlowLayer.prototype, "intensity", null);
  113559. __decorate([
  113560. BABYLON.serialize("options")
  113561. ], GlowLayer.prototype, "_options", void 0);
  113562. return GlowLayer;
  113563. }(BABYLON.EffectLayer));
  113564. BABYLON.GlowLayer = GlowLayer;
  113565. })(BABYLON || (BABYLON = {}));
  113566. //# sourceMappingURL=babylon.glowLayer.js.map
  113567. var BABYLON;
  113568. (function (BABYLON) {
  113569. /**
  113570. * Defines the list of states available for a task inside a AssetsManager
  113571. */
  113572. var AssetTaskState;
  113573. (function (AssetTaskState) {
  113574. /**
  113575. * Initialization
  113576. */
  113577. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  113578. /**
  113579. * Running
  113580. */
  113581. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  113582. /**
  113583. * Done
  113584. */
  113585. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113586. /**
  113587. * Error
  113588. */
  113589. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113590. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113591. /**
  113592. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113593. */
  113594. var AbstractAssetTask = /** @class */ (function () {
  113595. /**
  113596. * Creates a new AssetsManager
  113597. * @param name defines the name of the task
  113598. */
  113599. function AbstractAssetTask(
  113600. /**
  113601. * Task name
  113602. */ name) {
  113603. this.name = name;
  113604. this._isCompleted = false;
  113605. this._taskState = AssetTaskState.INIT;
  113606. }
  113607. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113608. /**
  113609. * Get if the task is completed
  113610. */
  113611. get: function () {
  113612. return this._isCompleted;
  113613. },
  113614. enumerable: true,
  113615. configurable: true
  113616. });
  113617. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113618. /**
  113619. * Gets the current state of the task
  113620. */
  113621. get: function () {
  113622. return this._taskState;
  113623. },
  113624. enumerable: true,
  113625. configurable: true
  113626. });
  113627. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113628. /**
  113629. * Gets the current error object (if task is in error)
  113630. */
  113631. get: function () {
  113632. return this._errorObject;
  113633. },
  113634. enumerable: true,
  113635. configurable: true
  113636. });
  113637. /**
  113638. * Internal only
  113639. * @hidden
  113640. */
  113641. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113642. if (this._errorObject) {
  113643. return;
  113644. }
  113645. this._errorObject = {
  113646. message: message,
  113647. exception: exception
  113648. };
  113649. };
  113650. /**
  113651. * Execute the current task
  113652. * @param scene defines the scene where you want your assets to be loaded
  113653. * @param onSuccess is a callback called when the task is successfully executed
  113654. * @param onError is a callback called if an error occurs
  113655. */
  113656. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113657. var _this = this;
  113658. this._taskState = AssetTaskState.RUNNING;
  113659. this.runTask(scene, function () {
  113660. _this.onDoneCallback(onSuccess, onError);
  113661. }, function (msg, exception) {
  113662. _this.onErrorCallback(onError, msg, exception);
  113663. });
  113664. };
  113665. /**
  113666. * Execute the current task
  113667. * @param scene defines the scene where you want your assets to be loaded
  113668. * @param onSuccess is a callback called when the task is successfully executed
  113669. * @param onError is a callback called if an error occurs
  113670. */
  113671. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113672. throw new Error("runTask is not implemented");
  113673. };
  113674. /**
  113675. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113676. * This can be used with failed tasks that have the reason for failure fixed.
  113677. */
  113678. AbstractAssetTask.prototype.reset = function () {
  113679. this._taskState = AssetTaskState.INIT;
  113680. };
  113681. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113682. this._taskState = AssetTaskState.ERROR;
  113683. this._errorObject = {
  113684. message: message,
  113685. exception: exception
  113686. };
  113687. if (this.onError) {
  113688. this.onError(this, message, exception);
  113689. }
  113690. onError();
  113691. };
  113692. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113693. try {
  113694. this._taskState = AssetTaskState.DONE;
  113695. this._isCompleted = true;
  113696. if (this.onSuccess) {
  113697. this.onSuccess(this);
  113698. }
  113699. onSuccess();
  113700. }
  113701. catch (e) {
  113702. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113703. }
  113704. };
  113705. return AbstractAssetTask;
  113706. }());
  113707. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113708. /**
  113709. * Class used to share progress information about assets loading
  113710. */
  113711. var AssetsProgressEvent = /** @class */ (function () {
  113712. /**
  113713. * Creates a AssetsProgressEvent
  113714. * @param remainingCount defines the number of remaining tasks to process
  113715. * @param totalCount defines the total number of tasks
  113716. * @param task defines the task that was just processed
  113717. */
  113718. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113719. this.remainingCount = remainingCount;
  113720. this.totalCount = totalCount;
  113721. this.task = task;
  113722. }
  113723. return AssetsProgressEvent;
  113724. }());
  113725. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113726. /**
  113727. * Define a task used by AssetsManager to load meshes
  113728. */
  113729. var MeshAssetTask = /** @class */ (function (_super) {
  113730. __extends(MeshAssetTask, _super);
  113731. /**
  113732. * Creates a new MeshAssetTask
  113733. * @param name defines the name of the task
  113734. * @param meshesNames defines the list of mesh's names you want to load
  113735. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113736. * @param sceneFilename defines the filename of the scene to load from
  113737. */
  113738. function MeshAssetTask(
  113739. /**
  113740. * Defines the name of the task
  113741. */
  113742. name,
  113743. /**
  113744. * Defines the list of mesh's names you want to load
  113745. */
  113746. meshesNames,
  113747. /**
  113748. * Defines the root url to use as a base to load your meshes and associated resources
  113749. */
  113750. rootUrl,
  113751. /**
  113752. * Defines the filename of the scene to load from
  113753. */
  113754. sceneFilename) {
  113755. var _this = _super.call(this, name) || this;
  113756. _this.name = name;
  113757. _this.meshesNames = meshesNames;
  113758. _this.rootUrl = rootUrl;
  113759. _this.sceneFilename = sceneFilename;
  113760. return _this;
  113761. }
  113762. /**
  113763. * Execute the current task
  113764. * @param scene defines the scene where you want your assets to be loaded
  113765. * @param onSuccess is a callback called when the task is successfully executed
  113766. * @param onError is a callback called if an error occurs
  113767. */
  113768. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113769. var _this = this;
  113770. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113771. _this.loadedMeshes = meshes;
  113772. _this.loadedParticleSystems = particleSystems;
  113773. _this.loadedSkeletons = skeletons;
  113774. onSuccess();
  113775. }, null, function (scene, message, exception) {
  113776. onError(message, exception);
  113777. });
  113778. };
  113779. return MeshAssetTask;
  113780. }(AbstractAssetTask));
  113781. BABYLON.MeshAssetTask = MeshAssetTask;
  113782. /**
  113783. * Define a task used by AssetsManager to load text content
  113784. */
  113785. var TextFileAssetTask = /** @class */ (function (_super) {
  113786. __extends(TextFileAssetTask, _super);
  113787. /**
  113788. * Creates a new TextFileAssetTask object
  113789. * @param name defines the name of the task
  113790. * @param url defines the location of the file to load
  113791. */
  113792. function TextFileAssetTask(
  113793. /**
  113794. * Defines the name of the task
  113795. */
  113796. name,
  113797. /**
  113798. * Defines the location of the file to load
  113799. */
  113800. url) {
  113801. var _this = _super.call(this, name) || this;
  113802. _this.name = name;
  113803. _this.url = url;
  113804. return _this;
  113805. }
  113806. /**
  113807. * Execute the current task
  113808. * @param scene defines the scene where you want your assets to be loaded
  113809. * @param onSuccess is a callback called when the task is successfully executed
  113810. * @param onError is a callback called if an error occurs
  113811. */
  113812. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113813. var _this = this;
  113814. scene._loadFile(this.url, function (data) {
  113815. _this.text = data;
  113816. onSuccess();
  113817. }, undefined, false, false, function (request, exception) {
  113818. if (request) {
  113819. onError(request.status + " " + request.statusText, exception);
  113820. }
  113821. });
  113822. };
  113823. return TextFileAssetTask;
  113824. }(AbstractAssetTask));
  113825. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113826. /**
  113827. * Define a task used by AssetsManager to load binary data
  113828. */
  113829. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113830. __extends(BinaryFileAssetTask, _super);
  113831. /**
  113832. * Creates a new BinaryFileAssetTask object
  113833. * @param name defines the name of the new task
  113834. * @param url defines the location of the file to load
  113835. */
  113836. function BinaryFileAssetTask(
  113837. /**
  113838. * Defines the name of the task
  113839. */
  113840. name,
  113841. /**
  113842. * Defines the location of the file to load
  113843. */
  113844. url) {
  113845. var _this = _super.call(this, name) || this;
  113846. _this.name = name;
  113847. _this.url = url;
  113848. return _this;
  113849. }
  113850. /**
  113851. * Execute the current task
  113852. * @param scene defines the scene where you want your assets to be loaded
  113853. * @param onSuccess is a callback called when the task is successfully executed
  113854. * @param onError is a callback called if an error occurs
  113855. */
  113856. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113857. var _this = this;
  113858. scene._loadFile(this.url, function (data) {
  113859. _this.data = data;
  113860. onSuccess();
  113861. }, undefined, true, true, function (request, exception) {
  113862. if (request) {
  113863. onError(request.status + " " + request.statusText, exception);
  113864. }
  113865. });
  113866. };
  113867. return BinaryFileAssetTask;
  113868. }(AbstractAssetTask));
  113869. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113870. /**
  113871. * Define a task used by AssetsManager to load images
  113872. */
  113873. var ImageAssetTask = /** @class */ (function (_super) {
  113874. __extends(ImageAssetTask, _super);
  113875. /**
  113876. * Creates a new ImageAssetTask
  113877. * @param name defines the name of the task
  113878. * @param url defines the location of the image to load
  113879. */
  113880. function ImageAssetTask(
  113881. /**
  113882. * Defines the name of the task
  113883. */
  113884. name,
  113885. /**
  113886. * Defines the location of the image to load
  113887. */
  113888. url) {
  113889. var _this = _super.call(this, name) || this;
  113890. _this.name = name;
  113891. _this.url = url;
  113892. return _this;
  113893. }
  113894. /**
  113895. * Execute the current task
  113896. * @param scene defines the scene where you want your assets to be loaded
  113897. * @param onSuccess is a callback called when the task is successfully executed
  113898. * @param onError is a callback called if an error occurs
  113899. */
  113900. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113901. var _this = this;
  113902. var img = new Image();
  113903. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113904. img.onload = function () {
  113905. _this.image = img;
  113906. onSuccess();
  113907. };
  113908. img.onerror = function (err) {
  113909. onError("Error loading image", err);
  113910. };
  113911. img.src = this.url;
  113912. };
  113913. return ImageAssetTask;
  113914. }(AbstractAssetTask));
  113915. BABYLON.ImageAssetTask = ImageAssetTask;
  113916. /**
  113917. * Define a task used by AssetsManager to load 2D textures
  113918. */
  113919. var TextureAssetTask = /** @class */ (function (_super) {
  113920. __extends(TextureAssetTask, _super);
  113921. /**
  113922. * Creates a new TextureAssetTask object
  113923. * @param name defines the name of the task
  113924. * @param url defines the location of the file to load
  113925. * @param noMipmap defines if mipmap should not be generated (default is false)
  113926. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113927. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113928. */
  113929. function TextureAssetTask(
  113930. /**
  113931. * Defines the name of the task
  113932. */
  113933. name,
  113934. /**
  113935. * Defines the location of the file to load
  113936. */
  113937. url,
  113938. /**
  113939. * Defines if mipmap should not be generated (default is false)
  113940. */
  113941. noMipmap,
  113942. /**
  113943. * Defines if texture must be inverted on Y axis (default is false)
  113944. */
  113945. invertY,
  113946. /**
  113947. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113948. */
  113949. samplingMode) {
  113950. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113951. var _this = _super.call(this, name) || this;
  113952. _this.name = name;
  113953. _this.url = url;
  113954. _this.noMipmap = noMipmap;
  113955. _this.invertY = invertY;
  113956. _this.samplingMode = samplingMode;
  113957. return _this;
  113958. }
  113959. /**
  113960. * Execute the current task
  113961. * @param scene defines the scene where you want your assets to be loaded
  113962. * @param onSuccess is a callback called when the task is successfully executed
  113963. * @param onError is a callback called if an error occurs
  113964. */
  113965. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113966. var onload = function () {
  113967. onSuccess();
  113968. };
  113969. var onerror = function (message, exception) {
  113970. onError(message, exception);
  113971. };
  113972. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113973. };
  113974. return TextureAssetTask;
  113975. }(AbstractAssetTask));
  113976. BABYLON.TextureAssetTask = TextureAssetTask;
  113977. /**
  113978. * Define a task used by AssetsManager to load cube textures
  113979. */
  113980. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113981. __extends(CubeTextureAssetTask, _super);
  113982. /**
  113983. * Creates a new CubeTextureAssetTask
  113984. * @param name defines the name of the task
  113985. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113986. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113987. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113988. * @param files defines the explicit list of files (undefined by default)
  113989. */
  113990. function CubeTextureAssetTask(
  113991. /**
  113992. * Defines the name of the task
  113993. */
  113994. name,
  113995. /**
  113996. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113997. */
  113998. url,
  113999. /**
  114000. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114001. */
  114002. extensions,
  114003. /**
  114004. * Defines if mipmaps should not be generated (default is false)
  114005. */
  114006. noMipmap,
  114007. /**
  114008. * Defines the explicit list of files (undefined by default)
  114009. */
  114010. files) {
  114011. var _this = _super.call(this, name) || this;
  114012. _this.name = name;
  114013. _this.url = url;
  114014. _this.extensions = extensions;
  114015. _this.noMipmap = noMipmap;
  114016. _this.files = files;
  114017. return _this;
  114018. }
  114019. /**
  114020. * Execute the current task
  114021. * @param scene defines the scene where you want your assets to be loaded
  114022. * @param onSuccess is a callback called when the task is successfully executed
  114023. * @param onError is a callback called if an error occurs
  114024. */
  114025. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114026. var onload = function () {
  114027. onSuccess();
  114028. };
  114029. var onerror = function (message, exception) {
  114030. onError(message, exception);
  114031. };
  114032. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  114033. };
  114034. return CubeTextureAssetTask;
  114035. }(AbstractAssetTask));
  114036. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  114037. /**
  114038. * Define a task used by AssetsManager to load HDR cube textures
  114039. */
  114040. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  114041. __extends(HDRCubeTextureAssetTask, _super);
  114042. /**
  114043. * Creates a new HDRCubeTextureAssetTask object
  114044. * @param name defines the name of the task
  114045. * @param url defines the location of the file to load
  114046. * @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.
  114047. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114048. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114049. * @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)
  114050. * @param reserved Internal use only
  114051. */
  114052. function HDRCubeTextureAssetTask(
  114053. /**
  114054. * Defines the name of the task
  114055. */
  114056. name,
  114057. /**
  114058. * Defines the location of the file to load
  114059. */
  114060. url,
  114061. /**
  114062. * Defines the desired size (the more it increases the longer the generation will be)
  114063. */
  114064. size,
  114065. /**
  114066. * Defines if mipmaps should not be generated (default is false)
  114067. */
  114068. noMipmap,
  114069. /**
  114070. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114071. */
  114072. generateHarmonics,
  114073. /**
  114074. * 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)
  114075. */
  114076. gammaSpace,
  114077. /**
  114078. * Internal Use Only
  114079. */
  114080. reserved) {
  114081. if (noMipmap === void 0) { noMipmap = false; }
  114082. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114083. if (gammaSpace === void 0) { gammaSpace = false; }
  114084. if (reserved === void 0) { reserved = false; }
  114085. var _this = _super.call(this, name) || this;
  114086. _this.name = name;
  114087. _this.url = url;
  114088. _this.size = size;
  114089. _this.noMipmap = noMipmap;
  114090. _this.generateHarmonics = generateHarmonics;
  114091. _this.gammaSpace = gammaSpace;
  114092. _this.reserved = reserved;
  114093. return _this;
  114094. }
  114095. /**
  114096. * Execute the current task
  114097. * @param scene defines the scene where you want your assets to be loaded
  114098. * @param onSuccess is a callback called when the task is successfully executed
  114099. * @param onError is a callback called if an error occurs
  114100. */
  114101. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114102. var onload = function () {
  114103. onSuccess();
  114104. };
  114105. var onerror = function (message, exception) {
  114106. onError(message, exception);
  114107. };
  114108. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  114109. };
  114110. return HDRCubeTextureAssetTask;
  114111. }(AbstractAssetTask));
  114112. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  114113. /**
  114114. * This class can be used to easily import assets into a scene
  114115. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  114116. */
  114117. var AssetsManager = /** @class */ (function () {
  114118. /**
  114119. * Creates a new AssetsManager
  114120. * @param scene defines the scene to work on
  114121. */
  114122. function AssetsManager(scene) {
  114123. this._isLoading = false;
  114124. this._tasks = new Array();
  114125. this._waitingTasksCount = 0;
  114126. this._totalTasksCount = 0;
  114127. /**
  114128. * Observable called when all tasks are processed
  114129. */
  114130. this.onTaskSuccessObservable = new BABYLON.Observable();
  114131. /**
  114132. * Observable called when a task had an error
  114133. */
  114134. this.onTaskErrorObservable = new BABYLON.Observable();
  114135. /**
  114136. * Observable called when a task is successful
  114137. */
  114138. this.onTasksDoneObservable = new BABYLON.Observable();
  114139. /**
  114140. * Observable called when a task is done (whatever the result is)
  114141. */
  114142. this.onProgressObservable = new BABYLON.Observable();
  114143. /**
  114144. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  114145. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  114146. */
  114147. this.useDefaultLoadingScreen = true;
  114148. this._scene = scene;
  114149. }
  114150. /**
  114151. * Add a MeshAssetTask to the list of active tasks
  114152. * @param taskName defines the name of the new task
  114153. * @param meshesNames defines the name of meshes to load
  114154. * @param rootUrl defines the root url to use to locate files
  114155. * @param sceneFilename defines the filename of the scene file
  114156. * @returns a new MeshAssetTask object
  114157. */
  114158. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  114159. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  114160. this._tasks.push(task);
  114161. return task;
  114162. };
  114163. /**
  114164. * Add a TextFileAssetTask to the list of active tasks
  114165. * @param taskName defines the name of the new task
  114166. * @param url defines the url of the file to load
  114167. * @returns a new TextFileAssetTask object
  114168. */
  114169. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  114170. var task = new TextFileAssetTask(taskName, url);
  114171. this._tasks.push(task);
  114172. return task;
  114173. };
  114174. /**
  114175. * Add a BinaryFileAssetTask to the list of active tasks
  114176. * @param taskName defines the name of the new task
  114177. * @param url defines the url of the file to load
  114178. * @returns a new BinaryFileAssetTask object
  114179. */
  114180. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  114181. var task = new BinaryFileAssetTask(taskName, url);
  114182. this._tasks.push(task);
  114183. return task;
  114184. };
  114185. /**
  114186. * Add a ImageAssetTask to the list of active tasks
  114187. * @param taskName defines the name of the new task
  114188. * @param url defines the url of the file to load
  114189. * @returns a new ImageAssetTask object
  114190. */
  114191. AssetsManager.prototype.addImageTask = function (taskName, url) {
  114192. var task = new ImageAssetTask(taskName, url);
  114193. this._tasks.push(task);
  114194. return task;
  114195. };
  114196. /**
  114197. * Add a TextureAssetTask to the list of active tasks
  114198. * @param taskName defines the name of the new task
  114199. * @param url defines the url of the file to load
  114200. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114201. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  114202. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  114203. * @returns a new TextureAssetTask object
  114204. */
  114205. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  114206. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114207. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  114208. this._tasks.push(task);
  114209. return task;
  114210. };
  114211. /**
  114212. * Add a CubeTextureAssetTask to the list of active tasks
  114213. * @param taskName defines the name of the new task
  114214. * @param url defines the url of the file to load
  114215. * @param extensions defines the extension to use to load the cube map (can be null)
  114216. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114217. * @param files defines the list of files to load (can be null)
  114218. * @returns a new CubeTextureAssetTask object
  114219. */
  114220. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  114221. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  114222. this._tasks.push(task);
  114223. return task;
  114224. };
  114225. /**
  114226. *
  114227. * Add a HDRCubeTextureAssetTask to the list of active tasks
  114228. * @param taskName defines the name of the new task
  114229. * @param url defines the url of the file to load
  114230. * @param size defines the size you want for the cubemap (can be null)
  114231. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114232. * @param generateHarmonics defines if you want to automatically generate (true by default)
  114233. * @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)
  114234. * @param reserved Internal use only
  114235. * @returns a new HDRCubeTextureAssetTask object
  114236. */
  114237. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  114238. if (noMipmap === void 0) { noMipmap = false; }
  114239. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114240. if (gammaSpace === void 0) { gammaSpace = false; }
  114241. if (reserved === void 0) { reserved = false; }
  114242. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  114243. this._tasks.push(task);
  114244. return task;
  114245. };
  114246. /**
  114247. * Remove a task from the assets manager.
  114248. * @param task the task to remove
  114249. */
  114250. AssetsManager.prototype.removeTask = function (task) {
  114251. var index = this._tasks.indexOf(task);
  114252. if (index > -1) {
  114253. this._tasks.splice(index, 1);
  114254. }
  114255. };
  114256. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  114257. this._waitingTasksCount--;
  114258. try {
  114259. if (this.onProgress) {
  114260. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  114261. }
  114262. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  114263. }
  114264. catch (e) {
  114265. BABYLON.Tools.Error("Error running progress callbacks.");
  114266. console.log(e);
  114267. }
  114268. if (this._waitingTasksCount === 0) {
  114269. try {
  114270. if (this.onFinish) {
  114271. this.onFinish(this._tasks);
  114272. }
  114273. // Let's remove successfull tasks
  114274. var currentTasks = this._tasks.slice();
  114275. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  114276. var task = currentTasks_1[_i];
  114277. if (task.taskState === AssetTaskState.DONE) {
  114278. var index = this._tasks.indexOf(task);
  114279. if (index > -1) {
  114280. this._tasks.splice(index, 1);
  114281. }
  114282. }
  114283. }
  114284. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114285. }
  114286. catch (e) {
  114287. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  114288. console.log(e);
  114289. }
  114290. this._isLoading = false;
  114291. this._scene.getEngine().hideLoadingUI();
  114292. }
  114293. };
  114294. AssetsManager.prototype._runTask = function (task) {
  114295. var _this = this;
  114296. var done = function () {
  114297. try {
  114298. if (_this.onTaskSuccess) {
  114299. _this.onTaskSuccess(task);
  114300. }
  114301. _this.onTaskSuccessObservable.notifyObservers(task);
  114302. _this._decreaseWaitingTasksCount(task);
  114303. }
  114304. catch (e) {
  114305. error("Error executing task success callbacks", e);
  114306. }
  114307. };
  114308. var error = function (message, exception) {
  114309. task._setErrorObject(message, exception);
  114310. if (_this.onTaskError) {
  114311. _this.onTaskError(task);
  114312. }
  114313. _this.onTaskErrorObservable.notifyObservers(task);
  114314. _this._decreaseWaitingTasksCount(task);
  114315. };
  114316. task.run(this._scene, done, error);
  114317. };
  114318. /**
  114319. * Reset the AssetsManager and remove all tasks
  114320. * @return the current instance of the AssetsManager
  114321. */
  114322. AssetsManager.prototype.reset = function () {
  114323. this._isLoading = false;
  114324. this._tasks = new Array();
  114325. return this;
  114326. };
  114327. /**
  114328. * Start the loading process
  114329. * @return the current instance of the AssetsManager
  114330. */
  114331. AssetsManager.prototype.load = function () {
  114332. if (this._isLoading) {
  114333. return this;
  114334. }
  114335. this._isLoading = true;
  114336. this._waitingTasksCount = this._tasks.length;
  114337. this._totalTasksCount = this._tasks.length;
  114338. if (this._waitingTasksCount === 0) {
  114339. this._isLoading = false;
  114340. if (this.onFinish) {
  114341. this.onFinish(this._tasks);
  114342. }
  114343. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114344. return this;
  114345. }
  114346. if (this.useDefaultLoadingScreen) {
  114347. this._scene.getEngine().displayLoadingUI();
  114348. }
  114349. for (var index = 0; index < this._tasks.length; index++) {
  114350. var task = this._tasks[index];
  114351. if (task.taskState === AssetTaskState.INIT) {
  114352. this._runTask(task);
  114353. }
  114354. }
  114355. return this;
  114356. };
  114357. return AssetsManager;
  114358. }());
  114359. BABYLON.AssetsManager = AssetsManager;
  114360. })(BABYLON || (BABYLON = {}));
  114361. //# sourceMappingURL=babylon.assetsManager.js.map
  114362. var BABYLON;
  114363. (function (BABYLON) {
  114364. var serializedGeometries = [];
  114365. var serializeGeometry = function (geometry, serializationGeometries) {
  114366. if (serializedGeometries[geometry.id]) {
  114367. return;
  114368. }
  114369. if (geometry.doNotSerialize) {
  114370. return;
  114371. }
  114372. if (geometry instanceof BABYLON.BoxGeometry) {
  114373. serializationGeometries.boxes.push(geometry.serialize());
  114374. }
  114375. else if (geometry instanceof BABYLON.SphereGeometry) {
  114376. serializationGeometries.spheres.push(geometry.serialize());
  114377. }
  114378. else if (geometry instanceof BABYLON.CylinderGeometry) {
  114379. serializationGeometries.cylinders.push(geometry.serialize());
  114380. }
  114381. else if (geometry instanceof BABYLON.TorusGeometry) {
  114382. serializationGeometries.toruses.push(geometry.serialize());
  114383. }
  114384. else if (geometry instanceof BABYLON.GroundGeometry) {
  114385. serializationGeometries.grounds.push(geometry.serialize());
  114386. }
  114387. else if (geometry instanceof BABYLON.Plane) {
  114388. serializationGeometries.planes.push(geometry.serialize());
  114389. }
  114390. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  114391. serializationGeometries.torusKnots.push(geometry.serialize());
  114392. }
  114393. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  114394. throw new Error("Unknown primitive type");
  114395. }
  114396. else {
  114397. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  114398. }
  114399. serializedGeometries[geometry.id] = true;
  114400. };
  114401. var serializeMesh = function (mesh, serializationScene) {
  114402. var serializationObject = {};
  114403. // Geometry
  114404. var geometry = mesh._geometry;
  114405. if (geometry) {
  114406. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  114407. // 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
  114408. serializeGeometry(geometry, serializationScene.geometries);
  114409. }
  114410. }
  114411. // Custom
  114412. if (mesh.serialize) {
  114413. mesh.serialize(serializationObject);
  114414. }
  114415. return serializationObject;
  114416. };
  114417. var finalizeSingleMesh = function (mesh, serializationObject) {
  114418. //only works if the mesh is already loaded
  114419. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114420. //serialize material
  114421. if (mesh.material) {
  114422. if (mesh.material instanceof BABYLON.MultiMaterial) {
  114423. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  114424. serializationObject.materials = serializationObject.materials || [];
  114425. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114426. serializationObject.multiMaterials.push(mesh.material.serialize());
  114427. var _loop_1 = function (submaterial) {
  114428. if (submaterial) {
  114429. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  114430. serializationObject.materials.push(submaterial.serialize());
  114431. }
  114432. }
  114433. };
  114434. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  114435. var submaterial = _a[_i];
  114436. _loop_1(submaterial);
  114437. }
  114438. }
  114439. }
  114440. else {
  114441. serializationObject.materials = serializationObject.materials || [];
  114442. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114443. serializationObject.materials.push(mesh.material.serialize());
  114444. }
  114445. }
  114446. }
  114447. //serialize geometry
  114448. var geometry = mesh._geometry;
  114449. if (geometry) {
  114450. if (!serializationObject.geometries) {
  114451. serializationObject.geometries = {};
  114452. serializationObject.geometries.boxes = [];
  114453. serializationObject.geometries.spheres = [];
  114454. serializationObject.geometries.cylinders = [];
  114455. serializationObject.geometries.toruses = [];
  114456. serializationObject.geometries.grounds = [];
  114457. serializationObject.geometries.planes = [];
  114458. serializationObject.geometries.torusKnots = [];
  114459. serializationObject.geometries.vertexData = [];
  114460. }
  114461. serializeGeometry(geometry, serializationObject.geometries);
  114462. }
  114463. // Skeletons
  114464. if (mesh.skeleton) {
  114465. serializationObject.skeletons = serializationObject.skeletons || [];
  114466. serializationObject.skeletons.push(mesh.skeleton.serialize());
  114467. }
  114468. //serialize the actual mesh
  114469. serializationObject.meshes = serializationObject.meshes || [];
  114470. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114471. }
  114472. };
  114473. /**
  114474. * Class used to serialize a scene into a string
  114475. */
  114476. var SceneSerializer = /** @class */ (function () {
  114477. function SceneSerializer() {
  114478. }
  114479. /**
  114480. * Clear cache used by a previous serialization
  114481. */
  114482. SceneSerializer.ClearCache = function () {
  114483. serializedGeometries = [];
  114484. };
  114485. /**
  114486. * Serialize a scene into a JSON compatible object
  114487. * @param scene defines the scene to serialize
  114488. * @returns a JSON compatible object
  114489. */
  114490. SceneSerializer.Serialize = function (scene) {
  114491. var serializationObject = {};
  114492. SceneSerializer.ClearCache();
  114493. // Scene
  114494. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  114495. serializationObject.autoClear = scene.autoClear;
  114496. serializationObject.clearColor = scene.clearColor.asArray();
  114497. serializationObject.ambientColor = scene.ambientColor.asArray();
  114498. serializationObject.gravity = scene.gravity.asArray();
  114499. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  114500. serializationObject.workerCollisions = scene.workerCollisions;
  114501. // Fog
  114502. if (scene.fogMode && scene.fogMode !== 0) {
  114503. serializationObject.fogMode = scene.fogMode;
  114504. serializationObject.fogColor = scene.fogColor.asArray();
  114505. serializationObject.fogStart = scene.fogStart;
  114506. serializationObject.fogEnd = scene.fogEnd;
  114507. serializationObject.fogDensity = scene.fogDensity;
  114508. }
  114509. //Physics
  114510. if (scene.isPhysicsEnabled()) {
  114511. var physicEngine = scene.getPhysicsEngine();
  114512. if (physicEngine) {
  114513. serializationObject.physicsEnabled = true;
  114514. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  114515. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  114516. }
  114517. }
  114518. // Metadata
  114519. if (scene.metadata) {
  114520. serializationObject.metadata = scene.metadata;
  114521. }
  114522. // Morph targets
  114523. serializationObject.morphTargetManagers = [];
  114524. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  114525. var abstractMesh = _a[_i];
  114526. var manager = abstractMesh.morphTargetManager;
  114527. if (manager) {
  114528. serializationObject.morphTargetManagers.push(manager.serialize());
  114529. }
  114530. }
  114531. // Lights
  114532. serializationObject.lights = [];
  114533. var index;
  114534. var light;
  114535. for (index = 0; index < scene.lights.length; index++) {
  114536. light = scene.lights[index];
  114537. if (!light.doNotSerialize) {
  114538. serializationObject.lights.push(light.serialize());
  114539. }
  114540. }
  114541. // Cameras
  114542. serializationObject.cameras = [];
  114543. for (index = 0; index < scene.cameras.length; index++) {
  114544. var camera = scene.cameras[index];
  114545. if (!camera.doNotSerialize) {
  114546. serializationObject.cameras.push(camera.serialize());
  114547. }
  114548. }
  114549. if (scene.activeCamera) {
  114550. serializationObject.activeCameraID = scene.activeCamera.id;
  114551. }
  114552. // Animations
  114553. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  114554. // Reflection probes
  114555. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  114556. serializationObject.reflectionProbes = [];
  114557. for (index = 0; index < scene.reflectionProbes.length; index++) {
  114558. var reflectionProbe = scene.reflectionProbes[index];
  114559. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  114560. }
  114561. }
  114562. // Materials
  114563. serializationObject.materials = [];
  114564. serializationObject.multiMaterials = [];
  114565. var material;
  114566. for (index = 0; index < scene.materials.length; index++) {
  114567. material = scene.materials[index];
  114568. if (!material.doNotSerialize) {
  114569. serializationObject.materials.push(material.serialize());
  114570. }
  114571. }
  114572. // MultiMaterials
  114573. serializationObject.multiMaterials = [];
  114574. for (index = 0; index < scene.multiMaterials.length; index++) {
  114575. var multiMaterial = scene.multiMaterials[index];
  114576. serializationObject.multiMaterials.push(multiMaterial.serialize());
  114577. }
  114578. // Environment texture
  114579. if (scene.environmentTexture) {
  114580. serializationObject.environmentTexture = scene.environmentTexture.name;
  114581. }
  114582. // Skeletons
  114583. serializationObject.skeletons = [];
  114584. for (index = 0; index < scene.skeletons.length; index++) {
  114585. var skeleton = scene.skeletons[index];
  114586. if (!skeleton.doNotSerialize) {
  114587. serializationObject.skeletons.push(skeleton.serialize());
  114588. }
  114589. }
  114590. // Transform nodes
  114591. serializationObject.transformNodes = [];
  114592. for (index = 0; index < scene.transformNodes.length; index++) {
  114593. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114594. }
  114595. // Geometries
  114596. serializationObject.geometries = {};
  114597. serializationObject.geometries.boxes = [];
  114598. serializationObject.geometries.spheres = [];
  114599. serializationObject.geometries.cylinders = [];
  114600. serializationObject.geometries.toruses = [];
  114601. serializationObject.geometries.grounds = [];
  114602. serializationObject.geometries.planes = [];
  114603. serializationObject.geometries.torusKnots = [];
  114604. serializationObject.geometries.vertexData = [];
  114605. serializedGeometries = [];
  114606. var geometries = scene.getGeometries();
  114607. for (index = 0; index < geometries.length; index++) {
  114608. var geometry = geometries[index];
  114609. if (geometry.isReady()) {
  114610. serializeGeometry(geometry, serializationObject.geometries);
  114611. }
  114612. }
  114613. // Meshes
  114614. serializationObject.meshes = [];
  114615. for (index = 0; index < scene.meshes.length; index++) {
  114616. var abstractMesh = scene.meshes[index];
  114617. if (abstractMesh instanceof BABYLON.Mesh) {
  114618. var mesh = abstractMesh;
  114619. if (!mesh.doNotSerialize) {
  114620. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114621. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114622. }
  114623. }
  114624. }
  114625. }
  114626. // Particles Systems
  114627. serializationObject.particleSystems = [];
  114628. for (index = 0; index < scene.particleSystems.length; index++) {
  114629. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114630. }
  114631. // Action Manager
  114632. if (scene.actionManager) {
  114633. serializationObject.actions = scene.actionManager.serialize("scene");
  114634. }
  114635. // Components
  114636. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114637. var component = _c[_b];
  114638. component.serialize(serializationObject);
  114639. }
  114640. return serializationObject;
  114641. };
  114642. /**
  114643. * Serialize a mesh into a JSON compatible object
  114644. * @param toSerialize defines the mesh to serialize
  114645. * @param withParents defines if parents must be serialized as well
  114646. * @param withChildren defines if children must be serialized as well
  114647. * @returns a JSON compatible object
  114648. */
  114649. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114650. if (withParents === void 0) { withParents = false; }
  114651. if (withChildren === void 0) { withChildren = false; }
  114652. var serializationObject = {};
  114653. SceneSerializer.ClearCache();
  114654. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114655. if (withParents || withChildren) {
  114656. //deliberate for loop! not for each, appended should be processed as well.
  114657. for (var i = 0; i < toSerialize.length; ++i) {
  114658. if (withChildren) {
  114659. toSerialize[i].getDescendants().forEach(function (node) {
  114660. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114661. toSerialize.push(node);
  114662. }
  114663. });
  114664. }
  114665. //make sure the array doesn't contain the object already
  114666. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114667. toSerialize.push(toSerialize[i].parent);
  114668. }
  114669. }
  114670. }
  114671. toSerialize.forEach(function (mesh) {
  114672. finalizeSingleMesh(mesh, serializationObject);
  114673. });
  114674. return serializationObject;
  114675. };
  114676. return SceneSerializer;
  114677. }());
  114678. BABYLON.SceneSerializer = SceneSerializer;
  114679. })(BABYLON || (BABYLON = {}));
  114680. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114681. var BABYLON;
  114682. (function (BABYLON) {
  114683. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  114684. if (!this.reflectionProbes) {
  114685. return -1;
  114686. }
  114687. var index = this.reflectionProbes.indexOf(toRemove);
  114688. if (index !== -1) {
  114689. this.reflectionProbes.splice(index, 1);
  114690. }
  114691. return index;
  114692. };
  114693. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  114694. if (!this.reflectionProbes) {
  114695. this.reflectionProbes = [];
  114696. }
  114697. this.reflectionProbes.push(newReflectionProbe);
  114698. };
  114699. /**
  114700. * Class used to generate realtime reflection / refraction cube textures
  114701. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114702. */
  114703. var ReflectionProbe = /** @class */ (function () {
  114704. /**
  114705. * Creates a new reflection probe
  114706. * @param name defines the name of the probe
  114707. * @param size defines the texture resolution (for each face)
  114708. * @param scene defines the hosting scene
  114709. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114710. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114711. */
  114712. function ReflectionProbe(
  114713. /** defines the name of the probe */
  114714. name, size, scene, generateMipMaps, useFloat) {
  114715. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114716. if (useFloat === void 0) { useFloat = false; }
  114717. var _this = this;
  114718. this.name = name;
  114719. this._viewMatrix = BABYLON.Matrix.Identity();
  114720. this._target = BABYLON.Vector3.Zero();
  114721. this._add = BABYLON.Vector3.Zero();
  114722. this._invertYAxis = false;
  114723. /** Gets or sets probe position (center of the cube map) */
  114724. this.position = BABYLON.Vector3.Zero();
  114725. this._scene = scene;
  114726. // Create the scene field if not exist.
  114727. if (!this._scene.reflectionProbes) {
  114728. this._scene.reflectionProbes = new Array();
  114729. }
  114730. this._scene.reflectionProbes.push(this);
  114731. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114732. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114733. switch (faceIndex) {
  114734. case 0:
  114735. _this._add.copyFromFloats(1, 0, 0);
  114736. break;
  114737. case 1:
  114738. _this._add.copyFromFloats(-1, 0, 0);
  114739. break;
  114740. case 2:
  114741. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114742. break;
  114743. case 3:
  114744. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114745. break;
  114746. case 4:
  114747. _this._add.copyFromFloats(0, 0, 1);
  114748. break;
  114749. case 5:
  114750. _this._add.copyFromFloats(0, 0, -1);
  114751. break;
  114752. }
  114753. if (_this._attachedMesh) {
  114754. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114755. }
  114756. _this.position.addToRef(_this._add, _this._target);
  114757. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114758. if (scene.activeCamera) {
  114759. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114760. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114761. }
  114762. scene._forcedViewPosition = _this.position;
  114763. });
  114764. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114765. scene._forcedViewPosition = null;
  114766. scene.updateTransformMatrix(true);
  114767. });
  114768. }
  114769. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114770. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114771. get: function () {
  114772. return this._renderTargetTexture.samples;
  114773. },
  114774. set: function (value) {
  114775. this._renderTargetTexture.samples = value;
  114776. },
  114777. enumerable: true,
  114778. configurable: true
  114779. });
  114780. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114781. /** Gets or sets the refresh rate to use (on every frame by default) */
  114782. get: function () {
  114783. return this._renderTargetTexture.refreshRate;
  114784. },
  114785. set: function (value) {
  114786. this._renderTargetTexture.refreshRate = value;
  114787. },
  114788. enumerable: true,
  114789. configurable: true
  114790. });
  114791. /**
  114792. * Gets the hosting scene
  114793. * @returns a Scene
  114794. */
  114795. ReflectionProbe.prototype.getScene = function () {
  114796. return this._scene;
  114797. };
  114798. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114799. /** Gets the internal CubeTexture used to render to */
  114800. get: function () {
  114801. return this._renderTargetTexture;
  114802. },
  114803. enumerable: true,
  114804. configurable: true
  114805. });
  114806. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114807. /** Gets the list of meshes to render */
  114808. get: function () {
  114809. return this._renderTargetTexture.renderList;
  114810. },
  114811. enumerable: true,
  114812. configurable: true
  114813. });
  114814. /**
  114815. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114816. * @param mesh defines the mesh to attach to
  114817. */
  114818. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114819. this._attachedMesh = mesh;
  114820. };
  114821. /**
  114822. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114823. * @param renderingGroupId The rendering group id corresponding to its index
  114824. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114825. */
  114826. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114827. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114828. };
  114829. /**
  114830. * Clean all associated resources
  114831. */
  114832. ReflectionProbe.prototype.dispose = function () {
  114833. var index = this._scene.reflectionProbes.indexOf(this);
  114834. if (index !== -1) {
  114835. // Remove from the scene if found
  114836. this._scene.reflectionProbes.splice(index, 1);
  114837. }
  114838. if (this._renderTargetTexture) {
  114839. this._renderTargetTexture.dispose();
  114840. this._renderTargetTexture = null;
  114841. }
  114842. };
  114843. /**
  114844. * Converts the reflection probe information to a readable string for debug purpose.
  114845. * @param fullDetails Supports for multiple levels of logging within scene loading
  114846. * @returns the human readable reflection probe info
  114847. */
  114848. ReflectionProbe.prototype.toString = function (fullDetails) {
  114849. var ret = "Name: " + this.name;
  114850. if (fullDetails) {
  114851. ret += ", position: " + this.position.toString();
  114852. if (this._attachedMesh) {
  114853. ret += ", attached mesh: " + this._attachedMesh.name;
  114854. }
  114855. }
  114856. return ret;
  114857. };
  114858. /**
  114859. * Get the class name of the relfection probe.
  114860. * @returns "ReflectionProbe"
  114861. */
  114862. ReflectionProbe.prototype.getClassName = function () {
  114863. return "ReflectionProbe";
  114864. };
  114865. /**
  114866. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114867. * @returns The JSON representation of the texture
  114868. */
  114869. ReflectionProbe.prototype.serialize = function () {
  114870. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  114871. serializationObject.isReflectionProbe = true;
  114872. return serializationObject;
  114873. };
  114874. /**
  114875. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114876. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114877. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114878. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114879. * @returns The parsed reflection probe if successful
  114880. */
  114881. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  114882. var reflectionProbe = null;
  114883. if (scene.reflectionProbes) {
  114884. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  114885. var rp = scene.reflectionProbes[index];
  114886. if (rp.name === parsedReflectionProbe.name) {
  114887. reflectionProbe = rp;
  114888. break;
  114889. }
  114890. }
  114891. }
  114892. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  114893. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  114894. if (parsedReflectionProbe._attachedMesh) {
  114895. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  114896. }
  114897. return reflectionProbe;
  114898. };
  114899. __decorate([
  114900. BABYLON.serializeAsMeshReference()
  114901. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  114902. __decorate([
  114903. BABYLON.serializeAsVector3()
  114904. ], ReflectionProbe.prototype, "position", void 0);
  114905. return ReflectionProbe;
  114906. }());
  114907. BABYLON.ReflectionProbe = ReflectionProbe;
  114908. })(BABYLON || (BABYLON = {}));
  114909. //# sourceMappingURL=babylon.reflectionProbe.js.map
  114910. var BABYLON;
  114911. (function (BABYLON) {
  114912. /**
  114913. * Defines the layer scene component responsible to manage any layers
  114914. * in a given scene.
  114915. */
  114916. var LayerSceneComponent = /** @class */ (function () {
  114917. /**
  114918. * Creates a new instance of the component for the given scene
  114919. * @param scene Defines the scene to register the component in
  114920. */
  114921. function LayerSceneComponent(scene) {
  114922. /**
  114923. * The component name helpfull to identify the component in the list of scene components.
  114924. */
  114925. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114926. this.scene = scene;
  114927. this._engine = scene.getEngine();
  114928. scene.layers = new Array();
  114929. }
  114930. /**
  114931. * Registers the component in a given scene
  114932. */
  114933. LayerSceneComponent.prototype.register = function () {
  114934. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  114935. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  114936. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  114937. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  114938. };
  114939. /**
  114940. * Rebuilds the elements related to this component in case of
  114941. * context lost for instance.
  114942. */
  114943. LayerSceneComponent.prototype.rebuild = function () {
  114944. var layers = this.scene.layers;
  114945. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114946. var layer = layers_1[_i];
  114947. layer._rebuild();
  114948. }
  114949. };
  114950. /**
  114951. * Disposes the component and the associated ressources.
  114952. */
  114953. LayerSceneComponent.prototype.dispose = function () {
  114954. var layers = this.scene.layers;
  114955. while (layers.length) {
  114956. layers[0].dispose();
  114957. }
  114958. };
  114959. LayerSceneComponent.prototype._draw = function (predicate) {
  114960. var layers = this.scene.layers;
  114961. if (layers.length) {
  114962. this._engine.setDepthBuffer(false);
  114963. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114964. var layer = layers_2[_i];
  114965. if (predicate(layer)) {
  114966. layer.render();
  114967. }
  114968. }
  114969. this._engine.setDepthBuffer(true);
  114970. }
  114971. };
  114972. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  114973. return !layer.renderOnlyInRenderTargetTextures &&
  114974. layer.isBackground === isBackground &&
  114975. ((layer.layerMask & cameraLayerMask) !== 0);
  114976. };
  114977. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  114978. var _this = this;
  114979. this._draw(function (layer) {
  114980. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  114981. });
  114982. };
  114983. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  114984. var _this = this;
  114985. this._draw(function (layer) {
  114986. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  114987. });
  114988. };
  114989. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  114990. return (layer.renderTargetTextures.length > 0) &&
  114991. layer.isBackground === isBackground &&
  114992. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  114993. ((layer.layerMask & cameraLayerMask) !== 0);
  114994. };
  114995. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  114996. var _this = this;
  114997. this._draw(function (layer) {
  114998. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  114999. });
  115000. };
  115001. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  115002. var _this = this;
  115003. this._draw(function (layer) {
  115004. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  115005. });
  115006. };
  115007. return LayerSceneComponent;
  115008. }());
  115009. BABYLON.LayerSceneComponent = LayerSceneComponent;
  115010. })(BABYLON || (BABYLON = {}));
  115011. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  115012. var BABYLON;
  115013. (function (BABYLON) {
  115014. /**
  115015. * This represents a full screen 2d layer.
  115016. * This can be useful to display a picture in the background of your scene for instance.
  115017. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115018. */
  115019. var Layer = /** @class */ (function () {
  115020. /**
  115021. * Instantiates a new layer.
  115022. * This represents a full screen 2d layer.
  115023. * This can be useful to display a picture in the background of your scene for instance.
  115024. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115025. * @param name Define the name of the layer in the scene
  115026. * @param imgUrl Define the url of the texture to display in the layer
  115027. * @param scene Define the scene the layer belongs to
  115028. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115029. * @param color Defines a color for the layer
  115030. */
  115031. function Layer(
  115032. /**
  115033. * Define the name of the layer.
  115034. */
  115035. name, imgUrl, scene, isBackground, color) {
  115036. this.name = name;
  115037. /**
  115038. * Define the scale of the layer in order to zoom in out of the texture.
  115039. */
  115040. this.scale = new BABYLON.Vector2(1, 1);
  115041. /**
  115042. * Define an offset for the layer in order to shift the texture.
  115043. */
  115044. this.offset = new BABYLON.Vector2(0, 0);
  115045. /**
  115046. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115047. */
  115048. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  115049. /**
  115050. * Define a mask to restrict the layer to only some of the scene cameras.
  115051. */
  115052. this.layerMask = 0x0FFFFFFF;
  115053. /**
  115054. * Define the list of render target the layer is visible into.
  115055. */
  115056. this.renderTargetTextures = [];
  115057. /**
  115058. * Define if the layer is only used in renderTarget or if it also
  115059. * renders in the main frame buffer of the canvas.
  115060. */
  115061. this.renderOnlyInRenderTargetTextures = false;
  115062. this._vertexBuffers = {};
  115063. /**
  115064. * An event triggered when the layer is disposed.
  115065. */
  115066. this.onDisposeObservable = new BABYLON.Observable();
  115067. /**
  115068. * An event triggered before rendering the scene
  115069. */
  115070. this.onBeforeRenderObservable = new BABYLON.Observable();
  115071. /**
  115072. * An event triggered after rendering the scene
  115073. */
  115074. this.onAfterRenderObservable = new BABYLON.Observable();
  115075. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  115076. this.isBackground = isBackground === undefined ? true : isBackground;
  115077. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  115078. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  115079. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  115080. if (!layerComponent) {
  115081. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  115082. this._scene._addComponent(layerComponent);
  115083. }
  115084. this._scene.layers.push(this);
  115085. var engine = this._scene.getEngine();
  115086. // VBO
  115087. var vertices = [];
  115088. vertices.push(1, 1);
  115089. vertices.push(-1, 1);
  115090. vertices.push(-1, -1);
  115091. vertices.push(1, -1);
  115092. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  115093. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  115094. this._createIndexBuffer();
  115095. // Effects
  115096. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  115097. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  115098. }
  115099. Object.defineProperty(Layer.prototype, "onDispose", {
  115100. /**
  115101. * Back compatibility with callback before the onDisposeObservable existed.
  115102. * The set callback will be triggered when the layer has been disposed.
  115103. */
  115104. set: function (callback) {
  115105. if (this._onDisposeObserver) {
  115106. this.onDisposeObservable.remove(this._onDisposeObserver);
  115107. }
  115108. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  115109. },
  115110. enumerable: true,
  115111. configurable: true
  115112. });
  115113. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  115114. /**
  115115. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115116. * The set callback will be triggered just before rendering the layer.
  115117. */
  115118. set: function (callback) {
  115119. if (this._onBeforeRenderObserver) {
  115120. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  115121. }
  115122. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  115123. },
  115124. enumerable: true,
  115125. configurable: true
  115126. });
  115127. Object.defineProperty(Layer.prototype, "onAfterRender", {
  115128. /**
  115129. * Back compatibility with callback before the onAfterRenderObservable existed.
  115130. * The set callback will be triggered just after rendering the layer.
  115131. */
  115132. set: function (callback) {
  115133. if (this._onAfterRenderObserver) {
  115134. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115135. }
  115136. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  115137. },
  115138. enumerable: true,
  115139. configurable: true
  115140. });
  115141. Layer.prototype._createIndexBuffer = function () {
  115142. var engine = this._scene.getEngine();
  115143. // Indices
  115144. var indices = [];
  115145. indices.push(0);
  115146. indices.push(1);
  115147. indices.push(2);
  115148. indices.push(0);
  115149. indices.push(2);
  115150. indices.push(3);
  115151. this._indexBuffer = engine.createIndexBuffer(indices);
  115152. };
  115153. /** @hidden */
  115154. Layer.prototype._rebuild = function () {
  115155. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115156. if (vb) {
  115157. vb._rebuild();
  115158. }
  115159. this._createIndexBuffer();
  115160. };
  115161. /**
  115162. * Renders the layer in the scene.
  115163. */
  115164. Layer.prototype.render = function () {
  115165. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  115166. // Check
  115167. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  115168. return;
  115169. }
  115170. var engine = this._scene.getEngine();
  115171. this.onBeforeRenderObservable.notifyObservers(this);
  115172. // Render
  115173. engine.enableEffect(currentEffect);
  115174. engine.setState(false);
  115175. // Texture
  115176. currentEffect.setTexture("textureSampler", this.texture);
  115177. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  115178. // Color
  115179. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  115180. // Scale / offset
  115181. currentEffect.setVector2("offset", this.offset);
  115182. currentEffect.setVector2("scale", this.scale);
  115183. // VBOs
  115184. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  115185. // Draw order
  115186. if (!this.alphaTest) {
  115187. engine.setAlphaMode(this.alphaBlendingMode);
  115188. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115189. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  115190. }
  115191. else {
  115192. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115193. }
  115194. this.onAfterRenderObservable.notifyObservers(this);
  115195. };
  115196. /**
  115197. * Disposes and releases the associated ressources.
  115198. */
  115199. Layer.prototype.dispose = function () {
  115200. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115201. if (vertexBuffer) {
  115202. vertexBuffer.dispose();
  115203. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  115204. }
  115205. if (this._indexBuffer) {
  115206. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  115207. this._indexBuffer = null;
  115208. }
  115209. if (this.texture) {
  115210. this.texture.dispose();
  115211. this.texture = null;
  115212. }
  115213. // Clean RTT list
  115214. this.renderTargetTextures = [];
  115215. // Remove from scene
  115216. var index = this._scene.layers.indexOf(this);
  115217. this._scene.layers.splice(index, 1);
  115218. // Callback
  115219. this.onDisposeObservable.notifyObservers(this);
  115220. this.onDisposeObservable.clear();
  115221. this.onAfterRenderObservable.clear();
  115222. this.onBeforeRenderObservable.clear();
  115223. };
  115224. return Layer;
  115225. }());
  115226. BABYLON.Layer = Layer;
  115227. })(BABYLON || (BABYLON = {}));
  115228. //# sourceMappingURL=babylon.layer.js.map
  115229. var BABYLON;
  115230. (function (BABYLON) {
  115231. /**
  115232. * Class used to host texture specific utilities
  115233. */
  115234. var TextureTools = /** @class */ (function () {
  115235. function TextureTools() {
  115236. }
  115237. /**
  115238. * Uses the GPU to create a copy texture rescaled at a given size
  115239. * @param texture Texture to copy from
  115240. * @param width defines the desired width
  115241. * @param height defines the desired height
  115242. * @param useBilinearMode defines if bilinear mode has to be used
  115243. * @return the generated texture
  115244. */
  115245. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  115246. if (useBilinearMode === void 0) { useBilinearMode = true; }
  115247. var scene = texture.getScene();
  115248. var engine = scene.getEngine();
  115249. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  115250. rtt.wrapU = texture.wrapU;
  115251. rtt.wrapV = texture.wrapV;
  115252. rtt.uOffset = texture.uOffset;
  115253. rtt.vOffset = texture.vOffset;
  115254. rtt.uScale = texture.uScale;
  115255. rtt.vScale = texture.vScale;
  115256. rtt.uAng = texture.uAng;
  115257. rtt.vAng = texture.vAng;
  115258. rtt.wAng = texture.wAng;
  115259. rtt.coordinatesIndex = texture.coordinatesIndex;
  115260. rtt.level = texture.level;
  115261. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  115262. rtt._texture.isReady = false;
  115263. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115264. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115265. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  115266. passPostProcess.getEffect().executeWhenCompiled(function () {
  115267. passPostProcess.onApply = function (effect) {
  115268. effect.setTexture("textureSampler", texture);
  115269. };
  115270. var internalTexture = rtt.getInternalTexture();
  115271. if (internalTexture) {
  115272. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  115273. engine.unBindFramebuffer(internalTexture);
  115274. rtt.disposeFramebufferObjects();
  115275. passPostProcess.dispose();
  115276. internalTexture.isReady = true;
  115277. }
  115278. });
  115279. return rtt;
  115280. };
  115281. /**
  115282. * Gets an environment BRDF texture for a given scene
  115283. * @param scene defines the hosting scene
  115284. * @returns the environment BRDF texture
  115285. */
  115286. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  115287. if (!scene._environmentBRDFTexture) {
  115288. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  115289. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115290. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115291. scene._environmentBRDFTexture = texture;
  115292. }
  115293. return scene._environmentBRDFTexture;
  115294. };
  115295. TextureTools._environmentBRDFBase64Texture = 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";
  115296. return TextureTools;
  115297. }());
  115298. BABYLON.TextureTools = TextureTools;
  115299. })(BABYLON || (BABYLON = {}));
  115300. //# sourceMappingURL=babylon.textureTools.js.map
  115301. var BABYLON;
  115302. (function (BABYLON) {
  115303. /**
  115304. * 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.
  115305. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  115306. */
  115307. var FramingBehavior = /** @class */ (function () {
  115308. function FramingBehavior() {
  115309. this._mode = FramingBehavior.FitFrustumSidesMode;
  115310. this._radiusScale = 1.0;
  115311. this._positionScale = 0.5;
  115312. this._defaultElevation = 0.3;
  115313. this._elevationReturnTime = 1500;
  115314. this._elevationReturnWaitTime = 1000;
  115315. this._zoomStopsAnimation = false;
  115316. this._framingTime = 1500;
  115317. /**
  115318. * Define if the behavior should automatically change the configured
  115319. * camera limits and sensibilities.
  115320. */
  115321. this.autoCorrectCameraLimitsAndSensibility = true;
  115322. this._isPointerDown = false;
  115323. this._lastInteractionTime = -Infinity;
  115324. // Framing control
  115325. this._animatables = new Array();
  115326. this._betaIsAnimating = false;
  115327. }
  115328. Object.defineProperty(FramingBehavior.prototype, "name", {
  115329. /**
  115330. * Gets the name of the behavior.
  115331. */
  115332. get: function () {
  115333. return "Framing";
  115334. },
  115335. enumerable: true,
  115336. configurable: true
  115337. });
  115338. Object.defineProperty(FramingBehavior.prototype, "mode", {
  115339. /**
  115340. * Gets current mode used by the behavior.
  115341. */
  115342. get: function () {
  115343. return this._mode;
  115344. },
  115345. /**
  115346. * Sets the current mode used by the behavior
  115347. */
  115348. set: function (mode) {
  115349. this._mode = mode;
  115350. },
  115351. enumerable: true,
  115352. configurable: true
  115353. });
  115354. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  115355. /**
  115356. * Gets the scale applied to the radius
  115357. */
  115358. get: function () {
  115359. return this._radiusScale;
  115360. },
  115361. /**
  115362. * Sets the scale applied to the radius (1 by default)
  115363. */
  115364. set: function (radius) {
  115365. this._radiusScale = radius;
  115366. },
  115367. enumerable: true,
  115368. configurable: true
  115369. });
  115370. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  115371. /**
  115372. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115373. */
  115374. get: function () {
  115375. return this._positionScale;
  115376. },
  115377. /**
  115378. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115379. */
  115380. set: function (scale) {
  115381. this._positionScale = scale;
  115382. },
  115383. enumerable: true,
  115384. configurable: true
  115385. });
  115386. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  115387. /**
  115388. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115389. * behaviour is triggered, in radians.
  115390. */
  115391. get: function () {
  115392. return this._defaultElevation;
  115393. },
  115394. /**
  115395. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115396. * behaviour is triggered, in radians.
  115397. */
  115398. set: function (elevation) {
  115399. this._defaultElevation = elevation;
  115400. },
  115401. enumerable: true,
  115402. configurable: true
  115403. });
  115404. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  115405. /**
  115406. * Gets the time (in milliseconds) taken to return to the default beta position.
  115407. * Negative value indicates camera should not return to default.
  115408. */
  115409. get: function () {
  115410. return this._elevationReturnTime;
  115411. },
  115412. /**
  115413. * Sets the time (in milliseconds) taken to return to the default beta position.
  115414. * Negative value indicates camera should not return to default.
  115415. */
  115416. set: function (speed) {
  115417. this._elevationReturnTime = speed;
  115418. },
  115419. enumerable: true,
  115420. configurable: true
  115421. });
  115422. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  115423. /**
  115424. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115425. */
  115426. get: function () {
  115427. return this._elevationReturnWaitTime;
  115428. },
  115429. /**
  115430. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115431. */
  115432. set: function (time) {
  115433. this._elevationReturnWaitTime = time;
  115434. },
  115435. enumerable: true,
  115436. configurable: true
  115437. });
  115438. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  115439. /**
  115440. * Gets the flag that indicates if user zooming should stop animation.
  115441. */
  115442. get: function () {
  115443. return this._zoomStopsAnimation;
  115444. },
  115445. /**
  115446. * Sets the flag that indicates if user zooming should stop animation.
  115447. */
  115448. set: function (flag) {
  115449. this._zoomStopsAnimation = flag;
  115450. },
  115451. enumerable: true,
  115452. configurable: true
  115453. });
  115454. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  115455. /**
  115456. * Gets the transition time when framing the mesh, in milliseconds
  115457. */
  115458. get: function () {
  115459. return this._framingTime;
  115460. },
  115461. /**
  115462. * Sets the transition time when framing the mesh, in milliseconds
  115463. */
  115464. set: function (time) {
  115465. this._framingTime = time;
  115466. },
  115467. enumerable: true,
  115468. configurable: true
  115469. });
  115470. /**
  115471. * Initializes the behavior.
  115472. */
  115473. FramingBehavior.prototype.init = function () {
  115474. // Do notihng
  115475. };
  115476. /**
  115477. * Attaches the behavior to its arc rotate camera.
  115478. * @param camera Defines the camera to attach the behavior to
  115479. */
  115480. FramingBehavior.prototype.attach = function (camera) {
  115481. var _this = this;
  115482. this._attachedCamera = camera;
  115483. var scene = this._attachedCamera.getScene();
  115484. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  115485. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115486. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115487. _this._isPointerDown = true;
  115488. return;
  115489. }
  115490. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115491. _this._isPointerDown = false;
  115492. }
  115493. });
  115494. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115495. if (mesh) {
  115496. _this.zoomOnMesh(mesh);
  115497. }
  115498. });
  115499. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115500. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115501. _this._applyUserInteraction();
  115502. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  115503. // back to the default position after a given timeout
  115504. _this._maintainCameraAboveGround();
  115505. });
  115506. };
  115507. /**
  115508. * Detaches the behavior from its current arc rotate camera.
  115509. */
  115510. FramingBehavior.prototype.detach = function () {
  115511. if (!this._attachedCamera) {
  115512. return;
  115513. }
  115514. var scene = this._attachedCamera.getScene();
  115515. if (this._onPrePointerObservableObserver) {
  115516. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115517. }
  115518. if (this._onAfterCheckInputsObserver) {
  115519. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115520. }
  115521. if (this._onMeshTargetChangedObserver) {
  115522. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115523. }
  115524. this._attachedCamera = null;
  115525. };
  115526. /**
  115527. * Targets the given mesh and updates zoom level accordingly.
  115528. * @param mesh The mesh to target.
  115529. * @param radius Optional. If a cached radius position already exists, overrides default.
  115530. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115531. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115532. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115533. */
  115534. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115535. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115536. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115537. mesh.computeWorldMatrix(true);
  115538. var boundingBox = mesh.getBoundingInfo().boundingBox;
  115539. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  115540. };
  115541. /**
  115542. * Targets the given mesh with its children and updates zoom level accordingly.
  115543. * @param mesh The mesh to target.
  115544. * @param radius Optional. If a cached radius position already exists, overrides default.
  115545. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115546. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115547. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115548. */
  115549. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115550. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115551. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115552. mesh.computeWorldMatrix(true);
  115553. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  115554. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  115555. };
  115556. /**
  115557. * Targets the given meshes with their children and updates zoom level accordingly.
  115558. * @param meshes The mesh to target.
  115559. * @param radius Optional. If a cached radius position already exists, overrides default.
  115560. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115561. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115562. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115563. */
  115564. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  115565. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115566. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115567. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  115568. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  115569. for (var i = 0; i < meshes.length; i++) {
  115570. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  115571. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  115572. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  115573. }
  115574. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  115575. };
  115576. /**
  115577. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  115578. * @param minimumWorld Determines the smaller position of the bounding box extend
  115579. * @param maximumWorld Determines the bigger position of the bounding box extend
  115580. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115581. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115582. */
  115583. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  115584. var _this = this;
  115585. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115586. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115587. var zoomTarget;
  115588. if (!this._attachedCamera) {
  115589. return;
  115590. }
  115591. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  115592. var bottom = minimumWorld.y;
  115593. var top = maximumWorld.y;
  115594. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  115595. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  115596. if (focusOnOriginXZ) {
  115597. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  115598. }
  115599. else {
  115600. var centerWorld = minimumWorld.add(radiusWorld);
  115601. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  115602. }
  115603. if (!this._vectorTransition) {
  115604. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  115605. }
  115606. this._betaIsAnimating = true;
  115607. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  115608. if (animatable) {
  115609. this._animatables.push(animatable);
  115610. }
  115611. // sets the radius and lower radius bounds
  115612. // Small delta ensures camera is not always at lower zoom limit.
  115613. var radius = 0;
  115614. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  115615. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115616. if (this.autoCorrectCameraLimitsAndSensibility) {
  115617. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  115618. }
  115619. radius = position;
  115620. }
  115621. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115622. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115623. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  115624. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  115625. }
  115626. }
  115627. // Set sensibilities
  115628. if (this.autoCorrectCameraLimitsAndSensibility) {
  115629. var extend = maximumWorld.subtract(minimumWorld).length();
  115630. this._attachedCamera.panningSensibility = 5000 / extend;
  115631. this._attachedCamera.wheelPrecision = 100 / radius;
  115632. }
  115633. // transition to new radius
  115634. if (!this._radiusTransition) {
  115635. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115636. }
  115637. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  115638. _this.stopAllAnimations();
  115639. if (onAnimationEnd) {
  115640. onAnimationEnd();
  115641. }
  115642. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  115643. _this._attachedCamera.storeState();
  115644. }
  115645. });
  115646. if (animatable) {
  115647. this._animatables.push(animatable);
  115648. }
  115649. };
  115650. /**
  115651. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  115652. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  115653. * frustum width.
  115654. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  115655. * to fully enclose the mesh in the viewing frustum.
  115656. */
  115657. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  115658. var size = maximumWorld.subtract(minimumWorld);
  115659. var boxVectorGlobalDiagonal = size.length();
  115660. var frustumSlope = this._getFrustumSlope();
  115661. // Formula for setting distance
  115662. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  115663. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  115664. // Horizon distance
  115665. var radius = radiusWithoutFraming * this._radiusScale;
  115666. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  115667. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  115668. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  115669. var camera = this._attachedCamera;
  115670. if (!camera) {
  115671. return 0;
  115672. }
  115673. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115674. // Don't exceed the requested limit
  115675. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  115676. }
  115677. // Don't exceed the upper radius limit
  115678. if (camera.upperRadiusLimit) {
  115679. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  115680. }
  115681. return distance;
  115682. };
  115683. /**
  115684. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  115685. * is automatically returned to its default position (expected to be above ground plane).
  115686. */
  115687. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  115688. var _this = this;
  115689. if (this._elevationReturnTime < 0) {
  115690. return;
  115691. }
  115692. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  115693. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  115694. var limitBeta = Math.PI * 0.5;
  115695. // Bring the camera back up if below the ground plane
  115696. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  115697. this._betaIsAnimating = true;
  115698. //Transition to new position
  115699. this.stopAllAnimations();
  115700. if (!this._betaTransition) {
  115701. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115702. }
  115703. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  115704. _this._clearAnimationLocks();
  115705. _this.stopAllAnimations();
  115706. });
  115707. if (animatabe) {
  115708. this._animatables.push(animatabe);
  115709. }
  115710. }
  115711. };
  115712. /**
  115713. * Returns the frustum slope based on the canvas ratio and camera FOV
  115714. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115715. */
  115716. FramingBehavior.prototype._getFrustumSlope = function () {
  115717. // Calculate the viewport ratio
  115718. // Aspect Ratio is Height/Width.
  115719. var camera = this._attachedCamera;
  115720. if (!camera) {
  115721. return BABYLON.Vector2.Zero();
  115722. }
  115723. var engine = camera.getScene().getEngine();
  115724. var aspectRatio = engine.getAspectRatio(camera);
  115725. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115726. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115727. var frustumSlopeY = Math.tan(camera.fov / 2);
  115728. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115729. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115730. // along the forward vector.
  115731. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115732. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115733. };
  115734. /**
  115735. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115736. */
  115737. FramingBehavior.prototype._clearAnimationLocks = function () {
  115738. this._betaIsAnimating = false;
  115739. };
  115740. /**
  115741. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115742. */
  115743. FramingBehavior.prototype._applyUserInteraction = function () {
  115744. if (this.isUserIsMoving) {
  115745. this._lastInteractionTime = BABYLON.Tools.Now;
  115746. this.stopAllAnimations();
  115747. this._clearAnimationLocks();
  115748. }
  115749. };
  115750. /**
  115751. * Stops and removes all animations that have been applied to the camera
  115752. */
  115753. FramingBehavior.prototype.stopAllAnimations = function () {
  115754. if (this._attachedCamera) {
  115755. this._attachedCamera.animations = [];
  115756. }
  115757. while (this._animatables.length) {
  115758. if (this._animatables[0]) {
  115759. this._animatables[0].onAnimationEnd = null;
  115760. this._animatables[0].stop();
  115761. }
  115762. this._animatables.shift();
  115763. }
  115764. };
  115765. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115766. /**
  115767. * Gets a value indicating if the user is moving the camera
  115768. */
  115769. get: function () {
  115770. if (!this._attachedCamera) {
  115771. return false;
  115772. }
  115773. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115774. this._attachedCamera.inertialBetaOffset !== 0 ||
  115775. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115776. this._attachedCamera.inertialPanningX !== 0 ||
  115777. this._attachedCamera.inertialPanningY !== 0 ||
  115778. this._isPointerDown;
  115779. },
  115780. enumerable: true,
  115781. configurable: true
  115782. });
  115783. /**
  115784. * The easing function used by animations
  115785. */
  115786. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115787. /**
  115788. * The easing mode used by animations
  115789. */
  115790. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115791. // Statics
  115792. /**
  115793. * The camera can move all the way towards the mesh.
  115794. */
  115795. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115796. /**
  115797. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115798. */
  115799. FramingBehavior.FitFrustumSidesMode = 1;
  115800. return FramingBehavior;
  115801. }());
  115802. BABYLON.FramingBehavior = FramingBehavior;
  115803. })(BABYLON || (BABYLON = {}));
  115804. //# sourceMappingURL=babylon.framingBehavior.js.map
  115805. var BABYLON;
  115806. (function (BABYLON) {
  115807. /**
  115808. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115809. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115810. */
  115811. var BouncingBehavior = /** @class */ (function () {
  115812. function BouncingBehavior() {
  115813. /**
  115814. * The duration of the animation, in milliseconds
  115815. */
  115816. this.transitionDuration = 450;
  115817. /**
  115818. * Length of the distance animated by the transition when lower radius is reached
  115819. */
  115820. this.lowerRadiusTransitionRange = 2;
  115821. /**
  115822. * Length of the distance animated by the transition when upper radius is reached
  115823. */
  115824. this.upperRadiusTransitionRange = -2;
  115825. this._autoTransitionRange = false;
  115826. // Animations
  115827. this._radiusIsAnimating = false;
  115828. this._radiusBounceTransition = null;
  115829. this._animatables = new Array();
  115830. }
  115831. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115832. /**
  115833. * Gets the name of the behavior.
  115834. */
  115835. get: function () {
  115836. return "Bouncing";
  115837. },
  115838. enumerable: true,
  115839. configurable: true
  115840. });
  115841. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115842. /**
  115843. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115844. */
  115845. get: function () {
  115846. return this._autoTransitionRange;
  115847. },
  115848. /**
  115849. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115850. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115851. */
  115852. set: function (value) {
  115853. var _this = this;
  115854. if (this._autoTransitionRange === value) {
  115855. return;
  115856. }
  115857. this._autoTransitionRange = value;
  115858. var camera = this._attachedCamera;
  115859. if (!camera) {
  115860. return;
  115861. }
  115862. if (value) {
  115863. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115864. if (!mesh) {
  115865. return;
  115866. }
  115867. mesh.computeWorldMatrix(true);
  115868. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115869. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115870. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115871. });
  115872. }
  115873. else if (this._onMeshTargetChangedObserver) {
  115874. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115875. }
  115876. },
  115877. enumerable: true,
  115878. configurable: true
  115879. });
  115880. /**
  115881. * Initializes the behavior.
  115882. */
  115883. BouncingBehavior.prototype.init = function () {
  115884. // Do notihng
  115885. };
  115886. /**
  115887. * Attaches the behavior to its arc rotate camera.
  115888. * @param camera Defines the camera to attach the behavior to
  115889. */
  115890. BouncingBehavior.prototype.attach = function (camera) {
  115891. var _this = this;
  115892. this._attachedCamera = camera;
  115893. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115894. if (!_this._attachedCamera) {
  115895. return;
  115896. }
  115897. // Add the bounce animation to the lower radius limit
  115898. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115899. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115900. }
  115901. // Add the bounce animation to the upper radius limit
  115902. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115903. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115904. }
  115905. });
  115906. };
  115907. /**
  115908. * Detaches the behavior from its current arc rotate camera.
  115909. */
  115910. BouncingBehavior.prototype.detach = function () {
  115911. if (!this._attachedCamera) {
  115912. return;
  115913. }
  115914. if (this._onAfterCheckInputsObserver) {
  115915. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115916. }
  115917. if (this._onMeshTargetChangedObserver) {
  115918. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115919. }
  115920. this._attachedCamera = null;
  115921. };
  115922. /**
  115923. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115924. * @param radiusLimit The limit to check against.
  115925. * @return Bool to indicate if at limit.
  115926. */
  115927. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115928. if (!this._attachedCamera) {
  115929. return false;
  115930. }
  115931. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115932. return true;
  115933. }
  115934. return false;
  115935. };
  115936. /**
  115937. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115938. * @param radiusDelta The delta by which to animate to. Can be negative.
  115939. */
  115940. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115941. var _this = this;
  115942. if (!this._attachedCamera) {
  115943. return;
  115944. }
  115945. if (!this._radiusBounceTransition) {
  115946. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115947. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115948. }
  115949. // Prevent zoom until bounce has completed
  115950. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115951. this._attachedCamera.wheelPrecision = Infinity;
  115952. this._attachedCamera.inertialRadiusOffset = 0;
  115953. // Animate to the radius limit
  115954. this.stopAllAnimations();
  115955. this._radiusIsAnimating = true;
  115956. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115957. if (animatable) {
  115958. this._animatables.push(animatable);
  115959. }
  115960. };
  115961. /**
  115962. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115963. */
  115964. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115965. this._radiusIsAnimating = false;
  115966. if (this._attachedCamera) {
  115967. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115968. }
  115969. };
  115970. /**
  115971. * Stops and removes all animations that have been applied to the camera
  115972. */
  115973. BouncingBehavior.prototype.stopAllAnimations = function () {
  115974. if (this._attachedCamera) {
  115975. this._attachedCamera.animations = [];
  115976. }
  115977. while (this._animatables.length) {
  115978. this._animatables[0].onAnimationEnd = null;
  115979. this._animatables[0].stop();
  115980. this._animatables.shift();
  115981. }
  115982. };
  115983. /**
  115984. * The easing function used by animations
  115985. */
  115986. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115987. /**
  115988. * The easing mode used by animations
  115989. */
  115990. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115991. return BouncingBehavior;
  115992. }());
  115993. BABYLON.BouncingBehavior = BouncingBehavior;
  115994. })(BABYLON || (BABYLON = {}));
  115995. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  115996. var BABYLON;
  115997. (function (BABYLON) {
  115998. /**
  115999. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  116000. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  116001. */
  116002. var AutoRotationBehavior = /** @class */ (function () {
  116003. function AutoRotationBehavior() {
  116004. this._zoomStopsAnimation = false;
  116005. this._idleRotationSpeed = 0.05;
  116006. this._idleRotationWaitTime = 2000;
  116007. this._idleRotationSpinupTime = 2000;
  116008. this._isPointerDown = false;
  116009. this._lastFrameTime = null;
  116010. this._lastInteractionTime = -Infinity;
  116011. this._cameraRotationSpeed = 0;
  116012. this._lastFrameRadius = 0;
  116013. }
  116014. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  116015. /**
  116016. * Gets the name of the behavior.
  116017. */
  116018. get: function () {
  116019. return "AutoRotation";
  116020. },
  116021. enumerable: true,
  116022. configurable: true
  116023. });
  116024. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  116025. /**
  116026. * Gets the flag that indicates if user zooming should stop animation.
  116027. */
  116028. get: function () {
  116029. return this._zoomStopsAnimation;
  116030. },
  116031. /**
  116032. * Sets the flag that indicates if user zooming should stop animation.
  116033. */
  116034. set: function (flag) {
  116035. this._zoomStopsAnimation = flag;
  116036. },
  116037. enumerable: true,
  116038. configurable: true
  116039. });
  116040. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  116041. /**
  116042. * Gets the default speed at which the camera rotates around the model.
  116043. */
  116044. get: function () {
  116045. return this._idleRotationSpeed;
  116046. },
  116047. /**
  116048. * Sets the default speed at which the camera rotates around the model.
  116049. */
  116050. set: function (speed) {
  116051. this._idleRotationSpeed = speed;
  116052. },
  116053. enumerable: true,
  116054. configurable: true
  116055. });
  116056. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  116057. /**
  116058. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  116059. */
  116060. get: function () {
  116061. return this._idleRotationWaitTime;
  116062. },
  116063. /**
  116064. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  116065. */
  116066. set: function (time) {
  116067. this._idleRotationWaitTime = time;
  116068. },
  116069. enumerable: true,
  116070. configurable: true
  116071. });
  116072. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  116073. /**
  116074. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116075. */
  116076. get: function () {
  116077. return this._idleRotationSpinupTime;
  116078. },
  116079. /**
  116080. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116081. */
  116082. set: function (time) {
  116083. this._idleRotationSpinupTime = time;
  116084. },
  116085. enumerable: true,
  116086. configurable: true
  116087. });
  116088. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  116089. /**
  116090. * Gets a value indicating if the camera is currently rotating because of this behavior
  116091. */
  116092. get: function () {
  116093. return Math.abs(this._cameraRotationSpeed) > 0;
  116094. },
  116095. enumerable: true,
  116096. configurable: true
  116097. });
  116098. /**
  116099. * Initializes the behavior.
  116100. */
  116101. AutoRotationBehavior.prototype.init = function () {
  116102. // Do notihng
  116103. };
  116104. /**
  116105. * Attaches the behavior to its arc rotate camera.
  116106. * @param camera Defines the camera to attach the behavior to
  116107. */
  116108. AutoRotationBehavior.prototype.attach = function (camera) {
  116109. var _this = this;
  116110. this._attachedCamera = camera;
  116111. var scene = this._attachedCamera.getScene();
  116112. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116113. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116114. _this._isPointerDown = true;
  116115. return;
  116116. }
  116117. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116118. _this._isPointerDown = false;
  116119. }
  116120. });
  116121. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116122. var now = BABYLON.Tools.Now;
  116123. var dt = 0;
  116124. if (_this._lastFrameTime != null) {
  116125. dt = now - _this._lastFrameTime;
  116126. }
  116127. _this._lastFrameTime = now;
  116128. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116129. _this._applyUserInteraction();
  116130. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  116131. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  116132. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  116133. // Step camera rotation by rotation speed
  116134. if (_this._attachedCamera) {
  116135. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  116136. }
  116137. });
  116138. };
  116139. /**
  116140. * Detaches the behavior from its current arc rotate camera.
  116141. */
  116142. AutoRotationBehavior.prototype.detach = function () {
  116143. if (!this._attachedCamera) {
  116144. return;
  116145. }
  116146. var scene = this._attachedCamera.getScene();
  116147. if (this._onPrePointerObservableObserver) {
  116148. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116149. }
  116150. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116151. this._attachedCamera = null;
  116152. };
  116153. /**
  116154. * Returns true if user is scrolling.
  116155. * @return true if user is scrolling.
  116156. */
  116157. AutoRotationBehavior.prototype._userIsZooming = function () {
  116158. if (!this._attachedCamera) {
  116159. return false;
  116160. }
  116161. return this._attachedCamera.inertialRadiusOffset !== 0;
  116162. };
  116163. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  116164. if (!this._attachedCamera) {
  116165. return false;
  116166. }
  116167. var zoomHasHitLimit = false;
  116168. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  116169. zoomHasHitLimit = true;
  116170. }
  116171. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  116172. this._lastFrameRadius = this._attachedCamera.radius;
  116173. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  116174. };
  116175. /**
  116176. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116177. */
  116178. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  116179. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  116180. this._lastInteractionTime = BABYLON.Tools.Now;
  116181. }
  116182. };
  116183. // Tools
  116184. AutoRotationBehavior.prototype._userIsMoving = function () {
  116185. if (!this._attachedCamera) {
  116186. return false;
  116187. }
  116188. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116189. this._attachedCamera.inertialBetaOffset !== 0 ||
  116190. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116191. this._attachedCamera.inertialPanningX !== 0 ||
  116192. this._attachedCamera.inertialPanningY !== 0 ||
  116193. this._isPointerDown;
  116194. };
  116195. return AutoRotationBehavior;
  116196. }());
  116197. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  116198. })(BABYLON || (BABYLON = {}));
  116199. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  116200. var BABYLON;
  116201. (function (BABYLON) {
  116202. /**
  116203. * Options to create the null engine
  116204. */
  116205. var NullEngineOptions = /** @class */ (function () {
  116206. function NullEngineOptions() {
  116207. /**
  116208. * Render width (Default: 512)
  116209. */
  116210. this.renderWidth = 512;
  116211. /**
  116212. * Render height (Default: 256)
  116213. */
  116214. this.renderHeight = 256;
  116215. /**
  116216. * Texture size (Default: 512)
  116217. */
  116218. this.textureSize = 512;
  116219. /**
  116220. * If delta time between frames should be constant
  116221. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116222. */
  116223. this.deterministicLockstep = false;
  116224. /**
  116225. * Maximum about of steps between frames (Default: 4)
  116226. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116227. */
  116228. this.lockstepMaxSteps = 4;
  116229. }
  116230. return NullEngineOptions;
  116231. }());
  116232. BABYLON.NullEngineOptions = NullEngineOptions;
  116233. /**
  116234. * The null engine class provides support for headless version of babylon.js.
  116235. * This can be used in server side scenario or for testing purposes
  116236. */
  116237. var NullEngine = /** @class */ (function (_super) {
  116238. __extends(NullEngine, _super);
  116239. function NullEngine(options) {
  116240. if (options === void 0) { options = new NullEngineOptions(); }
  116241. var _this = _super.call(this, null) || this;
  116242. if (options.deterministicLockstep === undefined) {
  116243. options.deterministicLockstep = false;
  116244. }
  116245. if (options.lockstepMaxSteps === undefined) {
  116246. options.lockstepMaxSteps = 4;
  116247. }
  116248. _this._options = options;
  116249. // Init caps
  116250. // We consider we are on a webgl1 capable device
  116251. _this._caps = new BABYLON.EngineCapabilities();
  116252. _this._caps.maxTexturesImageUnits = 16;
  116253. _this._caps.maxVertexTextureImageUnits = 16;
  116254. _this._caps.maxTextureSize = 512;
  116255. _this._caps.maxCubemapTextureSize = 512;
  116256. _this._caps.maxRenderTextureSize = 512;
  116257. _this._caps.maxVertexAttribs = 16;
  116258. _this._caps.maxVaryingVectors = 16;
  116259. _this._caps.maxFragmentUniformVectors = 16;
  116260. _this._caps.maxVertexUniformVectors = 16;
  116261. // Extensions
  116262. _this._caps.standardDerivatives = false;
  116263. _this._caps.astc = null;
  116264. _this._caps.s3tc = null;
  116265. _this._caps.pvrtc = null;
  116266. _this._caps.etc1 = null;
  116267. _this._caps.etc2 = null;
  116268. _this._caps.textureAnisotropicFilterExtension = null;
  116269. _this._caps.maxAnisotropy = 0;
  116270. _this._caps.uintIndices = false;
  116271. _this._caps.fragmentDepthSupported = false;
  116272. _this._caps.highPrecisionShaderSupported = true;
  116273. _this._caps.colorBufferFloat = false;
  116274. _this._caps.textureFloat = false;
  116275. _this._caps.textureFloatLinearFiltering = false;
  116276. _this._caps.textureFloatRender = false;
  116277. _this._caps.textureHalfFloat = false;
  116278. _this._caps.textureHalfFloatLinearFiltering = false;
  116279. _this._caps.textureHalfFloatRender = false;
  116280. _this._caps.textureLOD = false;
  116281. _this._caps.drawBuffersExtension = false;
  116282. _this._caps.depthTextureExtension = false;
  116283. _this._caps.vertexArrayObject = false;
  116284. _this._caps.instancedArrays = false;
  116285. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  116286. // Wrappers
  116287. if (typeof URL === "undefined") {
  116288. URL = {
  116289. createObjectURL: function () { },
  116290. revokeObjectURL: function () { }
  116291. };
  116292. }
  116293. if (typeof Blob === "undefined") {
  116294. Blob = function () { };
  116295. }
  116296. return _this;
  116297. }
  116298. /**
  116299. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116300. */
  116301. NullEngine.prototype.isDeterministicLockStep = function () {
  116302. return this._options.deterministicLockstep;
  116303. };
  116304. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  116305. NullEngine.prototype.getLockstepMaxSteps = function () {
  116306. return this._options.lockstepMaxSteps;
  116307. };
  116308. /**
  116309. * Sets hardware scaling, used to save performance if needed
  116310. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  116311. */
  116312. NullEngine.prototype.getHardwareScalingLevel = function () {
  116313. return 1.0;
  116314. };
  116315. NullEngine.prototype.createVertexBuffer = function (vertices) {
  116316. return {
  116317. capacity: 0,
  116318. references: 1,
  116319. is32Bits: false
  116320. };
  116321. };
  116322. NullEngine.prototype.createIndexBuffer = function (indices) {
  116323. return {
  116324. capacity: 0,
  116325. references: 1,
  116326. is32Bits: false
  116327. };
  116328. };
  116329. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  116330. if (stencil === void 0) { stencil = false; }
  116331. };
  116332. NullEngine.prototype.getRenderWidth = function (useScreen) {
  116333. if (useScreen === void 0) { useScreen = false; }
  116334. if (!useScreen && this._currentRenderTarget) {
  116335. return this._currentRenderTarget.width;
  116336. }
  116337. return this._options.renderWidth;
  116338. };
  116339. NullEngine.prototype.getRenderHeight = function (useScreen) {
  116340. if (useScreen === void 0) { useScreen = false; }
  116341. if (!useScreen && this._currentRenderTarget) {
  116342. return this._currentRenderTarget.height;
  116343. }
  116344. return this._options.renderHeight;
  116345. };
  116346. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  116347. this._cachedViewport = viewport;
  116348. };
  116349. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  116350. return {
  116351. transformFeedback: null,
  116352. __SPECTOR_rebuildProgram: null,
  116353. isParallelCompiled: false
  116354. };
  116355. };
  116356. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  116357. return [];
  116358. };
  116359. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  116360. return [];
  116361. };
  116362. NullEngine.prototype.bindSamplers = function (effect) {
  116363. this._currentEffect = null;
  116364. };
  116365. NullEngine.prototype.enableEffect = function (effect) {
  116366. this._currentEffect = effect;
  116367. if (effect.onBind) {
  116368. effect.onBind(effect);
  116369. }
  116370. if (effect._onBindObservable) {
  116371. effect._onBindObservable.notifyObservers(effect);
  116372. }
  116373. };
  116374. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  116375. if (zOffset === void 0) { zOffset = 0; }
  116376. if (reverseSide === void 0) { reverseSide = false; }
  116377. };
  116378. NullEngine.prototype.setIntArray = function (uniform, array) {
  116379. };
  116380. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  116381. };
  116382. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  116383. };
  116384. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  116385. };
  116386. NullEngine.prototype.setFloatArray = function (uniform, array) {
  116387. };
  116388. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  116389. };
  116390. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  116391. };
  116392. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  116393. };
  116394. NullEngine.prototype.setArray = function (uniform, array) {
  116395. };
  116396. NullEngine.prototype.setArray2 = function (uniform, array) {
  116397. };
  116398. NullEngine.prototype.setArray3 = function (uniform, array) {
  116399. };
  116400. NullEngine.prototype.setArray4 = function (uniform, array) {
  116401. };
  116402. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  116403. };
  116404. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  116405. };
  116406. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  116407. };
  116408. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  116409. };
  116410. NullEngine.prototype.setFloat = function (uniform, value) {
  116411. };
  116412. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  116413. };
  116414. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  116415. };
  116416. NullEngine.prototype.setBool = function (uniform, bool) {
  116417. };
  116418. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  116419. };
  116420. NullEngine.prototype.setColor3 = function (uniform, color3) {
  116421. };
  116422. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  116423. };
  116424. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  116425. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  116426. if (this._alphaMode === mode) {
  116427. return;
  116428. }
  116429. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  116430. if (!noDepthWriteChange) {
  116431. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  116432. }
  116433. this._alphaMode = mode;
  116434. };
  116435. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  116436. };
  116437. NullEngine.prototype.wipeCaches = function (bruteForce) {
  116438. if (this.preventCacheWipeBetweenFrames) {
  116439. return;
  116440. }
  116441. this.resetTextureCache();
  116442. this._currentEffect = null;
  116443. if (bruteForce) {
  116444. this._currentProgram = null;
  116445. this._stencilState.reset();
  116446. this._depthCullingState.reset();
  116447. this._alphaState.reset();
  116448. }
  116449. this._cachedVertexBuffers = null;
  116450. this._cachedIndexBuffer = null;
  116451. this._cachedEffectForVertexBuffers = null;
  116452. };
  116453. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  116454. };
  116455. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  116456. };
  116457. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  116458. };
  116459. /** @hidden */
  116460. NullEngine.prototype._createTexture = function () {
  116461. return {};
  116462. };
  116463. /** @hidden */
  116464. NullEngine.prototype._releaseTexture = function (texture) {
  116465. };
  116466. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  116467. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  116468. if (onLoad === void 0) { onLoad = null; }
  116469. if (onError === void 0) { onError = null; }
  116470. if (buffer === void 0) { buffer = null; }
  116471. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  116472. var url = String(urlArg);
  116473. texture.url = url;
  116474. texture.generateMipMaps = !noMipmap;
  116475. texture.samplingMode = samplingMode;
  116476. texture.invertY = invertY;
  116477. texture.baseWidth = this._options.textureSize;
  116478. texture.baseHeight = this._options.textureSize;
  116479. texture.width = this._options.textureSize;
  116480. texture.height = this._options.textureSize;
  116481. if (format) {
  116482. texture.format = format;
  116483. }
  116484. texture.isReady = true;
  116485. if (onLoad) {
  116486. onLoad();
  116487. }
  116488. this._internalTexturesCache.push(texture);
  116489. return texture;
  116490. };
  116491. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  116492. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  116493. if (options !== undefined && typeof options === "object") {
  116494. fullOptions.generateMipMaps = options.generateMipMaps;
  116495. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  116496. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  116497. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  116498. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  116499. }
  116500. else {
  116501. fullOptions.generateMipMaps = options;
  116502. fullOptions.generateDepthBuffer = true;
  116503. fullOptions.generateStencilBuffer = false;
  116504. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  116505. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  116506. }
  116507. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  116508. var width = size.width || size;
  116509. var height = size.height || size;
  116510. texture._depthStencilBuffer = {};
  116511. texture._framebuffer = {};
  116512. texture.baseWidth = width;
  116513. texture.baseHeight = height;
  116514. texture.width = width;
  116515. texture.height = height;
  116516. texture.isReady = true;
  116517. texture.samples = 1;
  116518. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  116519. texture.samplingMode = fullOptions.samplingMode;
  116520. texture.type = fullOptions.type;
  116521. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  116522. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  116523. this._internalTexturesCache.push(texture);
  116524. return texture;
  116525. };
  116526. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  116527. texture.samplingMode = samplingMode;
  116528. };
  116529. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  116530. if (this._currentRenderTarget) {
  116531. this.unBindFramebuffer(this._currentRenderTarget);
  116532. }
  116533. this._currentRenderTarget = texture;
  116534. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  116535. if (this._cachedViewport && !forceFullscreenViewport) {
  116536. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  116537. }
  116538. };
  116539. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  116540. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  116541. this._currentRenderTarget = null;
  116542. if (onBeforeUnbind) {
  116543. if (texture._MSAAFramebuffer) {
  116544. this._currentFramebuffer = texture._framebuffer;
  116545. }
  116546. onBeforeUnbind();
  116547. }
  116548. this._currentFramebuffer = null;
  116549. };
  116550. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  116551. var vbo = {
  116552. capacity: 1,
  116553. references: 1,
  116554. is32Bits: false
  116555. };
  116556. return vbo;
  116557. };
  116558. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  116559. if (premulAlpha === void 0) { premulAlpha = false; }
  116560. };
  116561. NullEngine.prototype.areAllEffectsReady = function () {
  116562. return true;
  116563. };
  116564. /**
  116565. * @hidden
  116566. * Get the current error code of the webGL context
  116567. * @returns the error code
  116568. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  116569. */
  116570. NullEngine.prototype.getError = function () {
  116571. return 0;
  116572. };
  116573. /** @hidden */
  116574. NullEngine.prototype._getUnpackAlignement = function () {
  116575. return 1;
  116576. };
  116577. /** @hidden */
  116578. NullEngine.prototype._unpackFlipY = function (value) {
  116579. };
  116580. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  116581. if (offset === void 0) { offset = 0; }
  116582. };
  116583. /**
  116584. * Updates a dynamic vertex buffer.
  116585. * @param vertexBuffer the vertex buffer to update
  116586. * @param data the data used to update the vertex buffer
  116587. * @param byteOffset the byte offset of the data (optional)
  116588. * @param byteLength the byte length of the data (optional)
  116589. */
  116590. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  116591. };
  116592. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  116593. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  116594. this._boundTexturesCache[this._activeChannel] = texture;
  116595. return true;
  116596. }
  116597. return false;
  116598. };
  116599. /** @hidden */
  116600. NullEngine.prototype._bindTexture = function (channel, texture) {
  116601. if (channel < 0) {
  116602. return;
  116603. }
  116604. this._bindTextureDirectly(0, texture);
  116605. };
  116606. /** @hidden */
  116607. NullEngine.prototype._releaseBuffer = function (buffer) {
  116608. buffer.references--;
  116609. if (buffer.references === 0) {
  116610. return true;
  116611. }
  116612. return false;
  116613. };
  116614. NullEngine.prototype.releaseEffects = function () {
  116615. };
  116616. NullEngine.prototype.displayLoadingUI = function () {
  116617. };
  116618. NullEngine.prototype.hideLoadingUI = function () {
  116619. };
  116620. /** @hidden */
  116621. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  116622. if (faceIndex === void 0) { faceIndex = 0; }
  116623. if (lod === void 0) { lod = 0; }
  116624. };
  116625. /** @hidden */
  116626. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  116627. if (faceIndex === void 0) { faceIndex = 0; }
  116628. if (lod === void 0) { lod = 0; }
  116629. };
  116630. /** @hidden */
  116631. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  116632. if (faceIndex === void 0) { faceIndex = 0; }
  116633. if (lod === void 0) { lod = 0; }
  116634. };
  116635. /** @hidden */
  116636. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  116637. if (faceIndex === void 0) { faceIndex = 0; }
  116638. if (lod === void 0) { lod = 0; }
  116639. };
  116640. return NullEngine;
  116641. }(BABYLON.Engine));
  116642. BABYLON.NullEngine = NullEngine;
  116643. })(BABYLON || (BABYLON = {}));
  116644. //# sourceMappingURL=babylon.nullEngine.js.map
  116645. var BABYLON;
  116646. (function (BABYLON) {
  116647. /**
  116648. * This class can be used to get instrumentation data from a Babylon engine
  116649. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116650. */
  116651. var EngineInstrumentation = /** @class */ (function () {
  116652. /**
  116653. * Instantiates a new engine instrumentation.
  116654. * This class can be used to get instrumentation data from a Babylon engine
  116655. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116656. * @param engine Defines the engine to instrument
  116657. */
  116658. function EngineInstrumentation(
  116659. /**
  116660. * Define the instrumented engine.
  116661. */
  116662. engine) {
  116663. this.engine = engine;
  116664. this._captureGPUFrameTime = false;
  116665. this._gpuFrameTime = new BABYLON.PerfCounter();
  116666. this._captureShaderCompilationTime = false;
  116667. this._shaderCompilationTime = new BABYLON.PerfCounter();
  116668. // Observers
  116669. this._onBeginFrameObserver = null;
  116670. this._onEndFrameObserver = null;
  116671. this._onBeforeShaderCompilationObserver = null;
  116672. this._onAfterShaderCompilationObserver = null;
  116673. }
  116674. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  116675. // Properties
  116676. /**
  116677. * Gets the perf counter used for GPU frame time
  116678. */
  116679. get: function () {
  116680. return this._gpuFrameTime;
  116681. },
  116682. enumerable: true,
  116683. configurable: true
  116684. });
  116685. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  116686. /**
  116687. * Gets the GPU frame time capture status
  116688. */
  116689. get: function () {
  116690. return this._captureGPUFrameTime;
  116691. },
  116692. /**
  116693. * Enable or disable the GPU frame time capture
  116694. */
  116695. set: function (value) {
  116696. var _this = this;
  116697. if (value === this._captureGPUFrameTime) {
  116698. return;
  116699. }
  116700. this._captureGPUFrameTime = value;
  116701. if (value) {
  116702. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  116703. if (!_this._gpuFrameTimeToken) {
  116704. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  116705. }
  116706. });
  116707. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  116708. if (!_this._gpuFrameTimeToken) {
  116709. return;
  116710. }
  116711. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116712. if (time > -1) {
  116713. _this._gpuFrameTimeToken = null;
  116714. _this._gpuFrameTime.fetchNewFrame();
  116715. _this._gpuFrameTime.addCount(time, true);
  116716. }
  116717. });
  116718. }
  116719. else {
  116720. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116721. this._onBeginFrameObserver = null;
  116722. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116723. this._onEndFrameObserver = null;
  116724. }
  116725. },
  116726. enumerable: true,
  116727. configurable: true
  116728. });
  116729. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116730. /**
  116731. * Gets the perf counter used for shader compilation time
  116732. */
  116733. get: function () {
  116734. return this._shaderCompilationTime;
  116735. },
  116736. enumerable: true,
  116737. configurable: true
  116738. });
  116739. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116740. /**
  116741. * Gets the shader compilation time capture status
  116742. */
  116743. get: function () {
  116744. return this._captureShaderCompilationTime;
  116745. },
  116746. /**
  116747. * Enable or disable the shader compilation time capture
  116748. */
  116749. set: function (value) {
  116750. var _this = this;
  116751. if (value === this._captureShaderCompilationTime) {
  116752. return;
  116753. }
  116754. this._captureShaderCompilationTime = value;
  116755. if (value) {
  116756. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116757. _this._shaderCompilationTime.fetchNewFrame();
  116758. _this._shaderCompilationTime.beginMonitoring();
  116759. });
  116760. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116761. _this._shaderCompilationTime.endMonitoring();
  116762. });
  116763. }
  116764. else {
  116765. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116766. this._onBeforeShaderCompilationObserver = null;
  116767. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116768. this._onAfterShaderCompilationObserver = null;
  116769. }
  116770. },
  116771. enumerable: true,
  116772. configurable: true
  116773. });
  116774. /**
  116775. * Dispose and release associated resources.
  116776. */
  116777. EngineInstrumentation.prototype.dispose = function () {
  116778. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116779. this._onBeginFrameObserver = null;
  116780. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116781. this._onEndFrameObserver = null;
  116782. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116783. this._onBeforeShaderCompilationObserver = null;
  116784. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116785. this._onAfterShaderCompilationObserver = null;
  116786. this.engine = null;
  116787. };
  116788. return EngineInstrumentation;
  116789. }());
  116790. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116791. })(BABYLON || (BABYLON = {}));
  116792. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116793. var BABYLON;
  116794. (function (BABYLON) {
  116795. /**
  116796. * This class can be used to get instrumentation data from a Babylon engine
  116797. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116798. */
  116799. var SceneInstrumentation = /** @class */ (function () {
  116800. /**
  116801. * Instantiates a new scene instrumentation.
  116802. * This class can be used to get instrumentation data from a Babylon engine
  116803. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116804. * @param scene Defines the scene to instrument
  116805. */
  116806. function SceneInstrumentation(
  116807. /**
  116808. * Defines the scene to instrument
  116809. */
  116810. scene) {
  116811. var _this = this;
  116812. this.scene = scene;
  116813. this._captureActiveMeshesEvaluationTime = false;
  116814. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116815. this._captureRenderTargetsRenderTime = false;
  116816. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116817. this._captureFrameTime = false;
  116818. this._frameTime = new BABYLON.PerfCounter();
  116819. this._captureRenderTime = false;
  116820. this._renderTime = new BABYLON.PerfCounter();
  116821. this._captureInterFrameTime = false;
  116822. this._interFrameTime = new BABYLON.PerfCounter();
  116823. this._captureParticlesRenderTime = false;
  116824. this._particlesRenderTime = new BABYLON.PerfCounter();
  116825. this._captureSpritesRenderTime = false;
  116826. this._spritesRenderTime = new BABYLON.PerfCounter();
  116827. this._capturePhysicsTime = false;
  116828. this._physicsTime = new BABYLON.PerfCounter();
  116829. this._captureAnimationsTime = false;
  116830. this._animationsTime = new BABYLON.PerfCounter();
  116831. this._captureCameraRenderTime = false;
  116832. this._cameraRenderTime = new BABYLON.PerfCounter();
  116833. // Observers
  116834. this._onBeforeActiveMeshesEvaluationObserver = null;
  116835. this._onAfterActiveMeshesEvaluationObserver = null;
  116836. this._onBeforeRenderTargetsRenderObserver = null;
  116837. this._onAfterRenderTargetsRenderObserver = null;
  116838. this._onAfterRenderObserver = null;
  116839. this._onBeforeDrawPhaseObserver = null;
  116840. this._onAfterDrawPhaseObserver = null;
  116841. this._onBeforeAnimationsObserver = null;
  116842. this._onBeforeParticlesRenderingObserver = null;
  116843. this._onAfterParticlesRenderingObserver = null;
  116844. this._onBeforeSpritesRenderingObserver = null;
  116845. this._onAfterSpritesRenderingObserver = null;
  116846. this._onBeforePhysicsObserver = null;
  116847. this._onAfterPhysicsObserver = null;
  116848. this._onAfterAnimationsObserver = null;
  116849. this._onBeforeCameraRenderObserver = null;
  116850. this._onAfterCameraRenderObserver = null;
  116851. // Before render
  116852. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116853. if (_this._captureActiveMeshesEvaluationTime) {
  116854. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116855. }
  116856. if (_this._captureRenderTargetsRenderTime) {
  116857. _this._renderTargetsRenderTime.fetchNewFrame();
  116858. }
  116859. if (_this._captureFrameTime) {
  116860. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116861. _this._frameTime.beginMonitoring();
  116862. }
  116863. if (_this._captureInterFrameTime) {
  116864. _this._interFrameTime.endMonitoring();
  116865. }
  116866. if (_this._captureParticlesRenderTime) {
  116867. _this._particlesRenderTime.fetchNewFrame();
  116868. }
  116869. if (_this._captureSpritesRenderTime) {
  116870. _this._spritesRenderTime.fetchNewFrame();
  116871. }
  116872. if (_this._captureAnimationsTime) {
  116873. _this._animationsTime.beginMonitoring();
  116874. }
  116875. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116876. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116877. });
  116878. // After render
  116879. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116880. if (_this._captureFrameTime) {
  116881. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116882. _this._frameTime.endMonitoring();
  116883. }
  116884. if (_this._captureRenderTime) {
  116885. _this._renderTime.endMonitoring(false);
  116886. }
  116887. if (_this._captureInterFrameTime) {
  116888. _this._interFrameTime.beginMonitoring();
  116889. }
  116890. });
  116891. }
  116892. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116893. // Properties
  116894. /**
  116895. * Gets the perf counter used for active meshes evaluation time
  116896. */
  116897. get: function () {
  116898. return this._activeMeshesEvaluationTime;
  116899. },
  116900. enumerable: true,
  116901. configurable: true
  116902. });
  116903. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116904. /**
  116905. * Gets the active meshes evaluation time capture status
  116906. */
  116907. get: function () {
  116908. return this._captureActiveMeshesEvaluationTime;
  116909. },
  116910. /**
  116911. * Enable or disable the active meshes evaluation time capture
  116912. */
  116913. set: function (value) {
  116914. var _this = this;
  116915. if (value === this._captureActiveMeshesEvaluationTime) {
  116916. return;
  116917. }
  116918. this._captureActiveMeshesEvaluationTime = value;
  116919. if (value) {
  116920. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116921. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116922. _this._activeMeshesEvaluationTime.beginMonitoring();
  116923. });
  116924. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116925. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116926. _this._activeMeshesEvaluationTime.endMonitoring();
  116927. });
  116928. }
  116929. else {
  116930. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116931. this._onBeforeActiveMeshesEvaluationObserver = null;
  116932. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116933. this._onAfterActiveMeshesEvaluationObserver = null;
  116934. }
  116935. },
  116936. enumerable: true,
  116937. configurable: true
  116938. });
  116939. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116940. /**
  116941. * Gets the perf counter used for render targets render time
  116942. */
  116943. get: function () {
  116944. return this._renderTargetsRenderTime;
  116945. },
  116946. enumerable: true,
  116947. configurable: true
  116948. });
  116949. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116950. /**
  116951. * Gets the render targets render time capture status
  116952. */
  116953. get: function () {
  116954. return this._captureRenderTargetsRenderTime;
  116955. },
  116956. /**
  116957. * Enable or disable the render targets render time capture
  116958. */
  116959. set: function (value) {
  116960. var _this = this;
  116961. if (value === this._captureRenderTargetsRenderTime) {
  116962. return;
  116963. }
  116964. this._captureRenderTargetsRenderTime = value;
  116965. if (value) {
  116966. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116967. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116968. _this._renderTargetsRenderTime.beginMonitoring();
  116969. });
  116970. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116971. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116972. _this._renderTargetsRenderTime.endMonitoring(false);
  116973. });
  116974. }
  116975. else {
  116976. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116977. this._onBeforeRenderTargetsRenderObserver = null;
  116978. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116979. this._onAfterRenderTargetsRenderObserver = null;
  116980. }
  116981. },
  116982. enumerable: true,
  116983. configurable: true
  116984. });
  116985. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116986. /**
  116987. * Gets the perf counter used for particles render time
  116988. */
  116989. get: function () {
  116990. return this._particlesRenderTime;
  116991. },
  116992. enumerable: true,
  116993. configurable: true
  116994. });
  116995. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116996. /**
  116997. * Gets the particles render time capture status
  116998. */
  116999. get: function () {
  117000. return this._captureParticlesRenderTime;
  117001. },
  117002. /**
  117003. * Enable or disable the particles render time capture
  117004. */
  117005. set: function (value) {
  117006. var _this = this;
  117007. if (value === this._captureParticlesRenderTime) {
  117008. return;
  117009. }
  117010. this._captureParticlesRenderTime = value;
  117011. if (value) {
  117012. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  117013. BABYLON.Tools.StartPerformanceCounter("Particles");
  117014. _this._particlesRenderTime.beginMonitoring();
  117015. });
  117016. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  117017. BABYLON.Tools.EndPerformanceCounter("Particles");
  117018. _this._particlesRenderTime.endMonitoring(false);
  117019. });
  117020. }
  117021. else {
  117022. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117023. this._onBeforeParticlesRenderingObserver = null;
  117024. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117025. this._onAfterParticlesRenderingObserver = null;
  117026. }
  117027. },
  117028. enumerable: true,
  117029. configurable: true
  117030. });
  117031. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  117032. /**
  117033. * Gets the perf counter used for sprites render time
  117034. */
  117035. get: function () {
  117036. return this._spritesRenderTime;
  117037. },
  117038. enumerable: true,
  117039. configurable: true
  117040. });
  117041. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  117042. /**
  117043. * Gets the sprites render time capture status
  117044. */
  117045. get: function () {
  117046. return this._captureSpritesRenderTime;
  117047. },
  117048. /**
  117049. * Enable or disable the sprites render time capture
  117050. */
  117051. set: function (value) {
  117052. var _this = this;
  117053. if (value === this._captureSpritesRenderTime) {
  117054. return;
  117055. }
  117056. this._captureSpritesRenderTime = value;
  117057. if (!this.scene.spriteManagers) {
  117058. return;
  117059. }
  117060. if (value) {
  117061. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  117062. BABYLON.Tools.StartPerformanceCounter("Sprites");
  117063. _this._spritesRenderTime.beginMonitoring();
  117064. });
  117065. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  117066. BABYLON.Tools.EndPerformanceCounter("Sprites");
  117067. _this._spritesRenderTime.endMonitoring(false);
  117068. });
  117069. }
  117070. else {
  117071. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117072. this._onBeforeSpritesRenderingObserver = null;
  117073. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117074. this._onAfterSpritesRenderingObserver = null;
  117075. }
  117076. },
  117077. enumerable: true,
  117078. configurable: true
  117079. });
  117080. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  117081. /**
  117082. * Gets the perf counter used for physics time
  117083. */
  117084. get: function () {
  117085. return this._physicsTime;
  117086. },
  117087. enumerable: true,
  117088. configurable: true
  117089. });
  117090. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  117091. /**
  117092. * Gets the physics time capture status
  117093. */
  117094. get: function () {
  117095. return this._capturePhysicsTime;
  117096. },
  117097. /**
  117098. * Enable or disable the physics time capture
  117099. */
  117100. set: function (value) {
  117101. var _this = this;
  117102. if (value === this._capturePhysicsTime) {
  117103. return;
  117104. }
  117105. if (!this.scene.onBeforePhysicsObservable) {
  117106. return;
  117107. }
  117108. this._capturePhysicsTime = value;
  117109. if (value) {
  117110. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  117111. BABYLON.Tools.StartPerformanceCounter("Physics");
  117112. _this._physicsTime.beginMonitoring();
  117113. });
  117114. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  117115. BABYLON.Tools.EndPerformanceCounter("Physics");
  117116. _this._physicsTime.endMonitoring();
  117117. });
  117118. }
  117119. else {
  117120. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117121. this._onBeforePhysicsObserver = null;
  117122. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117123. this._onAfterPhysicsObserver = null;
  117124. }
  117125. },
  117126. enumerable: true,
  117127. configurable: true
  117128. });
  117129. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  117130. /**
  117131. * Gets the perf counter used for animations time
  117132. */
  117133. get: function () {
  117134. return this._animationsTime;
  117135. },
  117136. enumerable: true,
  117137. configurable: true
  117138. });
  117139. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  117140. /**
  117141. * Gets the animations time capture status
  117142. */
  117143. get: function () {
  117144. return this._captureAnimationsTime;
  117145. },
  117146. /**
  117147. * Enable or disable the animations time capture
  117148. */
  117149. set: function (value) {
  117150. var _this = this;
  117151. if (value === this._captureAnimationsTime) {
  117152. return;
  117153. }
  117154. this._captureAnimationsTime = value;
  117155. if (value) {
  117156. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  117157. _this._animationsTime.endMonitoring();
  117158. });
  117159. }
  117160. else {
  117161. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117162. this._onAfterAnimationsObserver = null;
  117163. }
  117164. },
  117165. enumerable: true,
  117166. configurable: true
  117167. });
  117168. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  117169. /**
  117170. * Gets the perf counter used for frame time capture
  117171. */
  117172. get: function () {
  117173. return this._frameTime;
  117174. },
  117175. enumerable: true,
  117176. configurable: true
  117177. });
  117178. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  117179. /**
  117180. * Gets the frame time capture status
  117181. */
  117182. get: function () {
  117183. return this._captureFrameTime;
  117184. },
  117185. /**
  117186. * Enable or disable the frame time capture
  117187. */
  117188. set: function (value) {
  117189. this._captureFrameTime = value;
  117190. },
  117191. enumerable: true,
  117192. configurable: true
  117193. });
  117194. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  117195. /**
  117196. * Gets the perf counter used for inter-frames time capture
  117197. */
  117198. get: function () {
  117199. return this._interFrameTime;
  117200. },
  117201. enumerable: true,
  117202. configurable: true
  117203. });
  117204. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  117205. /**
  117206. * Gets the inter-frames time capture status
  117207. */
  117208. get: function () {
  117209. return this._captureInterFrameTime;
  117210. },
  117211. /**
  117212. * Enable or disable the inter-frames time capture
  117213. */
  117214. set: function (value) {
  117215. this._captureInterFrameTime = value;
  117216. },
  117217. enumerable: true,
  117218. configurable: true
  117219. });
  117220. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  117221. /**
  117222. * Gets the perf counter used for render time capture
  117223. */
  117224. get: function () {
  117225. return this._renderTime;
  117226. },
  117227. enumerable: true,
  117228. configurable: true
  117229. });
  117230. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  117231. /**
  117232. * Gets the render time capture status
  117233. */
  117234. get: function () {
  117235. return this._captureRenderTime;
  117236. },
  117237. /**
  117238. * Enable or disable the render time capture
  117239. */
  117240. set: function (value) {
  117241. var _this = this;
  117242. if (value === this._captureRenderTime) {
  117243. return;
  117244. }
  117245. this._captureRenderTime = value;
  117246. if (value) {
  117247. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  117248. _this._renderTime.beginMonitoring();
  117249. BABYLON.Tools.StartPerformanceCounter("Main render");
  117250. });
  117251. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  117252. _this._renderTime.endMonitoring(false);
  117253. BABYLON.Tools.EndPerformanceCounter("Main render");
  117254. });
  117255. }
  117256. else {
  117257. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117258. this._onBeforeDrawPhaseObserver = null;
  117259. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117260. this._onAfterDrawPhaseObserver = null;
  117261. }
  117262. },
  117263. enumerable: true,
  117264. configurable: true
  117265. });
  117266. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  117267. /**
  117268. * Gets the perf counter used for camera render time capture
  117269. */
  117270. get: function () {
  117271. return this._cameraRenderTime;
  117272. },
  117273. enumerable: true,
  117274. configurable: true
  117275. });
  117276. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  117277. /**
  117278. * Gets the camera render time capture status
  117279. */
  117280. get: function () {
  117281. return this._captureCameraRenderTime;
  117282. },
  117283. /**
  117284. * Enable or disable the camera render time capture
  117285. */
  117286. set: function (value) {
  117287. var _this = this;
  117288. if (value === this._captureCameraRenderTime) {
  117289. return;
  117290. }
  117291. this._captureCameraRenderTime = value;
  117292. if (value) {
  117293. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  117294. _this._cameraRenderTime.beginMonitoring();
  117295. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  117296. });
  117297. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  117298. _this._cameraRenderTime.endMonitoring(false);
  117299. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  117300. });
  117301. }
  117302. else {
  117303. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117304. this._onBeforeCameraRenderObserver = null;
  117305. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117306. this._onAfterCameraRenderObserver = null;
  117307. }
  117308. },
  117309. enumerable: true,
  117310. configurable: true
  117311. });
  117312. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  117313. /**
  117314. * Gets the perf counter used for draw calls
  117315. */
  117316. get: function () {
  117317. return this.scene.getEngine()._drawCalls;
  117318. },
  117319. enumerable: true,
  117320. configurable: true
  117321. });
  117322. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  117323. /**
  117324. * Gets the perf counter used for texture collisions
  117325. */
  117326. get: function () {
  117327. return this.scene.getEngine()._textureCollisions;
  117328. },
  117329. enumerable: true,
  117330. configurable: true
  117331. });
  117332. /**
  117333. * Dispose and release associated resources.
  117334. */
  117335. SceneInstrumentation.prototype.dispose = function () {
  117336. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  117337. this._onAfterRenderObserver = null;
  117338. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117339. this._onBeforeActiveMeshesEvaluationObserver = null;
  117340. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117341. this._onAfterActiveMeshesEvaluationObserver = null;
  117342. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117343. this._onBeforeRenderTargetsRenderObserver = null;
  117344. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117345. this._onAfterRenderTargetsRenderObserver = null;
  117346. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  117347. this._onBeforeAnimationsObserver = null;
  117348. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117349. this._onBeforeParticlesRenderingObserver = null;
  117350. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117351. this._onAfterParticlesRenderingObserver = null;
  117352. if (this._onBeforeSpritesRenderingObserver) {
  117353. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117354. this._onBeforeSpritesRenderingObserver = null;
  117355. }
  117356. if (this._onAfterSpritesRenderingObserver) {
  117357. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117358. this._onAfterSpritesRenderingObserver = null;
  117359. }
  117360. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117361. this._onBeforeDrawPhaseObserver = null;
  117362. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117363. this._onAfterDrawPhaseObserver = null;
  117364. if (this._onBeforePhysicsObserver) {
  117365. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117366. this._onBeforePhysicsObserver = null;
  117367. }
  117368. if (this._onAfterPhysicsObserver) {
  117369. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117370. this._onAfterPhysicsObserver = null;
  117371. }
  117372. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117373. this._onAfterAnimationsObserver = null;
  117374. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117375. this._onBeforeCameraRenderObserver = null;
  117376. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117377. this._onAfterCameraRenderObserver = null;
  117378. this.scene = null;
  117379. };
  117380. return SceneInstrumentation;
  117381. }());
  117382. BABYLON.SceneInstrumentation = SceneInstrumentation;
  117383. })(BABYLON || (BABYLON = {}));
  117384. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  117385. var BABYLON;
  117386. (function (BABYLON) {
  117387. /**
  117388. * @hidden
  117389. **/
  117390. var _TimeToken = /** @class */ (function () {
  117391. function _TimeToken() {
  117392. this._timeElapsedQueryEnded = false;
  117393. }
  117394. return _TimeToken;
  117395. }());
  117396. BABYLON._TimeToken = _TimeToken;
  117397. })(BABYLON || (BABYLON = {}));
  117398. //# sourceMappingURL=babylon.timeToken.js.map
  117399. var BABYLON;
  117400. (function (BABYLON) {
  117401. /**
  117402. * Background material defines definition.
  117403. * @hidden Mainly internal Use
  117404. */
  117405. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  117406. __extends(BackgroundMaterialDefines, _super);
  117407. /**
  117408. * Constructor of the defines.
  117409. */
  117410. function BackgroundMaterialDefines() {
  117411. var _this = _super.call(this) || this;
  117412. /**
  117413. * True if the diffuse texture is in use.
  117414. */
  117415. _this.DIFFUSE = false;
  117416. /**
  117417. * The direct UV channel to use.
  117418. */
  117419. _this.DIFFUSEDIRECTUV = 0;
  117420. /**
  117421. * True if the diffuse texture is in gamma space.
  117422. */
  117423. _this.GAMMADIFFUSE = false;
  117424. /**
  117425. * True if the diffuse texture has opacity in the alpha channel.
  117426. */
  117427. _this.DIFFUSEHASALPHA = false;
  117428. /**
  117429. * True if you want the material to fade to transparent at grazing angle.
  117430. */
  117431. _this.OPACITYFRESNEL = false;
  117432. /**
  117433. * True if an extra blur needs to be added in the reflection.
  117434. */
  117435. _this.REFLECTIONBLUR = false;
  117436. /**
  117437. * True if you want the material to fade to reflection at grazing angle.
  117438. */
  117439. _this.REFLECTIONFRESNEL = false;
  117440. /**
  117441. * True if you want the material to falloff as far as you move away from the scene center.
  117442. */
  117443. _this.REFLECTIONFALLOFF = false;
  117444. /**
  117445. * False if the current Webgl implementation does not support the texture lod extension.
  117446. */
  117447. _this.TEXTURELODSUPPORT = false;
  117448. /**
  117449. * True to ensure the data are premultiplied.
  117450. */
  117451. _this.PREMULTIPLYALPHA = false;
  117452. /**
  117453. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  117454. */
  117455. _this.USERGBCOLOR = false;
  117456. /**
  117457. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  117458. * stays aligned with the desired configuration.
  117459. */
  117460. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  117461. /**
  117462. * True to add noise in order to reduce the banding effect.
  117463. */
  117464. _this.NOISE = false;
  117465. /**
  117466. * is the reflection texture in BGR color scheme?
  117467. * Mainly used to solve a bug in ios10 video tag
  117468. */
  117469. _this.REFLECTIONBGR = false;
  117470. _this.IMAGEPROCESSING = false;
  117471. _this.VIGNETTE = false;
  117472. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  117473. _this.VIGNETTEBLENDMODEOPAQUE = false;
  117474. _this.TONEMAPPING = false;
  117475. _this.TONEMAPPING_ACES = false;
  117476. _this.CONTRAST = false;
  117477. _this.COLORCURVES = false;
  117478. _this.COLORGRADING = false;
  117479. _this.COLORGRADING3D = false;
  117480. _this.SAMPLER3DGREENDEPTH = false;
  117481. _this.SAMPLER3DBGRMAP = false;
  117482. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  117483. _this.EXPOSURE = false;
  117484. // Reflection.
  117485. _this.REFLECTION = false;
  117486. _this.REFLECTIONMAP_3D = false;
  117487. _this.REFLECTIONMAP_SPHERICAL = false;
  117488. _this.REFLECTIONMAP_PLANAR = false;
  117489. _this.REFLECTIONMAP_CUBIC = false;
  117490. _this.REFLECTIONMAP_PROJECTION = false;
  117491. _this.REFLECTIONMAP_SKYBOX = false;
  117492. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117493. _this.REFLECTIONMAP_EXPLICIT = false;
  117494. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117495. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117496. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117497. _this.INVERTCUBICMAP = false;
  117498. _this.REFLECTIONMAP_OPPOSITEZ = false;
  117499. _this.LODINREFLECTIONALPHA = false;
  117500. _this.GAMMAREFLECTION = false;
  117501. _this.RGBDREFLECTION = false;
  117502. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  117503. // Default BJS.
  117504. _this.MAINUV1 = false;
  117505. _this.MAINUV2 = false;
  117506. _this.UV1 = false;
  117507. _this.UV2 = false;
  117508. _this.CLIPPLANE = false;
  117509. _this.CLIPPLANE2 = false;
  117510. _this.CLIPPLANE3 = false;
  117511. _this.CLIPPLANE4 = false;
  117512. _this.POINTSIZE = false;
  117513. _this.FOG = false;
  117514. _this.NORMAL = false;
  117515. _this.NUM_BONE_INFLUENCERS = 0;
  117516. _this.BonesPerMesh = 0;
  117517. _this.INSTANCES = false;
  117518. _this.SHADOWFLOAT = false;
  117519. _this.rebuild();
  117520. return _this;
  117521. }
  117522. return BackgroundMaterialDefines;
  117523. }(BABYLON.MaterialDefines));
  117524. /**
  117525. * Background material used to create an efficient environement around your scene.
  117526. */
  117527. var BackgroundMaterial = /** @class */ (function (_super) {
  117528. __extends(BackgroundMaterial, _super);
  117529. /**
  117530. * Instantiates a Background Material in the given scene
  117531. * @param name The friendly name of the material
  117532. * @param scene The scene to add the material to
  117533. */
  117534. function BackgroundMaterial(name, scene) {
  117535. var _this = _super.call(this, name, scene) || this;
  117536. /**
  117537. * Key light Color (multiply against the environement texture)
  117538. */
  117539. _this.primaryColor = BABYLON.Color3.White();
  117540. _this._primaryColorShadowLevel = 0;
  117541. _this._primaryColorHighlightLevel = 0;
  117542. /**
  117543. * Reflection Texture used in the material.
  117544. * Should be author in a specific way for the best result (refer to the documentation).
  117545. */
  117546. _this.reflectionTexture = null;
  117547. /**
  117548. * Reflection Texture level of blur.
  117549. *
  117550. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  117551. * texture twice.
  117552. */
  117553. _this.reflectionBlur = 0;
  117554. /**
  117555. * Diffuse Texture used in the material.
  117556. * Should be author in a specific way for the best result (refer to the documentation).
  117557. */
  117558. _this.diffuseTexture = null;
  117559. _this._shadowLights = null;
  117560. /**
  117561. * Specify the list of lights casting shadow on the material.
  117562. * All scene shadow lights will be included if null.
  117563. */
  117564. _this.shadowLights = null;
  117565. /**
  117566. * Helps adjusting the shadow to a softer level if required.
  117567. * 0 means black shadows and 1 means no shadows.
  117568. */
  117569. _this.shadowLevel = 0;
  117570. /**
  117571. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  117572. * It is usually zero but might be interesting to modify according to your setup.
  117573. */
  117574. _this.sceneCenter = BABYLON.Vector3.Zero();
  117575. /**
  117576. * This helps specifying that the material is falling off to the sky box at grazing angle.
  117577. * This helps ensuring a nice transition when the camera goes under the ground.
  117578. */
  117579. _this.opacityFresnel = true;
  117580. /**
  117581. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  117582. * This helps adding a mirror texture on the ground.
  117583. */
  117584. _this.reflectionFresnel = false;
  117585. /**
  117586. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  117587. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  117588. */
  117589. _this.reflectionFalloffDistance = 0.0;
  117590. /**
  117591. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  117592. */
  117593. _this.reflectionAmount = 1.0;
  117594. /**
  117595. * This specifies the weight of the reflection at grazing angle.
  117596. */
  117597. _this.reflectionReflectance0 = 0.05;
  117598. /**
  117599. * This specifies the weight of the reflection at a perpendicular point of view.
  117600. */
  117601. _this.reflectionReflectance90 = 0.5;
  117602. /**
  117603. * Helps to directly use the maps channels instead of their level.
  117604. */
  117605. _this.useRGBColor = true;
  117606. /**
  117607. * This helps reducing the banding effect that could occur on the background.
  117608. */
  117609. _this.enableNoise = false;
  117610. _this._fovMultiplier = 1.0;
  117611. /**
  117612. * Enable the FOV adjustment feature controlled by fovMultiplier.
  117613. */
  117614. _this.useEquirectangularFOV = false;
  117615. _this._maxSimultaneousLights = 4;
  117616. /**
  117617. * Number of Simultaneous lights allowed on the material.
  117618. */
  117619. _this.maxSimultaneousLights = 4;
  117620. /**
  117621. * Keep track of the image processing observer to allow dispose and replace.
  117622. */
  117623. _this._imageProcessingObserver = null;
  117624. /**
  117625. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  117626. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  117627. */
  117628. _this.switchToBGR = false;
  117629. // Temp values kept as cache in the material.
  117630. _this._renderTargets = new BABYLON.SmartArray(16);
  117631. _this._reflectionControls = BABYLON.Vector4.Zero();
  117632. _this._white = BABYLON.Color3.White();
  117633. _this._primaryShadowColor = BABYLON.Color3.Black();
  117634. _this._primaryHighlightColor = BABYLON.Color3.Black();
  117635. // Setup the default processing configuration to the scene.
  117636. _this._attachImageProcessingConfiguration(null);
  117637. _this.getRenderTargetTextures = function () {
  117638. _this._renderTargets.reset();
  117639. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  117640. _this._renderTargets.push(_this._diffuseTexture);
  117641. }
  117642. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  117643. _this._renderTargets.push(_this._reflectionTexture);
  117644. }
  117645. return _this._renderTargets;
  117646. };
  117647. return _this;
  117648. }
  117649. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  117650. /**
  117651. * Experimental Internal Use Only.
  117652. *
  117653. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  117654. * This acts as a helper to set the primary color to a more "human friendly" value.
  117655. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  117656. * output color as close as possible from the chosen value.
  117657. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  117658. * part of lighting setup.)
  117659. */
  117660. get: function () {
  117661. return this.__perceptualColor;
  117662. },
  117663. set: function (value) {
  117664. this.__perceptualColor = value;
  117665. this._computePrimaryColorFromPerceptualColor();
  117666. this._markAllSubMeshesAsLightsDirty();
  117667. },
  117668. enumerable: true,
  117669. configurable: true
  117670. });
  117671. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  117672. /**
  117673. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  117674. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  117675. */
  117676. get: function () {
  117677. return this._primaryColorShadowLevel;
  117678. },
  117679. set: function (value) {
  117680. this._primaryColorShadowLevel = value;
  117681. this._computePrimaryColors();
  117682. this._markAllSubMeshesAsLightsDirty();
  117683. },
  117684. enumerable: true,
  117685. configurable: true
  117686. });
  117687. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  117688. /**
  117689. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  117690. * The primary color is used at the level chosen to define what the white area would look.
  117691. */
  117692. get: function () {
  117693. return this._primaryColorHighlightLevel;
  117694. },
  117695. set: function (value) {
  117696. this._primaryColorHighlightLevel = value;
  117697. this._computePrimaryColors();
  117698. this._markAllSubMeshesAsLightsDirty();
  117699. },
  117700. enumerable: true,
  117701. configurable: true
  117702. });
  117703. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  117704. /**
  117705. * Sets the reflection reflectance fresnel values according to the default standard
  117706. * empirically know to work well :-)
  117707. */
  117708. set: function (value) {
  117709. var reflectionWeight = value;
  117710. if (reflectionWeight < 0.5) {
  117711. reflectionWeight = reflectionWeight * 2.0;
  117712. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117713. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117714. }
  117715. else {
  117716. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117717. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117718. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117719. }
  117720. },
  117721. enumerable: true,
  117722. configurable: true
  117723. });
  117724. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117725. /**
  117726. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117727. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117728. * Recommended to be keep at 1.0 except for special cases.
  117729. */
  117730. get: function () {
  117731. return this._fovMultiplier;
  117732. },
  117733. set: function (value) {
  117734. if (isNaN(value)) {
  117735. value = 1.0;
  117736. }
  117737. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117738. },
  117739. enumerable: true,
  117740. configurable: true
  117741. });
  117742. /**
  117743. * Attaches a new image processing configuration to the PBR Material.
  117744. * @param configuration (if null the scene configuration will be use)
  117745. */
  117746. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117747. var _this = this;
  117748. if (configuration === this._imageProcessingConfiguration) {
  117749. return;
  117750. }
  117751. // Detaches observer.
  117752. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117753. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117754. }
  117755. // Pick the scene configuration if needed.
  117756. if (!configuration) {
  117757. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117758. }
  117759. else {
  117760. this._imageProcessingConfiguration = configuration;
  117761. }
  117762. // Attaches observer.
  117763. if (this._imageProcessingConfiguration) {
  117764. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117765. _this._computePrimaryColorFromPerceptualColor();
  117766. _this._markAllSubMeshesAsImageProcessingDirty();
  117767. });
  117768. }
  117769. };
  117770. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117771. /**
  117772. * Gets the image processing configuration used either in this material.
  117773. */
  117774. get: function () {
  117775. return this._imageProcessingConfiguration;
  117776. },
  117777. /**
  117778. * Sets the Default image processing configuration used either in the this material.
  117779. *
  117780. * If sets to null, the scene one is in use.
  117781. */
  117782. set: function (value) {
  117783. this._attachImageProcessingConfiguration(value);
  117784. // Ensure the effect will be rebuilt.
  117785. this._markAllSubMeshesAsTexturesDirty();
  117786. },
  117787. enumerable: true,
  117788. configurable: true
  117789. });
  117790. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117791. /**
  117792. * Gets wether the color curves effect is enabled.
  117793. */
  117794. get: function () {
  117795. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117796. },
  117797. /**
  117798. * Sets wether the color curves effect is enabled.
  117799. */
  117800. set: function (value) {
  117801. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117802. },
  117803. enumerable: true,
  117804. configurable: true
  117805. });
  117806. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117807. /**
  117808. * Gets wether the color grading effect is enabled.
  117809. */
  117810. get: function () {
  117811. return this.imageProcessingConfiguration.colorGradingEnabled;
  117812. },
  117813. /**
  117814. * Gets wether the color grading effect is enabled.
  117815. */
  117816. set: function (value) {
  117817. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117818. },
  117819. enumerable: true,
  117820. configurable: true
  117821. });
  117822. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117823. /**
  117824. * Gets wether tonemapping is enabled or not.
  117825. */
  117826. get: function () {
  117827. return this._imageProcessingConfiguration.toneMappingEnabled;
  117828. },
  117829. /**
  117830. * Sets wether tonemapping is enabled or not
  117831. */
  117832. set: function (value) {
  117833. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117834. },
  117835. enumerable: true,
  117836. configurable: true
  117837. });
  117838. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117839. /**
  117840. * The camera exposure used on this material.
  117841. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117842. * This corresponds to a photographic exposure.
  117843. */
  117844. get: function () {
  117845. return this._imageProcessingConfiguration.exposure;
  117846. },
  117847. /**
  117848. * The camera exposure used on this material.
  117849. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117850. * This corresponds to a photographic exposure.
  117851. */
  117852. set: function (value) {
  117853. this._imageProcessingConfiguration.exposure = value;
  117854. },
  117855. enumerable: true,
  117856. configurable: true
  117857. });
  117858. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117859. /**
  117860. * Gets The camera contrast used on this material.
  117861. */
  117862. get: function () {
  117863. return this._imageProcessingConfiguration.contrast;
  117864. },
  117865. /**
  117866. * Sets The camera contrast used on this material.
  117867. */
  117868. set: function (value) {
  117869. this._imageProcessingConfiguration.contrast = value;
  117870. },
  117871. enumerable: true,
  117872. configurable: true
  117873. });
  117874. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117875. /**
  117876. * Gets the Color Grading 2D Lookup Texture.
  117877. */
  117878. get: function () {
  117879. return this._imageProcessingConfiguration.colorGradingTexture;
  117880. },
  117881. /**
  117882. * Sets the Color Grading 2D Lookup Texture.
  117883. */
  117884. set: function (value) {
  117885. this.imageProcessingConfiguration.colorGradingTexture = value;
  117886. },
  117887. enumerable: true,
  117888. configurable: true
  117889. });
  117890. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117891. /**
  117892. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117893. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117894. * 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;
  117895. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117896. */
  117897. get: function () {
  117898. return this.imageProcessingConfiguration.colorCurves;
  117899. },
  117900. /**
  117901. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117902. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117903. * 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;
  117904. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117905. */
  117906. set: function (value) {
  117907. this.imageProcessingConfiguration.colorCurves = value;
  117908. },
  117909. enumerable: true,
  117910. configurable: true
  117911. });
  117912. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117913. /**
  117914. * Gets a boolean indicating that current material needs to register RTT
  117915. */
  117916. get: function () {
  117917. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117918. return true;
  117919. }
  117920. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117921. return true;
  117922. }
  117923. return false;
  117924. },
  117925. enumerable: true,
  117926. configurable: true
  117927. });
  117928. /**
  117929. * The entire material has been created in order to prevent overdraw.
  117930. * @returns false
  117931. */
  117932. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117933. return true;
  117934. };
  117935. /**
  117936. * The entire material has been created in order to prevent overdraw.
  117937. * @returns true if blending is enable
  117938. */
  117939. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117940. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117941. };
  117942. /**
  117943. * Checks wether the material is ready to be rendered for a given mesh.
  117944. * @param mesh The mesh to render
  117945. * @param subMesh The submesh to check against
  117946. * @param useInstances Specify wether or not the material is used with instances
  117947. * @returns true if all the dependencies are ready (Textures, Effects...)
  117948. */
  117949. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117950. var _this = this;
  117951. if (useInstances === void 0) { useInstances = false; }
  117952. if (subMesh.effect && this.isFrozen) {
  117953. if (this._wasPreviouslyReady) {
  117954. return true;
  117955. }
  117956. }
  117957. if (!subMesh._materialDefines) {
  117958. subMesh._materialDefines = new BackgroundMaterialDefines();
  117959. }
  117960. var scene = this.getScene();
  117961. var defines = subMesh._materialDefines;
  117962. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117963. if (defines._renderId === scene.getRenderId()) {
  117964. return true;
  117965. }
  117966. }
  117967. var engine = scene.getEngine();
  117968. // Lights
  117969. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117970. defines._needNormals = true;
  117971. // Textures
  117972. if (defines._areTexturesDirty) {
  117973. defines._needUVs = false;
  117974. if (scene.texturesEnabled) {
  117975. if (scene.getEngine().getCaps().textureLOD) {
  117976. defines.TEXTURELODSUPPORT = true;
  117977. }
  117978. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117979. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117980. return false;
  117981. }
  117982. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117983. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117984. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117985. defines.OPACITYFRESNEL = this._opacityFresnel;
  117986. }
  117987. else {
  117988. defines.DIFFUSE = false;
  117989. defines.DIFFUSEHASALPHA = false;
  117990. defines.GAMMADIFFUSE = false;
  117991. defines.OPACITYFRESNEL = false;
  117992. }
  117993. var reflectionTexture = this._reflectionTexture;
  117994. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117995. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117996. return false;
  117997. }
  117998. defines.REFLECTION = true;
  117999. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  118000. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  118001. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  118002. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  118003. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  118004. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  118005. defines.REFLECTIONBGR = this.switchToBGR;
  118006. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  118007. defines.INVERTCUBICMAP = true;
  118008. }
  118009. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  118010. switch (reflectionTexture.coordinatesMode) {
  118011. case BABYLON.Texture.EXPLICIT_MODE:
  118012. defines.REFLECTIONMAP_EXPLICIT = true;
  118013. break;
  118014. case BABYLON.Texture.PLANAR_MODE:
  118015. defines.REFLECTIONMAP_PLANAR = true;
  118016. break;
  118017. case BABYLON.Texture.PROJECTION_MODE:
  118018. defines.REFLECTIONMAP_PROJECTION = true;
  118019. break;
  118020. case BABYLON.Texture.SKYBOX_MODE:
  118021. defines.REFLECTIONMAP_SKYBOX = true;
  118022. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  118023. break;
  118024. case BABYLON.Texture.SPHERICAL_MODE:
  118025. defines.REFLECTIONMAP_SPHERICAL = true;
  118026. break;
  118027. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  118028. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  118029. break;
  118030. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  118031. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  118032. break;
  118033. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  118034. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  118035. break;
  118036. case BABYLON.Texture.CUBIC_MODE:
  118037. case BABYLON.Texture.INVCUBIC_MODE:
  118038. default:
  118039. defines.REFLECTIONMAP_CUBIC = true;
  118040. break;
  118041. }
  118042. if (this.reflectionFresnel) {
  118043. defines.REFLECTIONFRESNEL = true;
  118044. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  118045. this._reflectionControls.x = this.reflectionAmount;
  118046. this._reflectionControls.y = this.reflectionReflectance0;
  118047. this._reflectionControls.z = this.reflectionReflectance90;
  118048. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  118049. }
  118050. else {
  118051. defines.REFLECTIONFRESNEL = false;
  118052. defines.REFLECTIONFALLOFF = false;
  118053. }
  118054. }
  118055. else {
  118056. defines.REFLECTION = false;
  118057. defines.REFLECTIONFRESNEL = false;
  118058. defines.REFLECTIONFALLOFF = false;
  118059. defines.REFLECTIONBLUR = false;
  118060. defines.REFLECTIONMAP_3D = false;
  118061. defines.REFLECTIONMAP_SPHERICAL = false;
  118062. defines.REFLECTIONMAP_PLANAR = false;
  118063. defines.REFLECTIONMAP_CUBIC = false;
  118064. defines.REFLECTIONMAP_PROJECTION = false;
  118065. defines.REFLECTIONMAP_SKYBOX = false;
  118066. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118067. defines.REFLECTIONMAP_EXPLICIT = false;
  118068. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118069. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118070. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118071. defines.INVERTCUBICMAP = false;
  118072. defines.REFLECTIONMAP_OPPOSITEZ = false;
  118073. defines.LODINREFLECTIONALPHA = false;
  118074. defines.GAMMAREFLECTION = false;
  118075. defines.RGBDREFLECTION = false;
  118076. }
  118077. }
  118078. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  118079. defines.USERGBCOLOR = this._useRGBColor;
  118080. defines.NOISE = this._enableNoise;
  118081. }
  118082. if (defines._areLightsDirty) {
  118083. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  118084. }
  118085. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  118086. if (!this._imageProcessingConfiguration.isReady()) {
  118087. return false;
  118088. }
  118089. this._imageProcessingConfiguration.prepareDefines(defines);
  118090. }
  118091. // Misc.
  118092. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  118093. // Values that need to be evaluated on every frame
  118094. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  118095. // Attribs
  118096. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  118097. if (mesh) {
  118098. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  118099. mesh.createNormals(true);
  118100. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  118101. }
  118102. }
  118103. }
  118104. // Get correct effect
  118105. if (defines.isDirty) {
  118106. defines.markAsProcessed();
  118107. scene.resetCachedMaterial();
  118108. // Fallbacks
  118109. var fallbacks = new BABYLON.EffectFallbacks();
  118110. if (defines.FOG) {
  118111. fallbacks.addFallback(0, "FOG");
  118112. }
  118113. if (defines.POINTSIZE) {
  118114. fallbacks.addFallback(1, "POINTSIZE");
  118115. }
  118116. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  118117. if (defines.NUM_BONE_INFLUENCERS > 0) {
  118118. fallbacks.addCPUSkinningFallback(0, mesh);
  118119. }
  118120. //Attributes
  118121. var attribs = [BABYLON.VertexBuffer.PositionKind];
  118122. if (defines.NORMAL) {
  118123. attribs.push(BABYLON.VertexBuffer.NormalKind);
  118124. }
  118125. if (defines.UV1) {
  118126. attribs.push(BABYLON.VertexBuffer.UVKind);
  118127. }
  118128. if (defines.UV2) {
  118129. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  118130. }
  118131. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  118132. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  118133. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  118134. "vFogInfos", "vFogColor", "pointSize",
  118135. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  118136. "vPrimaryColor", "vPrimaryColorShadow",
  118137. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  118138. "shadowLevel", "alpha",
  118139. "vBackgroundCenter", "vReflectionControl",
  118140. "vDiffuseInfos", "diffuseMatrix",
  118141. ];
  118142. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  118143. var uniformBuffers = ["Material", "Scene"];
  118144. if (BABYLON.ImageProcessingConfiguration) {
  118145. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  118146. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  118147. }
  118148. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  118149. uniformsNames: uniforms,
  118150. uniformBuffersNames: uniformBuffers,
  118151. samplers: samplers,
  118152. defines: defines,
  118153. maxSimultaneousLights: this._maxSimultaneousLights
  118154. });
  118155. var onCompiled = function (effect) {
  118156. if (_this.onCompiled) {
  118157. _this.onCompiled(effect);
  118158. }
  118159. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  118160. };
  118161. var join = defines.toString();
  118162. subMesh.setEffect(scene.getEngine().createEffect("background", {
  118163. attributes: attribs,
  118164. uniformsNames: uniforms,
  118165. uniformBuffersNames: uniformBuffers,
  118166. samplers: samplers,
  118167. defines: join,
  118168. fallbacks: fallbacks,
  118169. onCompiled: onCompiled,
  118170. onError: this.onError,
  118171. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  118172. }, engine), defines);
  118173. this.buildUniformLayout();
  118174. }
  118175. if (!subMesh.effect || !subMesh.effect.isReady()) {
  118176. return false;
  118177. }
  118178. defines._renderId = scene.getRenderId();
  118179. this._wasPreviouslyReady = true;
  118180. return true;
  118181. };
  118182. /**
  118183. * Compute the primary color according to the chosen perceptual color.
  118184. */
  118185. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  118186. if (!this.__perceptualColor) {
  118187. return;
  118188. }
  118189. this._primaryColor.copyFrom(this.__perceptualColor);
  118190. // Revert gamma space.
  118191. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  118192. // Revert image processing configuration.
  118193. if (this._imageProcessingConfiguration) {
  118194. // Revert Exposure.
  118195. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  118196. }
  118197. this._computePrimaryColors();
  118198. };
  118199. /**
  118200. * Compute the highlights and shadow colors according to their chosen levels.
  118201. */
  118202. BackgroundMaterial.prototype._computePrimaryColors = function () {
  118203. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  118204. return;
  118205. }
  118206. // Find the highlight color based on the configuration.
  118207. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  118208. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  118209. // Find the shadow color based on the configuration.
  118210. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  118211. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  118212. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  118213. };
  118214. /**
  118215. * Build the uniform buffer used in the material.
  118216. */
  118217. BackgroundMaterial.prototype.buildUniformLayout = function () {
  118218. // Order is important !
  118219. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  118220. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  118221. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  118222. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  118223. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  118224. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  118225. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  118226. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  118227. this._uniformBuffer.addUniform("pointSize", 1);
  118228. this._uniformBuffer.addUniform("shadowLevel", 1);
  118229. this._uniformBuffer.addUniform("alpha", 1);
  118230. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  118231. this._uniformBuffer.addUniform("vReflectionControl", 4);
  118232. this._uniformBuffer.create();
  118233. };
  118234. /**
  118235. * Unbind the material.
  118236. */
  118237. BackgroundMaterial.prototype.unbind = function () {
  118238. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118239. this._uniformBuffer.setTexture("diffuseSampler", null);
  118240. }
  118241. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118242. this._uniformBuffer.setTexture("reflectionSampler", null);
  118243. }
  118244. _super.prototype.unbind.call(this);
  118245. };
  118246. /**
  118247. * Bind only the world matrix to the material.
  118248. * @param world The world matrix to bind.
  118249. */
  118250. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  118251. this._activeEffect.setMatrix("world", world);
  118252. };
  118253. /**
  118254. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  118255. * @param world The world matrix to bind.
  118256. * @param subMesh The submesh to bind for.
  118257. */
  118258. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  118259. var scene = this.getScene();
  118260. var defines = subMesh._materialDefines;
  118261. if (!defines) {
  118262. return;
  118263. }
  118264. var effect = subMesh.effect;
  118265. if (!effect) {
  118266. return;
  118267. }
  118268. this._activeEffect = effect;
  118269. // Matrices
  118270. this.bindOnlyWorldMatrix(world);
  118271. // Bones
  118272. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  118273. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  118274. if (mustRebind) {
  118275. this._uniformBuffer.bindToEffect(effect, "Material");
  118276. this.bindViewProjection(effect);
  118277. var reflectionTexture = this._reflectionTexture;
  118278. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  118279. // Texture uniforms
  118280. if (scene.texturesEnabled) {
  118281. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118282. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  118283. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  118284. }
  118285. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118286. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  118287. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  118288. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  118289. }
  118290. }
  118291. if (this.shadowLevel > 0) {
  118292. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  118293. }
  118294. this._uniformBuffer.updateFloat("alpha", this.alpha);
  118295. // Point size
  118296. if (this.pointsCloud) {
  118297. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  118298. }
  118299. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  118300. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  118301. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  118302. }
  118303. else {
  118304. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  118305. }
  118306. }
  118307. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  118308. // Textures
  118309. if (scene.texturesEnabled) {
  118310. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118311. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  118312. }
  118313. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118314. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  118315. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118316. }
  118317. else if (!defines.REFLECTIONBLUR) {
  118318. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118319. }
  118320. else {
  118321. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  118322. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  118323. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  118324. }
  118325. if (defines.REFLECTIONFRESNEL) {
  118326. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  118327. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  118328. }
  118329. }
  118330. }
  118331. // Clip plane
  118332. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  118333. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  118334. }
  118335. if (mustRebind || !this.isFrozen) {
  118336. if (scene.lightsEnabled) {
  118337. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  118338. }
  118339. // View
  118340. this.bindView(effect);
  118341. // Fog
  118342. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  118343. // image processing
  118344. if (this._imageProcessingConfiguration) {
  118345. this._imageProcessingConfiguration.bind(this._activeEffect);
  118346. }
  118347. }
  118348. this._uniformBuffer.update();
  118349. this._afterBind(mesh, this._activeEffect);
  118350. };
  118351. /**
  118352. * Dispose the material.
  118353. * @param forceDisposeEffect Force disposal of the associated effect.
  118354. * @param forceDisposeTextures Force disposal of the associated textures.
  118355. */
  118356. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  118357. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  118358. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  118359. if (forceDisposeTextures) {
  118360. if (this.diffuseTexture) {
  118361. this.diffuseTexture.dispose();
  118362. }
  118363. if (this.reflectionTexture) {
  118364. this.reflectionTexture.dispose();
  118365. }
  118366. }
  118367. this._renderTargets.dispose();
  118368. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118369. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118370. }
  118371. _super.prototype.dispose.call(this, forceDisposeEffect);
  118372. };
  118373. /**
  118374. * Clones the material.
  118375. * @param name The cloned name.
  118376. * @returns The cloned material.
  118377. */
  118378. BackgroundMaterial.prototype.clone = function (name) {
  118379. var _this = this;
  118380. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  118381. };
  118382. /**
  118383. * Serializes the current material to its JSON representation.
  118384. * @returns The JSON representation.
  118385. */
  118386. BackgroundMaterial.prototype.serialize = function () {
  118387. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  118388. serializationObject.customType = "BABYLON.BackgroundMaterial";
  118389. return serializationObject;
  118390. };
  118391. /**
  118392. * Gets the class name of the material
  118393. * @returns "BackgroundMaterial"
  118394. */
  118395. BackgroundMaterial.prototype.getClassName = function () {
  118396. return "BackgroundMaterial";
  118397. };
  118398. /**
  118399. * Parse a JSON input to create back a background material.
  118400. * @param source The JSON data to parse
  118401. * @param scene The scene to create the parsed material in
  118402. * @param rootUrl The root url of the assets the material depends upon
  118403. * @returns the instantiated BackgroundMaterial.
  118404. */
  118405. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  118406. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  118407. };
  118408. /**
  118409. * Standard reflectance value at parallel view angle.
  118410. */
  118411. BackgroundMaterial.StandardReflectance0 = 0.05;
  118412. /**
  118413. * Standard reflectance value at grazing angle.
  118414. */
  118415. BackgroundMaterial.StandardReflectance90 = 0.5;
  118416. __decorate([
  118417. BABYLON.serializeAsColor3()
  118418. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  118419. __decorate([
  118420. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118421. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  118422. __decorate([
  118423. BABYLON.serializeAsColor3()
  118424. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  118425. __decorate([
  118426. BABYLON.serialize()
  118427. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  118428. __decorate([
  118429. BABYLON.serialize()
  118430. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  118431. __decorate([
  118432. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118433. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  118434. __decorate([
  118435. BABYLON.serializeAsTexture()
  118436. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  118437. __decorate([
  118438. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118439. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  118440. __decorate([
  118441. BABYLON.serialize()
  118442. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  118443. __decorate([
  118444. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118445. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  118446. __decorate([
  118447. BABYLON.serializeAsTexture()
  118448. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  118449. __decorate([
  118450. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118451. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  118452. __decorate([
  118453. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118454. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  118455. __decorate([
  118456. BABYLON.serialize()
  118457. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  118458. __decorate([
  118459. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118460. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  118461. __decorate([
  118462. BABYLON.serializeAsVector3()
  118463. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  118464. __decorate([
  118465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118466. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  118467. __decorate([
  118468. BABYLON.serialize()
  118469. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  118470. __decorate([
  118471. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118472. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  118473. __decorate([
  118474. BABYLON.serialize()
  118475. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  118476. __decorate([
  118477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118478. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  118479. __decorate([
  118480. BABYLON.serialize()
  118481. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  118482. __decorate([
  118483. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118484. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  118485. __decorate([
  118486. BABYLON.serialize()
  118487. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  118488. __decorate([
  118489. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118490. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  118491. __decorate([
  118492. BABYLON.serialize()
  118493. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  118494. __decorate([
  118495. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118496. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  118497. __decorate([
  118498. BABYLON.serialize()
  118499. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  118500. __decorate([
  118501. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118502. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  118503. __decorate([
  118504. BABYLON.serialize()
  118505. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  118506. __decorate([
  118507. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118508. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  118509. __decorate([
  118510. BABYLON.serialize()
  118511. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  118512. __decorate([
  118513. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118514. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  118515. __decorate([
  118516. BABYLON.serialize()
  118517. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  118518. __decorate([
  118519. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118520. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  118521. __decorate([
  118522. BABYLON.serializeAsImageProcessingConfiguration()
  118523. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  118524. return BackgroundMaterial;
  118525. }(BABYLON.PushMaterial));
  118526. BABYLON.BackgroundMaterial = BackgroundMaterial;
  118527. })(BABYLON || (BABYLON = {}));
  118528. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  118529. var __assign = (this && this.__assign) || function () {
  118530. __assign = Object.assign || function(t) {
  118531. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118532. s = arguments[i];
  118533. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118534. t[p] = s[p];
  118535. }
  118536. return t;
  118537. };
  118538. return __assign.apply(this, arguments);
  118539. };
  118540. var BABYLON;
  118541. (function (BABYLON) {
  118542. /**
  118543. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  118544. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  118545. * It also helps with the default setup of your imageProcessing configuration.
  118546. */
  118547. var EnvironmentHelper = /** @class */ (function () {
  118548. /**
  118549. * constructor
  118550. * @param options
  118551. * @param scene The scene to add the material to
  118552. */
  118553. function EnvironmentHelper(options, scene) {
  118554. var _this = this;
  118555. this._errorHandler = function (message, exception) {
  118556. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  118557. };
  118558. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  118559. this._scene = scene;
  118560. this.onErrorObservable = new BABYLON.Observable();
  118561. this._setupBackground();
  118562. this._setupImageProcessing();
  118563. }
  118564. /**
  118565. * Creates the default options for the helper.
  118566. */
  118567. EnvironmentHelper._getDefaultOptions = function () {
  118568. return {
  118569. createGround: true,
  118570. groundSize: 15,
  118571. groundTexture: this._groundTextureCDNUrl,
  118572. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118573. groundOpacity: 0.9,
  118574. enableGroundShadow: true,
  118575. groundShadowLevel: 0.5,
  118576. enableGroundMirror: false,
  118577. groundMirrorSizeRatio: 0.3,
  118578. groundMirrorBlurKernel: 64,
  118579. groundMirrorAmount: 1,
  118580. groundMirrorFresnelWeight: 1,
  118581. groundMirrorFallOffDistance: 0,
  118582. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  118583. groundYBias: 0.00001,
  118584. createSkybox: true,
  118585. skyboxSize: 20,
  118586. skyboxTexture: this._skyboxTextureCDNUrl,
  118587. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118588. backgroundYRotation: 0,
  118589. sizeAuto: true,
  118590. rootPosition: BABYLON.Vector3.Zero(),
  118591. setupImageProcessing: true,
  118592. environmentTexture: this._environmentTextureCDNUrl,
  118593. cameraExposure: 0.8,
  118594. cameraContrast: 1.2,
  118595. toneMappingEnabled: true,
  118596. };
  118597. };
  118598. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  118599. /**
  118600. * Gets the root mesh created by the helper.
  118601. */
  118602. get: function () {
  118603. return this._rootMesh;
  118604. },
  118605. enumerable: true,
  118606. configurable: true
  118607. });
  118608. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  118609. /**
  118610. * Gets the skybox created by the helper.
  118611. */
  118612. get: function () {
  118613. return this._skybox;
  118614. },
  118615. enumerable: true,
  118616. configurable: true
  118617. });
  118618. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  118619. /**
  118620. * Gets the skybox texture created by the helper.
  118621. */
  118622. get: function () {
  118623. return this._skyboxTexture;
  118624. },
  118625. enumerable: true,
  118626. configurable: true
  118627. });
  118628. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  118629. /**
  118630. * Gets the skybox material created by the helper.
  118631. */
  118632. get: function () {
  118633. return this._skyboxMaterial;
  118634. },
  118635. enumerable: true,
  118636. configurable: true
  118637. });
  118638. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  118639. /**
  118640. * Gets the ground mesh created by the helper.
  118641. */
  118642. get: function () {
  118643. return this._ground;
  118644. },
  118645. enumerable: true,
  118646. configurable: true
  118647. });
  118648. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  118649. /**
  118650. * Gets the ground texture created by the helper.
  118651. */
  118652. get: function () {
  118653. return this._groundTexture;
  118654. },
  118655. enumerable: true,
  118656. configurable: true
  118657. });
  118658. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  118659. /**
  118660. * Gets the ground mirror created by the helper.
  118661. */
  118662. get: function () {
  118663. return this._groundMirror;
  118664. },
  118665. enumerable: true,
  118666. configurable: true
  118667. });
  118668. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  118669. /**
  118670. * Gets the ground mirror render list to helps pushing the meshes
  118671. * you wish in the ground reflection.
  118672. */
  118673. get: function () {
  118674. if (this._groundMirror) {
  118675. return this._groundMirror.renderList;
  118676. }
  118677. return null;
  118678. },
  118679. enumerable: true,
  118680. configurable: true
  118681. });
  118682. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  118683. /**
  118684. * Gets the ground material created by the helper.
  118685. */
  118686. get: function () {
  118687. return this._groundMaterial;
  118688. },
  118689. enumerable: true,
  118690. configurable: true
  118691. });
  118692. /**
  118693. * Updates the background according to the new options
  118694. * @param options
  118695. */
  118696. EnvironmentHelper.prototype.updateOptions = function (options) {
  118697. var newOptions = __assign({}, this._options, options);
  118698. if (this._ground && !newOptions.createGround) {
  118699. this._ground.dispose();
  118700. this._ground = null;
  118701. }
  118702. if (this._groundMaterial && !newOptions.createGround) {
  118703. this._groundMaterial.dispose();
  118704. this._groundMaterial = null;
  118705. }
  118706. if (this._groundTexture) {
  118707. if (this._options.groundTexture != newOptions.groundTexture) {
  118708. this._groundTexture.dispose();
  118709. this._groundTexture = null;
  118710. }
  118711. }
  118712. if (this._skybox && !newOptions.createSkybox) {
  118713. this._skybox.dispose();
  118714. this._skybox = null;
  118715. }
  118716. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118717. this._skyboxMaterial.dispose();
  118718. this._skyboxMaterial = null;
  118719. }
  118720. if (this._skyboxTexture) {
  118721. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118722. this._skyboxTexture.dispose();
  118723. this._skyboxTexture = null;
  118724. }
  118725. }
  118726. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118727. this._groundMirror.dispose();
  118728. this._groundMirror = null;
  118729. }
  118730. if (this._scene.environmentTexture) {
  118731. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118732. this._scene.environmentTexture.dispose();
  118733. }
  118734. }
  118735. this._options = newOptions;
  118736. this._setupBackground();
  118737. this._setupImageProcessing();
  118738. };
  118739. /**
  118740. * Sets the primary color of all the available elements.
  118741. * @param color the main color to affect to the ground and the background
  118742. */
  118743. EnvironmentHelper.prototype.setMainColor = function (color) {
  118744. if (this.groundMaterial) {
  118745. this.groundMaterial.primaryColor = color;
  118746. }
  118747. if (this.skyboxMaterial) {
  118748. this.skyboxMaterial.primaryColor = color;
  118749. }
  118750. if (this.groundMirror) {
  118751. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118752. }
  118753. };
  118754. /**
  118755. * Setup the image processing according to the specified options.
  118756. */
  118757. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118758. if (this._options.setupImageProcessing) {
  118759. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118760. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118761. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118762. this._setupEnvironmentTexture();
  118763. }
  118764. };
  118765. /**
  118766. * Setup the environment texture according to the specified options.
  118767. */
  118768. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118769. if (this._scene.environmentTexture) {
  118770. return;
  118771. }
  118772. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118773. this._scene.environmentTexture = this._options.environmentTexture;
  118774. return;
  118775. }
  118776. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118777. this._scene.environmentTexture = environmentTexture;
  118778. };
  118779. /**
  118780. * Setup the background according to the specified options.
  118781. */
  118782. EnvironmentHelper.prototype._setupBackground = function () {
  118783. if (!this._rootMesh) {
  118784. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118785. }
  118786. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118787. var sceneSize = this._getSceneSize();
  118788. if (this._options.createGround) {
  118789. this._setupGround(sceneSize);
  118790. this._setupGroundMaterial();
  118791. this._setupGroundDiffuseTexture();
  118792. if (this._options.enableGroundMirror) {
  118793. this._setupGroundMirrorTexture(sceneSize);
  118794. }
  118795. this._setupMirrorInGroundMaterial();
  118796. }
  118797. if (this._options.createSkybox) {
  118798. this._setupSkybox(sceneSize);
  118799. this._setupSkyboxMaterial();
  118800. this._setupSkyboxReflectionTexture();
  118801. }
  118802. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118803. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118804. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118805. };
  118806. /**
  118807. * Get the scene sizes according to the setup.
  118808. */
  118809. EnvironmentHelper.prototype._getSceneSize = function () {
  118810. var _this = this;
  118811. var groundSize = this._options.groundSize;
  118812. var skyboxSize = this._options.skyboxSize;
  118813. var rootPosition = this._options.rootPosition;
  118814. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118815. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118816. }
  118817. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118818. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118819. });
  118820. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118821. if (this._options.sizeAuto) {
  118822. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118823. this._scene.activeCamera.upperRadiusLimit) {
  118824. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118825. skyboxSize = groundSize;
  118826. }
  118827. var sceneDiagonalLenght = sceneDiagonal.length();
  118828. if (sceneDiagonalLenght > groundSize) {
  118829. groundSize = sceneDiagonalLenght * 2;
  118830. skyboxSize = groundSize;
  118831. }
  118832. // 10 % bigger.
  118833. groundSize *= 1.1;
  118834. skyboxSize *= 1.5;
  118835. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118836. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118837. }
  118838. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118839. };
  118840. /**
  118841. * Setup the ground according to the specified options.
  118842. */
  118843. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118844. var _this = this;
  118845. if (!this._ground || this._ground.isDisposed()) {
  118846. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118847. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118848. this._ground.parent = this._rootMesh;
  118849. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118850. }
  118851. this._ground.receiveShadows = this._options.enableGroundShadow;
  118852. };
  118853. /**
  118854. * Setup the ground material according to the specified options.
  118855. */
  118856. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118857. if (!this._groundMaterial) {
  118858. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118859. }
  118860. this._groundMaterial.alpha = this._options.groundOpacity;
  118861. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118862. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118863. this._groundMaterial.primaryColor = this._options.groundColor;
  118864. this._groundMaterial.useRGBColor = false;
  118865. this._groundMaterial.enableNoise = true;
  118866. if (this._ground) {
  118867. this._ground.material = this._groundMaterial;
  118868. }
  118869. };
  118870. /**
  118871. * Setup the ground diffuse texture according to the specified options.
  118872. */
  118873. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118874. if (!this._groundMaterial) {
  118875. return;
  118876. }
  118877. if (this._groundTexture) {
  118878. return;
  118879. }
  118880. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118881. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118882. return;
  118883. }
  118884. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118885. diffuseTexture.gammaSpace = false;
  118886. diffuseTexture.hasAlpha = true;
  118887. this._groundMaterial.diffuseTexture = diffuseTexture;
  118888. };
  118889. /**
  118890. * Setup the ground mirror texture according to the specified options.
  118891. */
  118892. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118893. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118894. if (!this._groundMirror) {
  118895. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118896. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118897. this._groundMirror.anisotropicFilteringLevel = 1;
  118898. this._groundMirror.wrapU = wrapping;
  118899. this._groundMirror.wrapV = wrapping;
  118900. this._groundMirror.gammaSpace = false;
  118901. if (this._groundMirror.renderList) {
  118902. for (var i = 0; i < this._scene.meshes.length; i++) {
  118903. var mesh = this._scene.meshes[i];
  118904. if (mesh !== this._ground &&
  118905. mesh !== this._skybox &&
  118906. mesh !== this._rootMesh) {
  118907. this._groundMirror.renderList.push(mesh);
  118908. }
  118909. }
  118910. }
  118911. }
  118912. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118913. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118914. };
  118915. /**
  118916. * Setup the ground to receive the mirror texture.
  118917. */
  118918. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118919. if (this._groundMaterial) {
  118920. this._groundMaterial.reflectionTexture = this._groundMirror;
  118921. this._groundMaterial.reflectionFresnel = true;
  118922. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118923. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118924. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118925. }
  118926. };
  118927. /**
  118928. * Setup the skybox according to the specified options.
  118929. */
  118930. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118931. var _this = this;
  118932. if (!this._skybox || this._skybox.isDisposed()) {
  118933. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118934. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118935. }
  118936. this._skybox.parent = this._rootMesh;
  118937. };
  118938. /**
  118939. * Setup the skybox material according to the specified options.
  118940. */
  118941. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118942. if (!this._skybox) {
  118943. return;
  118944. }
  118945. if (!this._skyboxMaterial) {
  118946. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118947. }
  118948. this._skyboxMaterial.useRGBColor = false;
  118949. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118950. this._skyboxMaterial.enableNoise = true;
  118951. this._skybox.material = this._skyboxMaterial;
  118952. };
  118953. /**
  118954. * Setup the skybox reflection texture according to the specified options.
  118955. */
  118956. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118957. if (!this._skyboxMaterial) {
  118958. return;
  118959. }
  118960. if (this._skyboxTexture) {
  118961. return;
  118962. }
  118963. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118964. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118965. return;
  118966. }
  118967. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118968. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118969. this._skyboxTexture.gammaSpace = false;
  118970. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118971. };
  118972. /**
  118973. * Dispose all the elements created by the Helper.
  118974. */
  118975. EnvironmentHelper.prototype.dispose = function () {
  118976. if (this._groundMaterial) {
  118977. this._groundMaterial.dispose(true, true);
  118978. }
  118979. if (this._skyboxMaterial) {
  118980. this._skyboxMaterial.dispose(true, true);
  118981. }
  118982. this._rootMesh.dispose(false);
  118983. };
  118984. /**
  118985. * Default ground texture URL.
  118986. */
  118987. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118988. /**
  118989. * Default skybox texture URL.
  118990. */
  118991. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118992. /**
  118993. * Default environment texture URL.
  118994. */
  118995. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118996. return EnvironmentHelper;
  118997. }());
  118998. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118999. })(BABYLON || (BABYLON = {}));
  119000. //# sourceMappingURL=babylon.environmentHelper.js.map
  119001. var BABYLON;
  119002. (function (BABYLON) {
  119003. /** Internal class used to store shapes for emitters */
  119004. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  119005. function ParticleSystemSetEmitterCreationOptions() {
  119006. }
  119007. return ParticleSystemSetEmitterCreationOptions;
  119008. }());
  119009. /**
  119010. * Represents a set of particle systems working together to create a specific effect
  119011. */
  119012. var ParticleSystemSet = /** @class */ (function () {
  119013. function ParticleSystemSet() {
  119014. /**
  119015. * Gets the particle system list
  119016. */
  119017. this.systems = new Array();
  119018. }
  119019. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  119020. /**
  119021. * Gets the emitter node used with this set
  119022. */
  119023. get: function () {
  119024. return this._emitterNode;
  119025. },
  119026. enumerable: true,
  119027. configurable: true
  119028. });
  119029. /**
  119030. * Creates a new emitter mesh as a sphere
  119031. * @param options defines the options used to create the sphere
  119032. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119033. * @param scene defines the hosting scene
  119034. */
  119035. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  119036. if (this._emitterNode) {
  119037. this._emitterNode.dispose();
  119038. }
  119039. this._emitterCreationOptions = {
  119040. kind: "Sphere",
  119041. options: options,
  119042. renderingGroupId: renderingGroupId
  119043. };
  119044. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  119045. emitterMesh.renderingGroupId = renderingGroupId;
  119046. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  119047. material.emissiveColor = options.color;
  119048. emitterMesh.material = material;
  119049. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119050. var system = _a[_i];
  119051. system.emitter = emitterMesh;
  119052. }
  119053. this._emitterNode = emitterMesh;
  119054. };
  119055. /**
  119056. * Starts all particle systems of the set
  119057. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119058. */
  119059. ParticleSystemSet.prototype.start = function (emitter) {
  119060. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119061. var system = _a[_i];
  119062. if (emitter) {
  119063. system.emitter = emitter;
  119064. }
  119065. system.start();
  119066. }
  119067. };
  119068. /**
  119069. * Release all associated resources
  119070. */
  119071. ParticleSystemSet.prototype.dispose = function () {
  119072. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119073. var system = _a[_i];
  119074. system.dispose();
  119075. }
  119076. this.systems = [];
  119077. if (this._emitterNode) {
  119078. this._emitterNode.dispose();
  119079. this._emitterNode = null;
  119080. }
  119081. };
  119082. /**
  119083. * Serialize the set into a JSON compatible object
  119084. * @returns a JSON compatible representation of the set
  119085. */
  119086. ParticleSystemSet.prototype.serialize = function () {
  119087. var result = {};
  119088. result.systems = [];
  119089. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119090. var system = _a[_i];
  119091. result.systems.push(system.serialize());
  119092. }
  119093. if (this._emitterNode) {
  119094. result.emitter = this._emitterCreationOptions;
  119095. }
  119096. return result;
  119097. };
  119098. /**
  119099. * Parse a new ParticleSystemSet from a serialized source
  119100. * @param data defines a JSON compatible representation of the set
  119101. * @param scene defines the hosting scene
  119102. * @param gpu defines if we want GPU particles or CPU particles
  119103. * @returns a new ParticleSystemSet
  119104. */
  119105. ParticleSystemSet.Parse = function (data, scene, gpu) {
  119106. if (gpu === void 0) { gpu = false; }
  119107. var result = new ParticleSystemSet();
  119108. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  119109. scene = scene || BABYLON.Engine.LastCreatedScene;
  119110. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  119111. var system = _a[_i];
  119112. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  119113. }
  119114. if (data.emitter) {
  119115. var options = data.emitter.options;
  119116. switch (data.emitter.kind) {
  119117. case "Sphere":
  119118. result.setEmitterAsSphere({
  119119. diameter: options.diameter,
  119120. segments: options.segments,
  119121. color: BABYLON.Color3.FromArray(options.color)
  119122. }, data.emitter.renderingGroupId, scene);
  119123. break;
  119124. }
  119125. }
  119126. return result;
  119127. };
  119128. return ParticleSystemSet;
  119129. }());
  119130. BABYLON.ParticleSystemSet = ParticleSystemSet;
  119131. })(BABYLON || (BABYLON = {}));
  119132. //# sourceMappingURL=babylon.particleSystemSet.js.map
  119133. var BABYLON;
  119134. (function (BABYLON) {
  119135. /**
  119136. * This class is made for on one-liner static method to help creating particle system set.
  119137. */
  119138. var ParticleHelper = /** @class */ (function () {
  119139. function ParticleHelper() {
  119140. }
  119141. /**
  119142. * Create a default particle system that you can tweak
  119143. * @param emitter defines the emitter to use
  119144. * @param capacity defines the system capacity (default is 500 particles)
  119145. * @param scene defines the hosting scene
  119146. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119147. * @returns the new Particle system
  119148. */
  119149. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  119150. if (capacity === void 0) { capacity = 500; }
  119151. if (useGPU === void 0) { useGPU = false; }
  119152. var system;
  119153. if (useGPU) {
  119154. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  119155. }
  119156. else {
  119157. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  119158. }
  119159. system.emitter = emitter;
  119160. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  119161. system.createConeEmitter(0.1, Math.PI / 4);
  119162. // Particle color
  119163. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119164. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119165. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  119166. // Particle Size
  119167. system.minSize = 0.1;
  119168. system.maxSize = 0.1;
  119169. // Emission speed
  119170. system.minEmitPower = 2;
  119171. system.maxEmitPower = 2;
  119172. // Update speed
  119173. system.updateSpeed = 1 / 60;
  119174. system.emitRate = 30;
  119175. return system;
  119176. };
  119177. /**
  119178. * This is the main static method (one-liner) of this helper to create different particle systems
  119179. * @param type This string represents the type to the particle system to create
  119180. * @param scene The scene where the particle system should live
  119181. * @param gpu If the system will use gpu
  119182. * @returns the ParticleSystemSet created
  119183. */
  119184. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  119185. if (gpu === void 0) { gpu = false; }
  119186. if (!scene) {
  119187. scene = BABYLON.Engine.LastCreatedScene;
  119188. }
  119189. var token = {};
  119190. scene._addPendingData(token);
  119191. return new Promise(function (resolve, reject) {
  119192. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  119193. scene._removePendingData(token);
  119194. return reject("Particle system with GPU is not supported.");
  119195. }
  119196. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  119197. scene._removePendingData(token);
  119198. var newData = JSON.parse(data.toString());
  119199. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  119200. }, undefined, undefined, undefined, function (req, exception) {
  119201. scene._removePendingData(token);
  119202. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  119203. });
  119204. });
  119205. };
  119206. /**
  119207. * Static function used to export a particle system to a ParticleSystemSet variable.
  119208. * Please note that the emitter shape is not exported
  119209. * @param systems defines the particle systems to export
  119210. * @returns the created particle system set
  119211. */
  119212. ParticleHelper.ExportSet = function (systems) {
  119213. var set = new BABYLON.ParticleSystemSet();
  119214. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  119215. var system = systems_1[_i];
  119216. set.systems.push(system);
  119217. }
  119218. return set;
  119219. };
  119220. /**
  119221. * Gets or sets base Assets URL
  119222. */
  119223. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  119224. return ParticleHelper;
  119225. }());
  119226. BABYLON.ParticleHelper = ParticleHelper;
  119227. })(BABYLON || (BABYLON = {}));
  119228. //# sourceMappingURL=babylon.particleHelper.js.map
  119229. var BABYLON;
  119230. (function (BABYLON) {
  119231. /**
  119232. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  119233. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  119234. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  119235. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119236. */
  119237. var VideoDome = /** @class */ (function (_super) {
  119238. __extends(VideoDome, _super);
  119239. /**
  119240. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  119241. * @param name Element's name, child elements will append suffixes for their own names.
  119242. * @param urlsOrVideo defines the url(s) or the video element to use
  119243. * @param options An object containing optional or exposed sub element properties
  119244. */
  119245. function VideoDome(name, urlsOrVideo, options, scene) {
  119246. var _this = _super.call(this, name, scene) || this;
  119247. _this._useDirectMapping = false;
  119248. // set defaults and manage values
  119249. name = name || "videoDome";
  119250. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119251. options.clickToPlay = Boolean(options.clickToPlay);
  119252. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  119253. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  119254. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119255. if (options.useDirectMapping === undefined) {
  119256. _this._useDirectMapping = true;
  119257. }
  119258. else {
  119259. _this._useDirectMapping = options.useDirectMapping;
  119260. }
  119261. _this._setReady(false);
  119262. // create
  119263. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  119264. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119265. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  119266. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119267. texture.onLoadObservable.addOnce(function () {
  119268. _this._setReady(true);
  119269. });
  119270. // configure material
  119271. material.useEquirectangularFOV = true;
  119272. material.fovMultiplier = 1.0;
  119273. material.opacityFresnel = false;
  119274. if (_this._useDirectMapping) {
  119275. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119276. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119277. material.diffuseTexture = texture;
  119278. }
  119279. else {
  119280. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119281. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119282. material.reflectionTexture = texture;
  119283. }
  119284. // configure mesh
  119285. _this._mesh.material = material;
  119286. _this._mesh.parent = _this;
  119287. // optional configuration
  119288. if (options.clickToPlay) {
  119289. scene.onPointerUp = function () {
  119290. _this._videoTexture.video.play();
  119291. };
  119292. }
  119293. return _this;
  119294. }
  119295. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  119296. /**
  119297. * Gets the video texture being displayed on the sphere
  119298. */
  119299. get: function () {
  119300. return this._videoTexture;
  119301. },
  119302. enumerable: true,
  119303. configurable: true
  119304. });
  119305. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  119306. /**
  119307. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119308. * Also see the options.resolution property.
  119309. */
  119310. get: function () {
  119311. return this._material.fovMultiplier;
  119312. },
  119313. set: function (value) {
  119314. this._material.fovMultiplier = value;
  119315. },
  119316. enumerable: true,
  119317. configurable: true
  119318. });
  119319. /**
  119320. * Releases resources associated with this node.
  119321. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119322. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119323. */
  119324. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119325. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119326. this._videoTexture.dispose();
  119327. this._mesh.dispose();
  119328. this._material.dispose();
  119329. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119330. };
  119331. return VideoDome;
  119332. }(BABYLON.TransformNode));
  119333. BABYLON.VideoDome = VideoDome;
  119334. })(BABYLON || (BABYLON = {}));
  119335. //# sourceMappingURL=babylon.videoDome.js.map
  119336. var BABYLON;
  119337. (function (BABYLON) {
  119338. /**
  119339. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  119340. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  119341. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  119342. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119343. */
  119344. var PhotoDome = /** @class */ (function (_super) {
  119345. __extends(PhotoDome, _super);
  119346. /**
  119347. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  119348. * @param name Element's name, child elements will append suffixes for their own names.
  119349. * @param urlsOfPhoto defines the url of the photo to display
  119350. * @param options defines an object containing optional or exposed sub element properties
  119351. * @param onError defines a callback called when an error occured while loading the texture
  119352. */
  119353. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  119354. if (onError === void 0) { onError = null; }
  119355. var _this = _super.call(this, name, scene) || this;
  119356. _this._useDirectMapping = false;
  119357. /**
  119358. * Observable raised when an error occured while loading the 360 image
  119359. */
  119360. _this.onLoadErrorObservable = new BABYLON.Observable();
  119361. // set defaults and manage values
  119362. name = name || "photoDome";
  119363. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119364. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119365. if (options.useDirectMapping === undefined) {
  119366. _this._useDirectMapping = true;
  119367. }
  119368. else {
  119369. _this._useDirectMapping = options.useDirectMapping;
  119370. }
  119371. _this._setReady(false);
  119372. // create
  119373. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119374. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119375. // configure material
  119376. material.opacityFresnel = false;
  119377. material.useEquirectangularFOV = true;
  119378. material.fovMultiplier = 1.0;
  119379. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  119380. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  119381. if (onError) {
  119382. onError(message, exception);
  119383. }
  119384. });
  119385. _this.photoTexture.onLoadObservable.addOnce(function () {
  119386. _this._setReady(true);
  119387. });
  119388. // configure mesh
  119389. _this._mesh.material = material;
  119390. _this._mesh.parent = _this;
  119391. return _this;
  119392. }
  119393. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  119394. /**
  119395. * Gets or sets the texture being displayed on the sphere
  119396. */
  119397. get: function () {
  119398. return this._photoTexture;
  119399. },
  119400. set: function (value) {
  119401. if (this._photoTexture === value) {
  119402. return;
  119403. }
  119404. this._photoTexture = value;
  119405. if (this._useDirectMapping) {
  119406. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119407. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119408. this._material.diffuseTexture = this._photoTexture;
  119409. }
  119410. else {
  119411. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119412. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119413. this._material.reflectionTexture = this._photoTexture;
  119414. }
  119415. },
  119416. enumerable: true,
  119417. configurable: true
  119418. });
  119419. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  119420. /**
  119421. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119422. * Also see the options.resolution property.
  119423. */
  119424. get: function () {
  119425. return this._material.fovMultiplier;
  119426. },
  119427. set: function (value) {
  119428. this._material.fovMultiplier = value;
  119429. },
  119430. enumerable: true,
  119431. configurable: true
  119432. });
  119433. /**
  119434. * Releases resources associated with this node.
  119435. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119436. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119437. */
  119438. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119439. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119440. this._photoTexture.dispose();
  119441. this._mesh.dispose();
  119442. this._material.dispose();
  119443. this.onLoadErrorObservable.clear();
  119444. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119445. };
  119446. return PhotoDome;
  119447. }(BABYLON.TransformNode));
  119448. BABYLON.PhotoDome = PhotoDome;
  119449. })(BABYLON || (BABYLON = {}));
  119450. //# sourceMappingURL=babylon.photoDome.js.map
  119451. var BABYLON;
  119452. (function (BABYLON) {
  119453. /** @hidden */
  119454. var _OcclusionDataStorage = /** @class */ (function () {
  119455. function _OcclusionDataStorage() {
  119456. /** @hidden */
  119457. this.occlusionInternalRetryCounter = 0;
  119458. /** @hidden */
  119459. this.isOcclusionQueryInProgress = false;
  119460. /** @hidden */
  119461. this.isOccluded = false;
  119462. /** @hidden */
  119463. this.occlusionRetryCount = -1;
  119464. /** @hidden */
  119465. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  119466. /** @hidden */
  119467. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  119468. }
  119469. return _OcclusionDataStorage;
  119470. }());
  119471. BABYLON.Engine.prototype.createQuery = function () {
  119472. return this._gl.createQuery();
  119473. };
  119474. BABYLON.Engine.prototype.deleteQuery = function (query) {
  119475. this._gl.deleteQuery(query);
  119476. return this;
  119477. };
  119478. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  119479. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  119480. };
  119481. BABYLON.Engine.prototype.getQueryResult = function (query) {
  119482. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  119483. };
  119484. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  119485. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119486. this._gl.beginQuery(glAlgorithm, query);
  119487. return this;
  119488. };
  119489. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  119490. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119491. this._gl.endQuery(glAlgorithm);
  119492. return this;
  119493. };
  119494. BABYLON.Engine.prototype._createTimeQuery = function () {
  119495. var timerQuery = this.getCaps().timerQuery;
  119496. if (timerQuery.createQueryEXT) {
  119497. return timerQuery.createQueryEXT();
  119498. }
  119499. return this.createQuery();
  119500. };
  119501. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  119502. var timerQuery = this.getCaps().timerQuery;
  119503. if (timerQuery.deleteQueryEXT) {
  119504. timerQuery.deleteQueryEXT(query);
  119505. return;
  119506. }
  119507. this.deleteQuery(query);
  119508. };
  119509. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  119510. var timerQuery = this.getCaps().timerQuery;
  119511. if (timerQuery.getQueryObjectEXT) {
  119512. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  119513. }
  119514. return this.getQueryResult(query);
  119515. };
  119516. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  119517. var timerQuery = this.getCaps().timerQuery;
  119518. if (timerQuery.getQueryObjectEXT) {
  119519. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  119520. }
  119521. return this.isQueryResultAvailable(query);
  119522. };
  119523. BABYLON.Engine.prototype.startTimeQuery = function () {
  119524. var caps = this.getCaps();
  119525. var timerQuery = caps.timerQuery;
  119526. if (!timerQuery) {
  119527. return null;
  119528. }
  119529. var token = new BABYLON._TimeToken();
  119530. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119531. if (caps.canUseTimestampForTimerQuery) {
  119532. token._startTimeQuery = this._createTimeQuery();
  119533. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  119534. }
  119535. else {
  119536. if (this._currentNonTimestampToken) {
  119537. return this._currentNonTimestampToken;
  119538. }
  119539. token._timeElapsedQuery = this._createTimeQuery();
  119540. if (timerQuery.beginQueryEXT) {
  119541. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119542. }
  119543. else {
  119544. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119545. }
  119546. this._currentNonTimestampToken = token;
  119547. }
  119548. return token;
  119549. };
  119550. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  119551. var caps = this.getCaps();
  119552. var timerQuery = caps.timerQuery;
  119553. if (!timerQuery || !token) {
  119554. return -1;
  119555. }
  119556. if (caps.canUseTimestampForTimerQuery) {
  119557. if (!token._startTimeQuery) {
  119558. return -1;
  119559. }
  119560. if (!token._endTimeQuery) {
  119561. token._endTimeQuery = this._createTimeQuery();
  119562. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  119563. }
  119564. }
  119565. else if (!token._timeElapsedQueryEnded) {
  119566. if (!token._timeElapsedQuery) {
  119567. return -1;
  119568. }
  119569. if (timerQuery.endQueryEXT) {
  119570. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  119571. }
  119572. else {
  119573. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  119574. }
  119575. token._timeElapsedQueryEnded = true;
  119576. }
  119577. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119578. var available = false;
  119579. if (token._endTimeQuery) {
  119580. available = this._getTimeQueryAvailability(token._endTimeQuery);
  119581. }
  119582. else if (token._timeElapsedQuery) {
  119583. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  119584. }
  119585. if (available && !disjoint) {
  119586. var result = 0;
  119587. if (caps.canUseTimestampForTimerQuery) {
  119588. if (!token._startTimeQuery || !token._endTimeQuery) {
  119589. return -1;
  119590. }
  119591. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  119592. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  119593. result = timeEnd - timeStart;
  119594. this._deleteTimeQuery(token._startTimeQuery);
  119595. this._deleteTimeQuery(token._endTimeQuery);
  119596. token._startTimeQuery = null;
  119597. token._endTimeQuery = null;
  119598. }
  119599. else {
  119600. if (!token._timeElapsedQuery) {
  119601. return -1;
  119602. }
  119603. result = this._getTimeQueryResult(token._timeElapsedQuery);
  119604. this._deleteTimeQuery(token._timeElapsedQuery);
  119605. token._timeElapsedQuery = null;
  119606. token._timeElapsedQueryEnded = false;
  119607. this._currentNonTimestampToken = null;
  119608. }
  119609. return result;
  119610. }
  119611. return -1;
  119612. };
  119613. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  119614. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  119615. };
  119616. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  119617. get: function () {
  119618. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  119619. },
  119620. enumerable: false,
  119621. configurable: true
  119622. });
  119623. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  119624. get: function () {
  119625. if (!this.__occlusionDataStorage) {
  119626. this.__occlusionDataStorage = new _OcclusionDataStorage();
  119627. }
  119628. return this.__occlusionDataStorage;
  119629. },
  119630. enumerable: false,
  119631. configurable: true
  119632. });
  119633. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  119634. get: function () {
  119635. return this._occlusionDataStorage.isOccluded;
  119636. },
  119637. set: function (value) {
  119638. this._occlusionDataStorage.isOccluded = value;
  119639. },
  119640. enumerable: true,
  119641. configurable: true
  119642. });
  119643. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  119644. get: function () {
  119645. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  119646. },
  119647. set: function (value) {
  119648. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  119649. },
  119650. enumerable: true,
  119651. configurable: true
  119652. });
  119653. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  119654. get: function () {
  119655. return this._occlusionDataStorage.occlusionType;
  119656. },
  119657. set: function (value) {
  119658. this._occlusionDataStorage.occlusionType = value;
  119659. },
  119660. enumerable: true,
  119661. configurable: true
  119662. });
  119663. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  119664. get: function () {
  119665. return this._occlusionDataStorage.occlusionRetryCount;
  119666. },
  119667. set: function (value) {
  119668. this._occlusionDataStorage.occlusionRetryCount = value;
  119669. },
  119670. enumerable: true,
  119671. configurable: true
  119672. });
  119673. // We also need to update AbstractMesh as there is a portion of the code there
  119674. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  119675. var dataStorage = this._occlusionDataStorage;
  119676. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  119677. dataStorage.isOccluded = false;
  119678. return false;
  119679. }
  119680. var engine = this.getEngine();
  119681. if (engine.webGLVersion < 2) {
  119682. dataStorage.isOccluded = false;
  119683. return false;
  119684. }
  119685. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  119686. dataStorage.isOccluded = false;
  119687. return false;
  119688. }
  119689. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  119690. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  119691. if (isOcclusionQueryAvailable) {
  119692. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  119693. dataStorage.isOcclusionQueryInProgress = false;
  119694. dataStorage.occlusionInternalRetryCounter = 0;
  119695. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  119696. }
  119697. else {
  119698. dataStorage.occlusionInternalRetryCounter++;
  119699. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  119700. dataStorage.isOcclusionQueryInProgress = false;
  119701. dataStorage.occlusionInternalRetryCounter = 0;
  119702. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  119703. // if strict continue the last state of the object.
  119704. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  119705. }
  119706. else {
  119707. return false;
  119708. }
  119709. }
  119710. }
  119711. var scene = this.getScene();
  119712. if (scene.getBoundingBoxRenderer) {
  119713. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119714. if (!this._occlusionQuery) {
  119715. this._occlusionQuery = engine.createQuery();
  119716. }
  119717. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119718. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119719. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119720. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119721. }
  119722. return dataStorage.isOccluded;
  119723. };
  119724. })(BABYLON || (BABYLON = {}));
  119725. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  119726. var BABYLON;
  119727. (function (BABYLON) {
  119728. /**
  119729. * Class used to generate noise procedural textures
  119730. */
  119731. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119732. __extends(NoiseProceduralTexture, _super);
  119733. /**
  119734. * Creates a new NoiseProceduralTexture
  119735. * @param name defines the name fo the texture
  119736. * @param size defines the size of the texture (default is 256)
  119737. * @param scene defines the hosting scene
  119738. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119739. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119740. */
  119741. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119742. if (size === void 0) { size = 256; }
  119743. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119744. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119745. _this._time = 0;
  119746. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119747. _this.brightness = 0.2;
  119748. /** Defines the number of octaves to process */
  119749. _this.octaves = 3;
  119750. /** Defines the level of persistence (0.8 by default) */
  119751. _this.persistence = 0.8;
  119752. /** Gets or sets animation speed factor (default is 1) */
  119753. _this.animationSpeedFactor = 1;
  119754. _this.autoClear = false;
  119755. _this._updateShaderUniforms();
  119756. return _this;
  119757. }
  119758. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119759. var scene = this.getScene();
  119760. if (!scene) {
  119761. return;
  119762. }
  119763. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119764. this.setFloat("brightness", this.brightness);
  119765. this.setFloat("persistence", this.persistence);
  119766. this.setFloat("timeScale", this._time);
  119767. };
  119768. NoiseProceduralTexture.prototype._getDefines = function () {
  119769. return "#define OCTAVES " + (this.octaves | 0);
  119770. };
  119771. /** Generate the current state of the procedural texture */
  119772. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119773. this._updateShaderUniforms();
  119774. _super.prototype.render.call(this, useCameraPostProcess);
  119775. };
  119776. /**
  119777. * Serializes this noise procedural texture
  119778. * @returns a serialized noise procedural texture object
  119779. */
  119780. NoiseProceduralTexture.prototype.serialize = function () {
  119781. var serializationObject = {};
  119782. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119783. serializationObject.brightness = this.brightness;
  119784. serializationObject.octaves = this.octaves;
  119785. serializationObject.persistence = this.persistence;
  119786. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119787. serializationObject.size = this.getSize().width;
  119788. serializationObject.generateMipMaps = this._generateMipMaps;
  119789. return serializationObject;
  119790. };
  119791. /**
  119792. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119793. * @param parsedTexture defines parsed texture data
  119794. * @param scene defines the current scene
  119795. * @param rootUrl defines the root URL containing noise procedural texture information
  119796. * @returns a parsed NoiseProceduralTexture
  119797. */
  119798. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119799. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119800. texture.brightness = parsedTexture.brightness;
  119801. texture.octaves = parsedTexture.octaves;
  119802. texture.persistence = parsedTexture.persistence;
  119803. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119804. return texture;
  119805. };
  119806. return NoiseProceduralTexture;
  119807. }(BABYLON.ProceduralTexture));
  119808. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119809. })(BABYLON || (BABYLON = {}));
  119810. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119811. var __assign = (this && this.__assign) || function () {
  119812. __assign = Object.assign || function(t) {
  119813. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119814. s = arguments[i];
  119815. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119816. t[p] = s[p];
  119817. }
  119818. return t;
  119819. };
  119820. return __assign.apply(this, arguments);
  119821. };
  119822. var BABYLON;
  119823. (function (BABYLON) {
  119824. /**
  119825. * This can helps recording videos from BabylonJS.
  119826. * This is based on the available WebRTC functionalities of the browser.
  119827. *
  119828. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119829. */
  119830. var VideoRecorder = /** @class */ (function () {
  119831. /**
  119832. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119833. * a video file.
  119834. * @param engine Defines the BabylonJS Engine you wish to record
  119835. * @param options Defines options that can be used to customized the capture
  119836. */
  119837. function VideoRecorder(engine, options) {
  119838. if (options === void 0) { options = null; }
  119839. if (!VideoRecorder.IsSupported(engine)) {
  119840. throw "Your browser does not support recording so far.";
  119841. }
  119842. var canvas = engine.getRenderingCanvas();
  119843. if (!canvas) {
  119844. throw "The babylon engine must have a canvas to be recorded";
  119845. }
  119846. this._canvas = canvas;
  119847. this._canvas.isRecording = false;
  119848. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119849. var stream = this._canvas.captureStream(this._options.fps);
  119850. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119851. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119852. this._mediaRecorder.onerror = this._handleError.bind(this);
  119853. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119854. }
  119855. /**
  119856. * Returns wehther or not the VideoRecorder is available in your browser.
  119857. * @param engine Defines the Babylon Engine to check the support for
  119858. * @returns true if supported otherwise false
  119859. */
  119860. VideoRecorder.IsSupported = function (engine) {
  119861. var canvas = engine.getRenderingCanvas();
  119862. return (!!canvas && typeof canvas.captureStream === "function");
  119863. };
  119864. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119865. /**
  119866. * True wether a recording is already in progress.
  119867. */
  119868. get: function () {
  119869. return !!this._canvas && this._canvas.isRecording;
  119870. },
  119871. enumerable: true,
  119872. configurable: true
  119873. });
  119874. /**
  119875. * Stops the current recording before the default capture timeout passed in the startRecording
  119876. * functions.
  119877. */
  119878. VideoRecorder.prototype.stopRecording = function () {
  119879. if (!this._canvas || !this._mediaRecorder) {
  119880. return;
  119881. }
  119882. if (!this.isRecording) {
  119883. return;
  119884. }
  119885. this._canvas.isRecording = false;
  119886. this._mediaRecorder.stop();
  119887. };
  119888. /**
  119889. * Starts recording the canvas for a max duration specified in parameters.
  119890. * @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.
  119891. * @param maxDuration Defines the maximum recording time in seconds.
  119892. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119893. * @return a promise callback at the end of the recording with the video data in Blob.
  119894. */
  119895. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119896. var _this = this;
  119897. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119898. if (maxDuration === void 0) { maxDuration = 7; }
  119899. if (!this._canvas || !this._mediaRecorder) {
  119900. throw "Recorder has already been disposed";
  119901. }
  119902. if (this.isRecording) {
  119903. throw "Recording already in progress";
  119904. }
  119905. if (maxDuration > 0) {
  119906. setTimeout(function () {
  119907. _this.stopRecording();
  119908. }, maxDuration * 1000);
  119909. }
  119910. this._fileName = fileName;
  119911. this._recordedChunks = [];
  119912. this._resolve = null;
  119913. this._reject = null;
  119914. this._canvas.isRecording = true;
  119915. this._mediaRecorder.start(this._options.recordChunckSize);
  119916. return new Promise(function (resolve, reject) {
  119917. _this._resolve = resolve;
  119918. _this._reject = reject;
  119919. });
  119920. };
  119921. /**
  119922. * Releases internal resources used during the recording.
  119923. */
  119924. VideoRecorder.prototype.dispose = function () {
  119925. this._canvas = null;
  119926. this._mediaRecorder = null;
  119927. this._recordedChunks = [];
  119928. this._fileName = null;
  119929. this._resolve = null;
  119930. this._reject = null;
  119931. };
  119932. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119933. if (event.data.size > 0) {
  119934. this._recordedChunks.push(event.data);
  119935. }
  119936. };
  119937. VideoRecorder.prototype._handleError = function (event) {
  119938. this.stopRecording();
  119939. if (this._reject) {
  119940. this._reject(event.error);
  119941. }
  119942. else {
  119943. throw new event.error();
  119944. }
  119945. };
  119946. VideoRecorder.prototype._handleStop = function () {
  119947. this.stopRecording();
  119948. var superBuffer = new Blob(this._recordedChunks);
  119949. if (this._resolve) {
  119950. this._resolve(superBuffer);
  119951. }
  119952. window.URL.createObjectURL(superBuffer);
  119953. if (this._fileName) {
  119954. BABYLON.Tools.Download(superBuffer, this._fileName);
  119955. }
  119956. };
  119957. VideoRecorder._defaultOptions = {
  119958. mimeType: "video/webm",
  119959. fps: 25,
  119960. recordChunckSize: 3000
  119961. };
  119962. return VideoRecorder;
  119963. }());
  119964. BABYLON.VideoRecorder = VideoRecorder;
  119965. })(BABYLON || (BABYLON = {}));
  119966. //# sourceMappingURL=babylon.videoRecorder.js.map
  119967. var BABYLON;
  119968. (function (BABYLON) {
  119969. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119970. if (replace === void 0) { replace = false; }
  119971. // Dispose existing light in replace mode.
  119972. if (replace) {
  119973. if (this.lights) {
  119974. for (var i = 0; i < this.lights.length; i++) {
  119975. this.lights[i].dispose();
  119976. }
  119977. }
  119978. }
  119979. // Light
  119980. if (this.lights.length === 0) {
  119981. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119982. }
  119983. };
  119984. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119985. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119986. if (replace === void 0) { replace = false; }
  119987. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119988. // Dispose existing camera in replace mode.
  119989. if (replace) {
  119990. if (this.activeCamera) {
  119991. this.activeCamera.dispose();
  119992. this.activeCamera = null;
  119993. }
  119994. }
  119995. // Camera
  119996. if (!this.activeCamera) {
  119997. var worldExtends = this.getWorldExtends();
  119998. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119999. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  120000. var camera;
  120001. var radius = worldSize.length() * 1.5;
  120002. // empty scene scenario!
  120003. if (!isFinite(radius)) {
  120004. radius = 1;
  120005. worldCenter.copyFromFloats(0, 0, 0);
  120006. }
  120007. if (createArcRotateCamera) {
  120008. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  120009. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  120010. arcRotateCamera.wheelPrecision = 100 / radius;
  120011. camera = arcRotateCamera;
  120012. }
  120013. else {
  120014. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  120015. freeCamera.setTarget(worldCenter);
  120016. camera = freeCamera;
  120017. }
  120018. camera.minZ = radius * 0.01;
  120019. camera.maxZ = radius * 1000;
  120020. camera.speed = radius * 0.2;
  120021. this.activeCamera = camera;
  120022. var canvas = this.getEngine().getRenderingCanvas();
  120023. if (attachCameraControls && canvas) {
  120024. camera.attachControl(canvas);
  120025. }
  120026. }
  120027. };
  120028. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  120029. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120030. if (replace === void 0) { replace = false; }
  120031. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120032. this.createDefaultLight(replace);
  120033. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  120034. };
  120035. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  120036. if (pbr === void 0) { pbr = false; }
  120037. if (scale === void 0) { scale = 1000; }
  120038. if (blur === void 0) { blur = 0; }
  120039. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  120040. if (!environmentTexture) {
  120041. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  120042. return null;
  120043. }
  120044. if (setGlobalEnvTexture) {
  120045. if (environmentTexture) {
  120046. this.environmentTexture = environmentTexture;
  120047. }
  120048. }
  120049. // Skybox
  120050. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  120051. if (pbr) {
  120052. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  120053. hdrSkyboxMaterial.backFaceCulling = false;
  120054. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  120055. if (hdrSkyboxMaterial.reflectionTexture) {
  120056. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120057. }
  120058. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  120059. hdrSkyboxMaterial.disableLighting = true;
  120060. hdrSkyboxMaterial.twoSidedLighting = true;
  120061. hdrSkybox.infiniteDistance = true;
  120062. hdrSkybox.material = hdrSkyboxMaterial;
  120063. }
  120064. else {
  120065. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  120066. skyboxMaterial.backFaceCulling = false;
  120067. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  120068. if (skyboxMaterial.reflectionTexture) {
  120069. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120070. }
  120071. skyboxMaterial.disableLighting = true;
  120072. hdrSkybox.infiniteDistance = true;
  120073. hdrSkybox.material = skyboxMaterial;
  120074. }
  120075. return hdrSkybox;
  120076. };
  120077. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  120078. if (BABYLON.EnvironmentHelper) {
  120079. return new BABYLON.EnvironmentHelper(options, this);
  120080. }
  120081. return null;
  120082. };
  120083. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  120084. if (webVROptions === void 0) { webVROptions = {}; }
  120085. return new BABYLON.VRExperienceHelper(this, webVROptions);
  120086. };
  120087. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  120088. var _this = this;
  120089. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  120090. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  120091. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  120092. .then(function (ui) {
  120093. new BABYLON.WebXRInput(helper);
  120094. return helper;
  120095. });
  120096. });
  120097. };
  120098. })(BABYLON || (BABYLON = {}));
  120099. //# sourceMappingURL=babylon.sceneHelpers.js.map
  120100. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}\n","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","passCubePixelShader":"\nvarying vec2 vUV;\nuniform samplerCube textureSampler;\nvoid main(void) \n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  120101. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif","instancesDeclaration":"#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif","pointCloudVertexDeclaration":"#ifdef POINTSIZE\nuniform float pointSize;\n#endif","bumpVertexDeclaration":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n","clipPlaneVertexDeclaration":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nvarying float fClipDistance4;\n#endif","fogVertexDeclaration":"#ifdef FOG\nvarying vec3 vFogDistance;\n#endif","morphTargetsVertexGlobalDeclaration":"#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif","morphTargetsVertexDeclaration":"#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif","logDepthDeclaration":"#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif","morphTargetsVertex":"#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif","instancesVertex":"#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif","bonesVertex":"#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif \n#else \ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif","bumpVertex":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif","clipPlaneVertex":"#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif","fogVertex":"#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif","shadowsVertex":"#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif","pointCloudVertex":"#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif","logDepthVertex":"#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif","helperFunctions":"const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\n\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=max(0.0000001,max(color.r,max(color.g,color.b)));\nfloat D=max(rgbdMaxRange/maxRGB,1.);\nD=clamp(floor(D)/255.0,0.,1.);\n\nvec3 rgb=color.rgb*D;\n\nrgb=toGammaSpace(rgb);\nreturn vec4(rgb,D); \n}\nvec3 fromRGBD(vec4 rgbd) {\n\nrgbd.rgb=toLinearSpace(rgbd.rgb);\n\nreturn rgbd.rgb/rgbd.a;\n}","lightFragmentDeclaration":"#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\nuniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#endif","lightsFragmentFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn textureColor;\n}","lightUboDeclaration":"#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\nvec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X}; \n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif","defaultVertexDeclaration":"\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n","defaultFragmentDeclaration":"uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif","defaultUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","shadowsFragmentFunctions":"#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#ifdef WEBGL2\n\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat shadow=texture2D(shadowSampler,uvDepth);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.)\n);\nconst vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n\n\n\n\n\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i<searchTapCount; i ++) {\nblockerDepth=texture(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\nif (blockerDepth<depthMetric) {\nsumBlockerDepth+=blockerDepth;\nnumBlocker++;\n}\n}\nif (numBlocker<1.0) {\nreturn 1.0;\n}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\n\nfloat AAOffset=shadowMapSizeInverse*10.;\n\n\nfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\nfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\nfloat random=getRand(vPositionFromLight.xy);\nfloat rotationAngle=random*3.1415926;\nvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\nfloat shadow=0.;\nfor (int i=0; i<pcfTapCount; i++) {\nvec3 offset=poissonSamplers[i];\n\noffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\nshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\n}\nshadow/=float(pcfTapCount);\n\nshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\n\nshadow=mix(darkness,1.,shadow);\n\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\n}\n#endif\n#endif\n","fresnelFunction":"#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif","reflectionFunction":"#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\n\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\n\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\n\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\n\nvec3 intersectPositionWS=vertexPos+origVec*distance;\n\nreturn intersectPositionWS-cubePos;\n}\n#endif\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=normalize(reflect(cameraToVertex,worldNormal));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=normalize(worldPos.xyz-vEyePosition.xyz);\n\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,vReflectionSize,vReflectionPosition);\n#endif\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}","imageProcessingDeclaration":"#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif","imageProcessingFunctions":"#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\n#ifdef TONEMAPPING_ACES\n\n\n\n\n\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);\n\nconst mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108,1.10813,-0.07276),\nvec3(-0.07367,-0.00605,1.07602)\n);\nvec3 RRTAndODTFit(vec3 v)\n{\nvec3 a=v*(v+0.0245786)-0.000090537;\nvec3 b=v*(0.983729*v+0.4329510)+0.238081;\nreturn a/b;\n}\nvec3 ACESFitted(vec3 color)\n{\ncolor=ACESInputMat*color;\n\ncolor=RRTAndODTFit(color);\ncolor=ACESOutputMat*color;\n\ncolor=clamp(color,0.0,1.0);\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}","bumpFragmentFunctions":"#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif","clipPlaneFragmentDeclaration":"#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nvarying float fClipDistance4;\n#endif","fogFragmentDeclaration":"#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif","clipPlaneFragment":"#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nif (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nif (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nif (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif","bumpFragment":"vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\nnormalW=normalize(mat3(normalMatrix)*normalW); \n#else\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif\n#endif","lightFragment":"#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\nspotInfo=computeSpotLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\nspotInfo.attenuation=computeDistanceLightFalloff_GLTF(spotInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Physical(spotInfo.lightDistanceSquared);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Standard(spotInfo.lightOffset,light{X}.vLightFalloff.x);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\nspotInfo.attenuation=computeDistanceLightFalloff(spotInfo.lightOffset,spotInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\ninfo=computeSpotLighting(spotInfo,viewDirectionW,normalW,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(POINTLIGHT{X})\npointInfo=computePointLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\npointInfo.attenuation=computeDistanceLightFalloff_GLTF(pointInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npointInfo.attenuation=computeDistanceLightFalloff_Physical(pointInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npointInfo.attenuation=computeDistanceLightFalloff_Standard(pointInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npointInfo.attenuation=computeDistanceLightFalloff(pointInfo.lightOffset,pointInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\ninfo=computePointLighting(pointInfo,viewDirectionW,normalW,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(DIRLIGHT{X})\ninfo=computeDirectionalLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif","logDepthFragment":"#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif","fogFragment":"#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif","pbrVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n","pbrFragmentDeclaration":"uniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif","pbrUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec2 vAlbedoInfos;\nuniform vec4 vAmbientInfos;\nuniform vec2 vOpacityInfos;\nuniform vec2 vEmissiveInfos;\nuniform vec2 vLightmapInfos;\nuniform vec3 vReflectivityInfos;\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform vec4 vRefractionInfos;\nuniform vec2 vReflectionInfos;\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \nuniform vec3 vBumpInfos;\nuniform mat4 albedoMatrix;\nuniform mat4 ambientMatrix;\nuniform mat4 opacityMatrix;\nuniform mat4 emissiveMatrix;\nuniform mat4 lightmapMatrix;\nuniform mat4 reflectivityMatrix;\nuniform mat4 microSurfaceSamplerMatrix;\nuniform mat4 bumpMatrix;\nuniform vec2 vTangentSpaceParams;\nuniform mat4 refractionMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\nuniform float pointSize;\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","pbrFunctions":"\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nconst float kRougnhessToAlphaScale=0.1;\nconst float kRougnhessToAlphaOffset=0.29248125;\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n\nconst float kMinimumVariance=0.0005;\nfloat alphaG=square(roughness)+kMinimumVariance;\nreturn alphaG;\n}\n\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot,float alphaG)\n{\nfloat tanSquared=(1.0-dot*dot)/(dot*dot);\nreturn 2.0/(1.0+sqrt(1.0+alphaG*alphaG*tanSquared));\n}\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL,float NdotV,float alphaG)\n{\nreturn smithVisibilityG1_TrowbridgeReitzGGX(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGX(NdotV,alphaG);\n}\n\n\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\n\n\n\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow(clamp(1.0-VdotH,0.,1.),5.0);\n}\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n\nvec3 computeSpecularTerm(float NdotH,float NdotL,float NdotV,float VdotH,float roughness,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor)\n{\nroughness=max(roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\nfloat visibility=smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL,NdotV,alphaG);\nvisibility/=(4.0*NdotL*NdotV); \nfloat specTerm=max(0.,visibility*distribution)*NdotL;\nvec3 fresnel=fresnelSchlickGGX(VdotH,reflectance0,reflectance90);\nreturn fresnel*specTerm;\n}\nfloat computeDiffuseTerm(float NdotL,float NdotV,float VdotH,float roughness)\n{\n\n\nfloat diffuseFresnelNV=pow(clamp(1.0-NdotL,0.000001,1.),5.0);\nfloat diffuseFresnelNL=pow(clamp(1.0-NdotV,0.000001,1.),5.0);\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel*NdotL/PI;\n}\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance)\n{\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\n\nfloat lightRoughness=lightRadius/lightDistance;\n\nfloat totalRoughness=clamp(lightRoughness+roughness,0.,1.);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n\n\nfloat fresnelGrazingReflectance(float reflectance0) {\nfloat reflectance90=clamp(reflectance0*25.0,0.0,1.0);\nreturn reflectance90;\n}\n\n\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\n\n\n\n\n\n\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nfloat microsurfaceAverageSlopeTexels=microsurfaceAverageSlope*cubeMapDimensionPixels;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\n\n\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn clamp(square(temp)-1.0+ambientOcclusion,0.0,1.0);\n}\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal) {\n\nvec3 reflection=reflect(view,normal);\nfloat temp=clamp( 1.0+1.1*dot(reflection,normal),0.0,1.0);\nreturn square(temp);\n}","harmonicsFunctions":"#ifdef USESPHERICALFROMREFLECTIONMAP\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\nvec3 quaternionVectorRotation_ScaledSqrtTwo(vec4 Q,vec3 V){\nvec3 T=cross(Q.xyz,V);\nT+=Q.www*V;\nreturn cross(Q.xyz,T)+V;\n}\nvec3 environmentIrradianceJones(vec3 normal)\n{\n\n\n\n\n\n\n\n\n\nfloat Nx=normal.x;\nfloat Ny=normal.y;\nfloat Nz=normal.z;\nvec3 C1=vSphericalZZ.rgb;\nvec3 Cx=vSphericalX.rgb;\nvec3 Cy=vSphericalY.rgb;\nvec3 Cz=vSphericalZ.rgb;\nvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\nvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\nvec3 Cxy=vSphericalXY.rgb;\nvec3 Cyz=vSphericalYZ.rgb;\nvec3 Czx=vSphericalZX.rgb;\nvec3 a1=Cyy_zz*Ny+Cy;\nvec3 a2=Cyz*Nz+a1;\nvec3 b1=Czx*Nz+Cx;\nvec3 b2=Cxy*Ny+b1;\nvec3 b3=Cxx_zz*Nx+b2;\nvec3 t1=Cz*Nz+C1;\nvec3 t2=a2*Ny+t1;\nvec3 t3=b3*Nx+t2;\nreturn t3;\n}\n#endif","pbrLightFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n};\nstruct pointLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat attenuation;\n};\nstruct spotLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nvec3 directionToLightCenterW;\nfloat attenuation;\n};\nfloat computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/((lightDistanceSquared+0.001));\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nconst float minDistanceSquared=0.01*0.01;\nfloat lightDistanceFalloff=1.0/(max(lightDistanceSquared,minDistanceSquared));\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=clamp(1.0-factor*factor,0.,1.);\nattenuation*=attenuation;\n\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{ \n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=max(0.000000000000001,dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\n\n\n\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=clamp(cd*lightAngleScale+lightAngleOffset,0.,1.);\n\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}\npointLightingInfo computePointLightingInfo(vec4 lightData) {\npointLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nspotLightingInfo computeSpotLightingInfo(vec4 lightData) {\nspotLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.directionToLightCenterW=normalize(result.lightOffset);\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nlightingInfo computePointLighting(pointLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nvec3 lightDirection=normalize(info.lightOffset);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(spotLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec4 lightDirection,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+info.directionToLightCenterW);\nNdotL=clamp(dot(vNormal,info.directionToLightCenterW),0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeDirectionalLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=length(-lightData.xyz);\nvec3 lightDirection=normalize(-lightData.xyz);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\n\n\nNdotL=dot(vNormal,lightData.xyz)*0.5+0.5;\nresult.diffuse=mix(groundColor,diffuseColor,NdotL);\n#ifdef SPECULARTERM\n\nvec3 lightVectorW=normalize(lightData.xyz);\nvec3 H=normalize(viewDirectionW+lightVectorW);\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nNdotL=clamp(NdotL,0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}","clipPlaneVertexDeclaration2":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nout float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nout float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nout float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nout float fClipDistance4;\n#endif","clipPlaneFragmentDeclaration2":"#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nin float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nin float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nin float fClipDistance4;\n#endif","mrtFragmentDeclaration":"#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n","bones300Declaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nmat4 result;\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nresult[0]=texture(smp,vec2(dx*(offset+0.5),0.));\nresult[1]=texture(smp,vec2(dx*(offset+1.5),0.));\nresult[2]=texture(smp,vec2(dx*(offset+2.5),0.));\nresult[3]=texture(smp,vec2(dx*(offset+3.5),0.));\nreturn result;\n}\n#endif\n#endif","instances300Declaration":"#ifdef INSTANCES\nin vec4 world0;\nin vec4 world1;\nin vec4 world2;\nin vec4 world3;\n#else\nuniform mat4 world;\n#endif","kernelBlurFragment":"#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\n#endif","kernelBlurFragment2":"#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\ncomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif","kernelBlurVaryingDeclaration":"varying vec2 sampleCoord{X};","kernelBlurVertex":"sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};","backgroundVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif","backgroundFragmentDeclaration":" uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;\nuniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif","backgroundUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec4 vPrimaryColor;\nuniform vec4 vPrimaryColorShadow;\nuniform vec2 vDiffuseInfos;\nuniform vec2 vReflectionInfos;\nuniform mat4 diffuseMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\nuniform float pointSize;\nuniform float shadowLevel;\nuniform float alpha;\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"};
  120102. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  120103. globalObject["BABYLON"] = BABYLON;
  120104. //backwards compatibility
  120105. if(typeof earcut !== 'undefined') {
  120106. globalObject["Earcut"] = {
  120107. earcut: earcut
  120108. };
  120109. }
  120110. return BABYLON;
  120111. });